Re: [Audyssey] Mota and tts

2010-03-23 Thread Muhammed Deniz

Hi Thomas,
You are seriously a cool man! Both of us agree on these points.
Contact info.
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muhamme...@googlemail.com
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muhammed123...@hotmail.co.uk
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Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 11:48 PM
Subject: Re: [Audyssey] Mota and tts



oh for the old days when even toshiba valued their laptops.
it used to be decent yamaha opl2 opl3 fm and xg cards.
now its soundmax and realtech.


Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.

On 3/22/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Real tech is crap! that's what I have.


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Re: [Audyssey] Mota and tts

2010-03-22 Thread Muhammed Deniz

Real tech is crap! that's what I have.
Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
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Klango username.
muhammed
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 4:01 AM
Subject: Re: [Audyssey] Mota and tts



aah.
I always like to stay up to date.
I have a realtech hd card but am not impressed with the stripped down card 
on my laptop.
sure it is sounding real good for what it is but in games like sod I have 
to set everything off the card because it doesn't run everything well.

In one part of teraformas sounds don't work well at all.
I suspect that my card has reduced internal memmory.
I have been brought up on yamaha, sb16 and other such cards.
A basic card for me that looks good could be the soundmax, no fx but a 
built in eq makes up for that the realtech hd and the realtech ac97 are ok 
cards.

I've heard about m audio, but hmmm.
Its not like I can go fully pro though I am happy with the lack of buzz 
and hiss on my end.

Still like the analog cards as they seem to run smoother.
but enough of this I think.
At 03:14 p.m. 22/03/2010, you wrote:

Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH

On 3/21/10, shaun everiss shau...@xtra.co.nz wrote:
hmmm yeah I've never had anything more powerfull than a soundmax or some 
low

end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp 
sounding

than the roland stuff.
although the later keyboards are ok.


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Re: [Audyssey] Mota and tts

2010-03-22 Thread Thomas Ward
Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.

On 3/22/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Real tech is crap! that's what I have.

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Re: [Audyssey] Mota and tts

2010-03-22 Thread Muhammed Deniz
Plus ergo is rubbish, and if you want the best computer just get your own 
one built. I think Hp's should be perchesed or maybe a toshiba.

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msn:
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Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 8:47 PM
Subject: Re: [Audyssey] Mota and tts



Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.

On 3/22/10, Muhammed Deniz muhamme...@googlemail.com wrote:

Real tech is crap! that's what I have.


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Re: [Audyssey] Mota and tts

2010-03-22 Thread shaun everiss
oh for the old days when even toshiba valued their laptops.
it used to be decent yamaha opl2 opl3 fm and xg cards.
now its soundmax and realtech.

Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.

On 3/22/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Real tech is crap! that's what I have.

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Re: [Audyssey] Mota and tts

2010-03-21 Thread Muhammed Deniz
If I would of got the microphone fixed, then I would help you Philip for 
free.

Contact info.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
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Klango username.
muhammed
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:09 AM
Subject: Re: [Audyssey] Mota and tts


Oh I tend to agree, but I guess it depends on how much extra you're 
willing to do. And seeing as how this wasn't even Thomas' project to begin 
with and the amount of trouble it's brought down on him in the four years 
he's been working on it it's definitely understandable why he just wants 
to get it out the door. But now that I think of it I don't think Thomas 
ever intended to use real human speech beyond what was necessary for 
Angela herself. I tend to agree that real human speech is more pleasing to 
hear, but I can't honestly say that I'll be able to do that when I start 
working on games. Sometimes it's not even a matter of being willing or 
unwilling but what you can and can't actually afford. Like I said, 
professional voice talent is hardly inexpensive so sometimes some people 
literally can't afford the extra money, even if they would prefer to use 
human speech. Thomas does after all have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

A valid point indeed, and one which I certainly considered before I 
decided to hire voice actors for all of my games; except for the parts I 
can do here in my own studio. I feel, however, that the chances of a 
purchase increase with every little detail of quality featured in the 
game - especially that of the main output voice, as that is what the user 
will hear possibly for hours on end. My filosophy is this, rather spend a 
little extra and get everything as good as it can possibly be as you then 
stand out above the rest, and are thus likely to get more sales in the 
end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional 
voice talent is hardly inexpensive. The lady who does the actual Angela 
sound clips charged a considerable amount just for doing those clips. It 
would cost even more for actual speech of the sort you're thinking of. I 
agree it would sound more esthetically pleasing but it may not be 
financially feasible unless it could be absolutely guaranteed that Thomas 
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I 
appreciate the convenience of using synthetic speech while the game is 
in intensive development (e.g. when you have a million things changing 
from day to day), but in my mind you make a much more professional 
impression on your end users if you use an actual voice talent in the 
final product. Since you are using concatenated audio files anyway, 
this would not be a difficult thing to do as it would just be a matter 
of replacing the tts version of each file with the real woman's voice. 
To me, this gives the game a much nicer atmosphere and an over-all 
nicer feel, as I personally tend to get rather irritated with the 
little glitches that are inevitably going to be present in every 
concatenated tts voice. When I say concatenated in this case I do not 
mean your game sound files but rather the way that the actual voice is 
constructed, there are hundreds of little chunks that they try to fit 
together to form the particular phrase in question and these engines 
are far from perfect. A real lady would be able to emphasise her words 
so that you really feel for what she is saying and can put it in teh 
context of the game so to speak, rather than the dry and unemotional 
tts voice equivalent. I guess what I'm trying to say is, in a game 
where the text is so dynamic so that a real human voice would be 
impossible such as Entombed I can put up with tts, but in a game like 
Mota I think it would be highly benefitial for the end product to use 
an actual voiceover artist. Again, you would only do these recordings 
when you feel that it's not very likely that the general set

Re: [Audyssey] Mota and tts

2010-03-21 Thread Thomas Ward
Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH

On 3/21/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm yeah I've never had anything more powerfull than a soundmax or some low
 end yamaha cards so something like that is semi top.
 So creative is not the top.
 what is, maybe roland or yamaha the yamaha synths are less sharp sounding
 than the roland stuff.
 although the later keyboards are ok.

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Re: [Audyssey] Mota and tts

2010-03-21 Thread shaun everiss
aah.
I always like to stay up to date.
I have a realtech hd card but am not impressed with the stripped down card on 
my laptop.
sure it is sounding real good for what it is but in games like sod I have to 
set everything off the card because it doesn't run everything well.
In one part of teraformas sounds don't work well at all.
I suspect that my card has reduced internal memmory.
I have been brought up on yamaha, sb16 and other such cards.
A basic card for me that looks good could be the soundmax, no fx but a built in 
eq makes up for that the realtech hd and the realtech ac97 are ok cards.
I've heard about m audio, but hmmm.
Its not like I can go fully pro though I am happy with the lack of buzz  and 
hiss on my end.
Still like the analog cards as they seem to run smoother.
but enough of this I think.
At 03:14 p.m. 22/03/2010, you wrote:
Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH

On 3/21/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm yeah I've never had anything more powerfull than a soundmax or some low
 end yamaha cards so something like that is semi top.
 So creative is not the top.
 what is, maybe roland or yamaha the yamaha synths are less sharp sounding
 than the roland stuff.
 although the later keyboards are ok.

---
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Re: [Audyssey] Mota and tts

2010-03-20 Thread Thomas Ward
Hi Shaun,

Not on your life. Close to pro my buttt. You got to be joking me right?

First, of all the SB Live line of cards are old technology.
Yesterday's technology, and now are considered one of Creative's low
budget value sound cards. Definitely not the bleeding edge high end
sound cards they use to be back in the late 90's or so. If you want to
talk pro grade sound card something like the X-Fi would be more on the
list of higher end cards for musicians and sound designers.

Second, Creative Labs has been considerably falling behind in quality
and standards, and if you pay for one of their high priced cards you
are buying the name not the quality. I've had a number of their Audegy
cards totally fail after a couple of months of use, and I have a
friend who invested in an X-Fi only to find it was defective right out
of the box, and had to exchange it for a replacement one that worked.
So Creative is no longer the be all or end all of sound cards.

Third, you do realise that a Del with a 2.8 GHZ processor is on the
low end of processor speed and power these days? My Compaq laptop
purchased two years ago has a 3.6 GHZ Intel processor in it, and even
that is a bit slow compared to what I could purchase now.  So it is
not even remotely in the pro catagory you speak of.

Cheers!

On 3/20/10, shaun everiss shau...@xtra.co.nz wrote:
 well give it a few years and I may inheret a slow del 2.8 with a sb live in
 it.
 no idea how it came with one of those but thats close to pro right there.

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Re: [Audyssey] Mota and tts

2010-03-20 Thread shaun everiss
hmmm yeah I've never had anything more powerfull than a soundmax or some low 
end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp sounding than 
the roland stuff.
although the later keyboards are ok.
At 03:20 a.m. 21/03/2010, you wrote:
Hi Shaun,

Not on your life. Close to pro my buttt. You got to be joking me right?

First, of all the SB Live line of cards are old technology.
Yesterday's technology, and now are considered one of Creative's low
budget value sound cards. Definitely not the bleeding edge high end
sound cards they use to be back in the late 90's or so. If you want to
talk pro grade sound card something like the X-Fi would be more on the
list of higher end cards for musicians and sound designers.

Second, Creative Labs has been considerably falling behind in quality
and standards, and if you pay for one of their high priced cards you
are buying the name not the quality. I've had a number of their Audegy
cards totally fail after a couple of months of use, and I have a
friend who invested in an X-Fi only to find it was defective right out
of the box, and had to exchange it for a replacement one that worked.
So Creative is no longer the be all or end all of sound cards.

Third, you do realise that a Del with a 2.8 GHZ processor is on the
low end of processor speed and power these days? My Compaq laptop
purchased two years ago has a 3.6 GHZ Intel processor in it, and even
that is a bit slow compared to what I could purchase now.  So it is
not even remotely in the pro catagory you speak of.

Cheers!

On 3/20/10, shaun everiss shau...@xtra.co.nz wrote:
 well give it a few years and I may inheret a slow del 2.8 with a sb live in
 it.
 no idea how it came with one of those but thats close to pro right there.

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[Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate the 
convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to day), 
but in my mind you make a much more professional impression on your end 
users if you use an actual voice talent in the final product. Since you are 
using concatenated audio files anyway, this would not be a difficult thing 
to do as it would just be a matter of replacing the tts version of each file 
with the real woman's voice. To me, this gives the game a much nicer 
atmosphere and an over-all nicer feel, as I personally tend to get rather 
irritated with the little glitches that are inevitably going to be present 
in every concatenated tts voice. When I say concatenated in this case I do 
not mean your game sound files but rather the way that the actual voice is 
constructed, there are hundreds of little chunks that they try to fit 
together to form the particular phrase in question and these engines are far 
from perfect. A real lady would be able to emphasise her words so that you 
really feel for what she is saying and can put it in teh context of the game 
so to speak, rather than the dry and unemotional tts voice equivalent. I 
guess what I'm trying to say is, in a game where the text is so dynamic so 
that a real human voice would be impossible such as Entombed I can put up 
with tts, but in a game like Mota I think it would be highly benefitial for 
the end product to use an actual voiceover artist. Again, you would only do 
these recordings when you feel that it's not very likely that the general 
set of words and phrases will change much. As an example, imagine Q9 with 
NeoSpeech Paul?


Kind regards,

Philip Bennefall 



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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
I tend to agree with you Philip, but the problem is that professional voice 
talent is hardly inexpensive. The lady who does the actual Angela sound 
clips charged a considerable amount just for doing those clips. It would 
cost even more for actual speech of the sort you're thinking of. I agree it 
would sound more esthetically pleasing but it may not be financially 
feasible unless it could be absolutely guaranteed that Thomas would get his 
money's worth. And in our market that's not a guarantee.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on your 
end users if you use an actual voice talent in the final product. Since 
you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are inevitably 
going to be present in every concatenated tts voice. When I say 
concatenated in this case I do not mean your game sound files but rather 
the way that the actual voice is constructed, there are hundreds of little 
chunks that they try to fit together to form the particular phrase in 
question and these engines are far from perfect. A real lady would be able 
to emphasise her words so that you really feel for what she is saying and 
can put it in teh context of the game so to speak, rather than the dry and 
unemotional tts voice equivalent. I guess what I'm trying to say is, in a 
game where the text is so dynamic so that a real human voice would be 
impossible such as Entombed I can put up with tts, but in a game like Mota 
I think it would be highly benefitial for the end product to use an actual 
voiceover artist. Again, you would only do these recordings when you feel 
that it's not very likely that the general set of words and phrases will 
change much. As an example, imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Bryan,

A valid point indeed, and one which I certainly considered before I decided 
to hire voice actors for all of my games; except for the parts I can do here 
in my own studio. I feel, however, that the chances of a purchase increase 
with every little detail of quality featured in the game - especially that 
of the main output voice, as that is what the user will hear possibly for 
hours on end. My filosophy is this, rather spend a little extra and get 
everything as good as it can possibly be as you then stand out above the 
rest, and are thus likely to get more sales in the end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional voice 
talent is hardly inexpensive. The lady who does the actual Angela sound 
clips charged a considerable amount just for doing those clips. It would 
cost even more for actual speech of the sort you're thinking of. I agree it 
would sound more esthetically pleasing but it may not be financially 
feasible unless it could be absolutely guaranteed that Thomas would get his 
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on your 
end users if you use an actual voice talent in the final product. Since 
you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are inevitably 
going to be present in every concatenated tts voice. When I say 
concatenated in this case I do not mean your game sound files but rather 
the way that the actual voice is constructed, there are hundreds of 
little chunks that they try to fit together to form the particular phrase 
in question and these engines are far from perfect. A real lady would be 
able to emphasise her words so that you really feel for what she is 
saying and can put it in teh context of the game so to speak, rather than 
the dry and unemotional tts voice equivalent. I guess what I'm trying to 
say is, in a game where the text is so dynamic so that a real human voice 
would be impossible such as Entombed I can put up with tts, but in a game 
like Mota I think it would be highly benefitial for the end product to 
use an actual voiceover artist. Again, you would only do these recordings 
when you feel that it's not very likely that the general set of words and 
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're willing 
to do. And seeing as how this wasn't even Thomas' project to begin with and 
the amount of trouble it's brought down on him in the four years he's been 
working on it it's definitely understandable why he just wants to get it out 
the door. But now that I think of it I don't think Thomas ever intended to 
use real human speech beyond what was necessary for Angela herself. I tend 
to agree that real human speech is more pleasing to hear, but I can't 
honestly say that I'll be able to do that when I start working on games. 
Sometimes it's not even a matter of being willing or unwilling but what you 
can and can't actually afford. Like I said, professional voice talent is 
hardly inexpensive so sometimes some people literally can't afford the extra 
money, even if they would prefer to use human speech. Thomas does after all 
have a wife and son to support.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

A valid point indeed, and one which I certainly considered before I 
decided to hire voice actors for all of my games; except for the parts I 
can do here in my own studio. I feel, however, that the chances of a 
purchase increase with every little detail of quality featured in the 
game - especially that of the main output voice, as that is what the user 
will hear possibly for hours on end. My filosophy is this, rather spend a 
little extra and get everything as good as it can possibly be as you then 
stand out above the rest, and are thus likely to get more sales in the 
end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional 
voice talent is hardly inexpensive. The lady who does the actual Angela 
sound clips charged a considerable amount just for doing those clips. It 
would cost even more for actual speech of the sort you're thinking of. I 
agree it would sound more esthetically pleasing but it may not be 
financially feasible unless it could be absolutely guaranteed that Thomas 
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on 
your end users if you use an actual voice talent in the final product. 
Since you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are 
inevitably going to be present in every concatenated tts voice. When I 
say concatenated in this case I do not mean your game sound files but 
rather the way that the actual voice is constructed, there are hundreds 
of little chunks that they try to fit together to form the particular 
phrase in question and these engines are far from perfect. A real lady 
would be able to emphasise her words so that you really feel for what 
she is saying and can put it in teh context of the game so to speak, 
rather than the dry and unemotional tts voice equivalent. I guess what 
I'm trying to say is, in a game where the text is so dynamic so that a 
real human voice would be impossible such as Entombed I can put up with 
tts, but in a game like Mota I think it would be highly benefitial for 
the end product to use an actual voiceover artist. Again, you would only 
do these recordings when you feel that it's not very likely that the 
general set of words and phrases will change much. As an example, 
imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched

Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Bryan,

Again, these are all factors that must be taken into consideration. I do not 
know any of the underlying circumstances, I was refering merely to the game 
itself and the impact I think it would have on it. Then whether this is 
actually possible or not isn't for me to judge.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts


Oh I tend to agree, but I guess it depends on how much extra you're 
willing to do. And seeing as how this wasn't even Thomas' project to begin 
with and the amount of trouble it's brought down on him in the four years 
he's been working on it it's definitely understandable why he just wants 
to get it out the door. But now that I think of it I don't think Thomas 
ever intended to use real human speech beyond what was necessary for 
Angela herself. I tend to agree that real human speech is more pleasing to 
hear, but I can't honestly say that I'll be able to do that when I start 
working on games. Sometimes it's not even a matter of being willing or 
unwilling but what you can and can't actually afford. Like I said, 
professional voice talent is hardly inexpensive so sometimes some people 
literally can't afford the extra money, even if they would prefer to use 
human speech. Thomas does after all have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

A valid point indeed, and one which I certainly considered before I 
decided to hire voice actors for all of my games; except for the parts I 
can do here in my own studio. I feel, however, that the chances of a 
purchase increase with every little detail of quality featured in the 
game - especially that of the main output voice, as that is what the user 
will hear possibly for hours on end. My filosophy is this, rather spend a 
little extra and get everything as good as it can possibly be as you then 
stand out above the rest, and are thus likely to get more sales in the 
end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional 
voice talent is hardly inexpensive. The lady who does the actual Angela 
sound clips charged a considerable amount just for doing those clips. It 
would cost even more for actual speech of the sort you're thinking of. I 
agree it would sound more esthetically pleasing but it may not be 
financially feasible unless it could be absolutely guaranteed that Thomas 
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I 
appreciate the convenience of using synthetic speech while the game is 
in intensive development (e.g. when you have a million things changing 
from day to day), but in my mind you make a much more professional 
impression on your end users if you use an actual voice talent in the 
final product. Since you are using concatenated audio files anyway, 
this would not be a difficult thing to do as it would just be a matter 
of replacing the tts version of each file with the real woman's voice. 
To me, this gives the game a much nicer atmosphere and an over-all 
nicer feel, as I personally tend to get rather irritated with the 
little glitches that are inevitably going to be present in every 
concatenated tts voice. When I say concatenated in this case I do not 
mean your game sound files but rather the way that the actual voice is 
constructed, there are hundreds of little chunks that they try to fit 
together to form the particular phrase in question and these engines 
are far from perfect. A real lady would be able to emphasise her words 
so that you really feel for what she is saying and can put it in teh 
context of the game so to speak, rather than the dry and unemotional 
tts voice equivalent. I guess what I'm trying to say is, in a game 
where the text is so dynamic so that a real human voice would be 
impossible such as Entombed I can put up with tts, but in a game like 
Mota I think it would be highly benefitial for the end product to use 
an actual voiceover

Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with 
only himself and/or a furry little child to support to be able to afford to 
use professional voice talent in his projects and quie another for someone 
with a wife and kids to support. True Justin Daubenmire of BSC Games 
generally uses human speech but he usually uses his own voice or that of a 
close friend as I understand it. I don't know how often, if ever, that he's 
actually able to pay those who lend their voices to his titles.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:13 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

Again, these are all factors that must be taken into consideration. I do 
not know any of the underlying circumstances, I was refering merely to the 
game itself and the impact I think it would have on it. Then whether this 
is actually possible or not isn't for me to judge.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts


Oh I tend to agree, but I guess it depends on how much extra you're 
willing to do. And seeing as how this wasn't even Thomas' project to 
begin with and the amount of trouble it's brought down on him in the four 
years he's been working on it it's definitely understandable why he just 
wants to get it out the door. But now that I think of it I don't think 
Thomas ever intended to use real human speech beyond what was necessary 
for Angela herself. I tend to agree that real human speech is more 
pleasing to hear, but I can't honestly say that I'll be able to do that 
when I start working on games. Sometimes it's not even a matter of being 
willing or unwilling but what you can and can't actually afford. Like I 
said, professional voice talent is hardly inexpensive so sometimes some 
people literally can't afford the extra money, even if they would prefer 
to use human speech. Thomas does after all have a wife and son to 
support.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

A valid point indeed, and one which I certainly considered before I 
decided to hire voice actors for all of my games; except for the parts I 
can do here in my own studio. I feel, however, that the chances of a 
purchase increase with every little detail of quality featured in the 
game - especially that of the main output voice, as that is what the 
user will hear possibly for hours on end. My filosophy is this, rather 
spend a little extra and get everything as good as it can possibly be as 
you then stand out above the rest, and are thus likely to get more sales 
in the end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional 
voice talent is hardly inexpensive. The lady who does the actual Angela 
sound clips charged a considerable amount just for doing those clips. It 
would cost even more for actual speech of the sort you're thinking of. I 
agree it would sound more esthetically pleasing but it may not be 
financially feasible unless it could be absolutely guaranteed that 
Thomas would get his money's worth. And in our market that's not a 
guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I 
appreciate the convenience of using synthetic speech while the game is 
in intensive development (e.g. when you have a million things changing 
from day to day), but in my mind you make a much more professional 
impression on your end users if you use an actual voice talent in the 
final product. Since you are using concatenated audio files anyway, 
this would not be a difficult thing to do as it would just be a matter 
of replacing the tts version of each file with the real woman's voice. 
To me, this gives the game a much nicer atmosphere and an over-all 
nicer feel, as I personally tend to get rather irritated with the 
little glitches

Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near  final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.


On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I would like to make a small suggestion for Mota, if I may. I appreciate the
 convenience of using synthetic speech while the game is in intensive
 development (e.g. when you have a million things changing from day to day),
 but in my mind you make a much more professional impression on your end
 users if you use an actual voice talent in the final product. Since you are
 using concatenated audio files anyway, this would not be a difficult thing
 to do as it would just be a matter of replacing the tts version of each file
 with the real woman's voice. To me, this gives the game a much nicer
 atmosphere and an over-all nicer feel, as I personally tend to get rather
 irritated with the little glitches that are inevitably going to be present
 in every concatenated tts voice. When I say concatenated in this case I do
 not mean your game sound files but rather the way that the actual voice is
 constructed, there are hundreds of little chunks that they try to fit
 together to form the particular phrase in question and these engines are far
 from perfect. A real lady would be able to emphasise her words so that you
 really feel for what she is saying and can put it in teh context of the game
 so to speak, rather than the dry and unemotional tts voice equivalent. I
 guess what I'm trying to say is, in a game where the text is so dynamic so
 that a real human voice would be impossible such as Entombed I can put up
 with tts, but in a game like Mota I think it would be highly benefitial for
 the end product to use an actual voiceover artist. Again, you would only do
 these recordings when you feel that it's not very likely that the general
 set of words and phrases will change much. As an example, imagine Q9 with
 NeoSpeech Paul?

 Kind regards,

 Philip Bennefall


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mota and tts

2010-03-19 Thread Phil Vlasak

Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites 
who do radio shows for free.

Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil 



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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Thomas,

I would suggest a website called www.voices.com. I have found some truly 
incredible actors and actresses on there, and they are not overly expensive. 
You simply post your job (usually with a word count and a script sample), or 
if the script is short you post the whole thing and then you will literally 
get hundreds of auditions within the first couple of days. You can then 
browse through these, listening to people actually reading your script and 
comparing their quotes, and finally you just pick up the phone and give the 
chosen person a buzz.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 11:58 AM
Subject: Re: [Audyssey] Mota and tts



Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near  final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.


On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the

convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to 
day),

but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you 
are
using concatenated audio files anyway, this would not be a difficult 
thing
to do as it would just be a matter of replacing the tts version of each 
file

with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be 
present
in every concatenated tts voice. When I say concatenated in this case I 
do
not mean your game sound files but rather the way that the actual voice 
is

constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are 
far
from perfect. A real lady would be able to emphasise her words so that 
you
really feel for what she is saying and can put it in teh context of the 
game

so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic 
so

that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial 
for
the end product to use an actual voiceover artist. Again, you would only 
do

these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?

Kind regards,

Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by.  You pretty much have to have the money or know someone willing to
do that sort of thing for free.

On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Oh I don't disagree with you. It's just that it's one thing for a guy with
 only himself and/or a furry little child to support to be able to afford to
 use professional voice talent in his projects and quie another for someone
 with a wife and kids to support. True Justin Daubenmire of BSC Games
 generally uses human speech but he usually uses his own voice or that of a
 close friend as I understand it. I don't know how often, if ever, that he's
 actually able to pay those who lend their voices to his titles.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Phil,

I see your point, however my personal practise so far has been to pay people 
for their work but demand in return that anyone who does voice work for me 
has access to professional recording equipment. This way, I maintain a 
consisstant high quality standard in all of my productions, because the 
people with whom I have been in contact and have offered to do voice work 
for free have certainly been good actors some of them, but most if not all 
are using budget headset or internal microphones which I do not wish to use 
in the Blastbay titles. This, I think, is a matter of preference though and 
one should of course not exclude the other.


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites 
who do radio shows for free.

Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Philip,
Thanks for the info. I'll check it out.

Cheers!


On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I would suggest a website called www.voices.com. I have found some truly
 incredible actors and actresses on there, and they are not overly expensive.
 You simply post your job (usually with a word count and a script sample), or
 if the script is short you post the whole thing and then you will literally
 get hundreds of auditions within the first couple of days. You can then
 browse through these, listening to people actually reading your script and
 comparing their quotes, and finally you just pick up the phone and give the
 chosen person a buzz.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
I've done three podcasts on BCT myself so I know what you mean. I was 
actually slated to do some voice work for BSC Games' Castle Quest before the 
project was scrapped. That would have been a volunteer job but it would have 
been a lot of fun.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:01 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites 
who do radio shows for free.

Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Phil,

 I see your point, however my personal practise so far has been to pay people
 for their work but demand in return that anyone who does voice work for me
 has access to professional recording equipment. This way, I maintain a
 consisstant high quality standard in all of my productions, because the
 people with whom I have been in contact and have offered to do voice work
 for free have certainly been good actors some of them, but most if not all
 are using budget headset or internal microphones which I do not wish to use
 in the Blastbay titles. This, I think, is a matter of preference though and
 one should of course not exclude the other.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
He did use his wife for Troopanum 1.6 and then an English girl named Lea 
James I believe for Troopanum 2.0. Beyond that I notice he generally used 
his own voice for most of his games.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:08 AM
Subject: Re: [Audyssey] Mota and tts



Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by.  You pretty much have to have the money or know someone willing to
do that sort of thing for free.

On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Oh I don't disagree with you. It's just that it's one thing for a guy 
with
only himself and/or a furry little child to support to be able to afford 
to
use professional voice talent in his projects and quie another for 
someone

with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of 
a
close friend as I understand it. I don't know how often, if ever, that 
he's

actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the 
cracker. That's what I use, not that I do much recording these days.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts



Hi Phil,

I see your point, however my personal practise so far has been to pay 
people for their work but demand in return that anyone who does voice work 
for me has access to professional recording equipment. This way, I 
maintain a consisstant high quality standard in all of my productions, 
because the people with whom I have been in contact and have offered to do 
voice work for free have certainly been good actors some of them, but most 
if not all are using budget headset or internal microphones which I do not 
wish to use in the Blastbay titles. This, I think, is a matter of 
preference though and one should of course not exclude the other.


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites 
who do radio shows for free.

Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil

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Re: [Audyssey] Mota and tts

2010-03-19 Thread dark

On the voice acting front, I do wonder if people in the community can help.

I myself am not a professional, but do have a fair amount of stage 
experience and my own recorder, and would be happy to do any voicing Tom, 
philip or others needed to further audio game developement, and wouldn't 
charge at all.


As I said a while ago in my audeasy artical, it's in everyone's interest 
that games sound good, and this very much includes the players.


Yes, this does mean contributing free talent to a commercial project,   
but unless the voice acting requirements were such that it took me a 
considderable amount of time to reccord, I really wouldn't mind that at all.


Beware the grue!

Dark.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:02 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,

A valid point indeed, and one which I certainly considered before I 
decided to hire voice actors for all of my games; except for the parts I 
can do here in my own studio. I feel, however, that the chances of a 
purchase increase with every little detail of quality featured in the 
game - especially that of the main output voice, as that is what the user 
will hear possibly for hours on end. My filosophy is this, rather spend a 
little extra and get everything as good as it can possibly be as you then 
stand out above the rest, and are thus likely to get more sales in the 
end.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional 
voice talent is hardly inexpensive. The lady who does the actual Angela 
sound clips charged a considerable amount just for doing those clips. It 
would cost even more for actual speech of the sort you're thinking of. I 
agree it would sound more esthetically pleasing but it may not be 
financially feasible unless it could be absolutely guaranteed that Thomas 
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on 
your end users if you use an actual voice talent in the final product. 
Since you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are 
inevitably going to be present in every concatenated tts voice. When I 
say concatenated in this case I do not mean your game sound files but 
rather the way that the actual voice is constructed, there are hundreds 
of little chunks that they try to fit together to form the particular 
phrase in question and these engines are far from perfect. A real lady 
would be able to emphasise her words so that you really feel for what 
she is saying and can put it in teh context of the game so to speak, 
rather than the dry and unemotional tts voice equivalent. I guess what 
I'm trying to say is, in a game where the text is so dynamic so that a 
real human voice would be impossible such as Entombed I can put up with 
tts, but in a game like Mota I think it would be highly benefitial for 
the end product to use an actual voiceover artist. Again, you would only 
do these recordings when you feel that it's not very likely that the 
general set of words and phrases will change much. As an example, 
imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread dark

As I said Tom,  I'd be quite willing myself.

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:58 AM
Subject: Re: [Audyssey] Mota and tts



Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near  final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.


On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the

convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to 
day),

but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you 
are
using concatenated audio files anyway, this would not be a difficult 
thing
to do as it would just be a matter of replacing the tts version of each 
file

with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be 
present
in every concatenated tts voice. When I say concatenated in this case I 
do
not mean your game sound files but rather the way that the actual voice 
is

constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are 
far
from perfect. A real lady would be able to emphasise her words so that 
you
really feel for what she is saying and can put it in teh context of the 
game

so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic 
so

that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial 
for
the end product to use an actual voiceover artist. Again, you would only 
do

these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?

Kind regards,

Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.


On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
 cracker. That's what I use, not that I do much recording these days.
 Homer: Hey, uh, could you go across the street and get me a slice of pizza?
 Vender: No pizza. Only Khlav Kalash.

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Re: [Audyssey] Mota and tts

2010-03-19 Thread dark
I myself use an r09 with sterrio external mikes, though i can plug in a good 
quality mike if needed). Sinse this is also the machine I use for recording 
read articals for my research, I can confirm it tends to sound fairly good 
quality. My only issue is that it's a pain to use for podcasts and game 
reviews owing to the need to play on sterrio speakers. It's great for solo 
voice stuff though.


In fact, I have already recorded some voice samples for a game using it 
which is intended to be a professional project (though I'll say no more 
here).


Beware the grue!

dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 11:28 AM
Subject: Re: [Audyssey] Mota and tts


Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut 
the cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts



Hi Phil,

I see your point, however my personal practise so far has been to pay 
people for their work but demand in return that anyone who does voice 
work for me has access to professional recording equipment. This way, I 
maintain a consisstant high quality standard in all of my productions, 
because the people with whom I have been in contact and have offered to 
do voice work for free have certainly been good actors some of them, but 
most if not all are using budget headset or internal microphones which I 
do not wish to use in the Blastbay titles. This, I think, is a matter of 
preference though and one should of course not exclude the other.


Kind regards,

Philip Bennefall
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my 
games.

So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio 
sites who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right 
now.

I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson
Needless to say this so-called budget equipment is what most people are 
likely to have.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:37 AM
Subject: Re: [Audyssey] Mota and tts



Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.


On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut 
the

cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Thomas,

WhenI first started out with Pb-games and Pb Soundscape I also worked a lot 
with people who eere using 25, 50 and 75 dollar things, and no matter how 
good their acting skills were, it took a considerable amount of time to 
clean up the recordings and the result were seldom completely up to scratch 
anyway which just made for an impossible situation in the end. So with 
Blastbay I decided to simply not use recordings made with such gear at all, 
and go the professional equipment root all the way. I have set up a decent 
studio here at home that I use frequently in my gaming work and also in 
other audio productions that I do, and this has proven to be an invaluable 
asset. This way, I get top knotch audio for all of my newer games and never 
have to worry about using noise reduction, pop/click removal or any other 
such techniques.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:26 PM
Subject: Re: [Audyssey] Mota and tts



Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Phil,

I see your point, however my personal practise so far has been to pay 
people
for their work but demand in return that anyone who does voice work for 
me

has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not 
all
are using budget headset or internal microphones which I do not wish to 
use
in the Blastbay titles. This, I think, is a matter of preference though 
and

one should of course not exclude the other.

Kind regards,

Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Phil Vlasak

Hi Folks,
I know that Bavisoft went to a local college acting class and asked them to 
do the recordings for Grisly Gulch.

Most colleges have a recording studio if they have a radio station.
When I was in New Jersey, I was able to use the Library for the Blind's 
recording studio for a few of my earlier games.

They used it to broadcast a radio reading service in the 1990's.
Phil 



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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Philip,
Not only that, but if the game is one in an entire series of games
each time you create a new game in the series you'll always have some
of the necessary voice work on hand to get you started. The next game
in the series won't cost as much as you probably won't have to record
things like numbers, the main menu, etc. All of that will be done the
first time round. All you will have to have done is any content that
is unique or new to the game.
As I'm an avid Tomb Raider fan I intend to create a series of Tomb
Hunter games that have a number of quests or adventures featuring
Angela Carter just as Tomb Raider has a number of adventures/quest
with Lara Croft.  Sooner or later the sounds, music, and any voice
talent I pay for will get cheaper just because I'll have most of what
I need already paid for during previous games in the series.

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Bryan,

 A valid point indeed, and one which I certainly considered before I decided
 to hire voice actors for all of my games; except for the parts I can do here
 in my own studio. I feel, however, that the chances of a purchase increase
 with every little detail of quality featured in the game - especially that
 of the main output voice, as that is what the user will hear possibly for
 hours on end. My filosophy is this, rather spend a little extra and get
 everything as good as it can possibly be as you then stand out above the
 rest, and are thus likely to get more sales in the end.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's  point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.

Cheers!

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
 with people who eere using 25, 50 and 75 dollar things, and no matter how
 good their acting skills were, it took a considerable amount of time to
 clean up the recordings and the result were seldom completely up to scratch
 anyway which just made for an impossible situation in the end. So with
 Blastbay I decided to simply not use recordings made with such gear at all,
 and go the professional equipment root all the way. I have set up a decent
 studio here at home that I use frequently in my gaming work and also in
 other audio productions that I do, and this has proven to be an invaluable
 asset. This way, I get top knotch audio for all of my newer games and never
 have to worry about using noise reduction, pop/click removal or any other
 such techniques.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Thomas,

This is very true. This is why I decided to stop bothering with it at all 
and spend that little extra to get people with the proper equipment. 
Sometimes, very rarely, if I find an exceptionally good voice artist who 
lacks the gear I'll ask them to find a local studio in their area and book 
them into that. Often, however, people are offended because I cannot use 
their work even though I attempt to explain to them that I'm not 
unappreciative or ungreatful for their offer to record for free, but that 
the gear just doesn't cut it in the end.


As for music, I do a bit of that myself and I get very good sounds out of my 
studio, but my talent is not yet up to the standard that I expect in my 
games and so I hire pros to do it instead. I write mostly orchestral and 
Scandinavian folk music, but only as a hobby. For the time being...


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 1:09 PM
Subject: Re: [Audyssey] Mota and tts



Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's  point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.

Cheers!

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

WhenI first started out with Pb-games and Pb Soundscape I also worked a 
lot

with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to 
scratch

anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at 
all,
and go the professional equipment root all the way. I have set up a 
decent

studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an 
invaluable
asset. This way, I get top knotch audio for all of my newer games and 
never

have to worry about using noise reduction, pop/click removal or any other
such techniques.

Kind regards,

Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Charles Rivard
Would that be expensive for Thomas?  What would be the return on his 
investment?  Thanks.

---
In God we trust.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on your 
end users if you use an actual voice talent in the final product. Since 
you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are inevitably 
going to be present in every concatenated tts voice. When I say 
concatenated in this case I do not mean your game sound files but rather 
the way that the actual voice is constructed, there are hundreds of little 
chunks that they try to fit together to form the particular phrase in 
question and these engines are far from perfect. A real lady would be able 
to emphasise her words so that you really feel for what she is saying and 
can put it in teh context of the game so to speak, rather than the dry and 
unemotional tts voice equivalent. I guess what I'm trying to say is, in a 
game where the text is so dynamic so that a real human voice would be 
impossible such as Entombed I can put up with tts, but in a game like Mota 
I think it would be highly benefitial for the end product to use an actual 
voiceover artist. Again, you would only do these recordings when you feel 
that it's not very likely that the general set of words and phrases will 
change much. As an example, imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Philip Bennefall

Hi Charles,

It would cost a bit; that's for sure, but it would give the benefit of 
having a game that sounds a lot more professional and more pleasant to 
listen to for the user since a real human has ten times more emotion than a 
speech synthesizer.


Kind regards,

Philip Bennefall
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 4:10 PM
Subject: Re: [Audyssey] Mota and tts


Would that be expensive for Thomas?  What would be the return on his 
investment?  Thanks.

---
In God we trust.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on your 
end users if you use an actual voice talent in the final product. Since 
you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are inevitably 
going to be present in every concatenated tts voice. When I say 
concatenated in this case I do not mean your game sound files but rather 
the way that the actual voice is constructed, there are hundreds of 
little chunks that they try to fit together to form the particular phrase 
in question and these engines are far from perfect. A real lady would be 
able to emphasise her words so that you really feel for what she is 
saying and can put it in teh context of the game so to speak, rather than 
the dry and unemotional tts voice equivalent. I guess what I'm trying to 
say is, in a game where the text is so dynamic so that a real human voice 
would be impossible such as Entombed I can put up with tts, but in a game 
like Mota I think it would be highly benefitial for the end product to 
use an actual voiceover artist. Again, you would only do these recordings 
when you feel that it's not very likely that the general set of words and 
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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[Audyssey] Mota and tts

2010-03-19 Thread Hayri Tulumcu
Hello Thomas, now when we're talking about professional equipment, so check 
file that I've made from a VST synthesizer, which I have and the synth is 
called Nexus. To le
 about reFX then go to: 
www.refx.com  
 Here are the audio sample: 
http://www.sendspace.com/file/qgy2ka
Enjoy. 
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Re: [Audyssey] Mota and tts

2010-03-19 Thread Charles Rivard

And the tools! ain't! cheap!  (grin)
---
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- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 7:09 AM
Subject: Re: [Audyssey] Mota and tts



Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's  point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.

Cheers!

On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

WhenI first started out with Pb-games and Pb Soundscape I also worked a 
lot

with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to 
scratch

anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at 
all,
and go the professional equipment root all the way. I have set up a 
decent

studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an 
invaluable
asset. This way, I get top knotch audio for all of my newer games and 
never

have to worry about using noise reduction, pop/click removal or any other
such techniques.

Kind regards,

Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Bryan Peterson

That's exactly my point.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 9:10 AM
Subject: Re: [Audyssey] Mota and tts


Would that be expensive for Thomas?  What would be the return on his 
investment?  Thanks.

---
In God we trust.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts



Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to 
day), but in my mind you make a much more professional impression on your 
end users if you use an actual voice talent in the final product. Since 
you are using concatenated audio files anyway, this would not be a 
difficult thing to do as it would just be a matter of replacing the tts 
version of each file with the real woman's voice. To me, this gives the 
game a much nicer atmosphere and an over-all nicer feel, as I personally 
tend to get rather irritated with the little glitches that are inevitably 
going to be present in every concatenated tts voice. When I say 
concatenated in this case I do not mean your game sound files but rather 
the way that the actual voice is constructed, there are hundreds of 
little chunks that they try to fit together to form the particular phrase 
in question and these engines are far from perfect. A real lady would be 
able to emphasise her words so that you really feel for what she is 
saying and can put it in teh context of the game so to speak, rather than 
the dry and unemotional tts voice equivalent. I guess what I'm trying to 
say is, in a game where the text is so dynamic so that a real human voice 
would be impossible such as Entombed I can put up with tts, but in a game 
like Mota I think it would be highly benefitial for the end product to 
use an actual voiceover artist. Again, you would only do these recordings 
when you feel that it's not very likely that the general set of words and 
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?


Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
well obviously I couldn't do any of the female voices but I could do other 
voice work free of charge.
Usually even if I work for people I rarely do it for cash, getting free games, 
mp3s and other things usually food is all I care for cash only if it takes me 
somethingl like 3 weeks to do one little thing but not for a couple days job 
and sertainly if i really like it.
At 11:58 p.m. 19/03/2010, you wrote:
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near  final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.


On 3/19/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I would like to make a small suggestion for Mota, if I may. I appreciate the
 convenience of using synthetic speech while the game is in intensive
 development (e.g. when you have a million things changing from day to day),
 but in my mind you make a much more professional impression on your end
 users if you use an actual voice talent in the final product. Since you are
 using concatenated audio files anyway, this would not be a difficult thing
 to do as it would just be a matter of replacing the tts version of each file
 with the real woman's voice. To me, this gives the game a much nicer
 atmosphere and an over-all nicer feel, as I personally tend to get rather
 irritated with the little glitches that are inevitably going to be present
 in every concatenated tts voice. When I say concatenated in this case I do
 not mean your game sound files but rather the way that the actual voice is
 constructed, there are hundreds of little chunks that they try to fit
 together to form the particular phrase in question and these engines are far
 from perfect. A real lady would be able to emphasise her words so that you
 really feel for what she is saying and can put it in teh context of the game
 so to speak, rather than the dry and unemotional tts voice equivalent. I
 guess what I'm trying to say is, in a game where the text is so dynamic so
 that a real human voice would be impossible such as Entombed I can put up
 with tts, but in a game like Mota I think it would be highly benefitial for
 the end product to use an actual voiceover artist. Again, you would only do
 these recordings when you feel that it's not very likely that the general
 set of words and phrases will change much. As an example, imagine Q9 with
 NeoSpeech Paul?

 Kind regards,

 Philip Bennefall


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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
well all I can record voices for anyone that wants em I have time.
on the subject of voices
any idea where jaffar has got to I know I have been selected to do recording 
for his video/audio game based on treasure island.
I got things sent at him last year, got a notification in november that I was 
gona get on a private  beta list but since then nothing.
he is not even on msn I can't even send email at him, that is the email goes 
but nothing comes back.
Not that I mind to much but if he has gone away well.
At 12:01 a.m. 20/03/2010, you wrote:
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites who 
do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil 

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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
hmmm I do have good mics headset wise that have produced good audio but i am no 
wiz.
I have a laptop with a hd audio card and not much else I don't have all the 
cool gear actually should I have had that I probably wouldn't be able to 
install it all here.
my desk is quite full
most of it with the drives I use for backup.
and my speaker system but hmph.
At 12:11 a.m. 20/03/2010, you wrote:
Hi Phil,

I see your point, however my personal practise so far has been to pay people 
for their work but demand in return that anyone who does voice work for me has 
access to professional recording equipment. This way, I maintain a consisstant 
high quality standard in all of my productions, because the people with whom I 
have been in contact and have offered to do voice work for free have certainly 
been good actors some of them, but most if not all are using budget headset or 
internal microphones which I do not wish to use in the Blastbay titles. This, 
I think, is a matter of preference though and one should of course not exclude 
the other.

Kind regards,

Philip Bennefall
- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts


Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites who 
do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil

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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
well I sertainly don't have a whole load of stuff.
however I have a clear mic with no buzz.
I have ok software I have audacity and someone gave me studio recorder which 
has a few nice things.
I can sertainly fiddle with some audio but I also hate hiss.
I have some smaller cheaper mics but they do not buzz at all.
my laptop has almost no noise.
At 12:33 a.m. 20/03/2010, you wrote:
On the voice acting front, I do wonder if people in the community can help.

I myself am not a professional, but do have a fair amount of stage experience 
and my own recorder, and would be happy to do any voicing Tom, philip or 
others needed to further audio game developement, and wouldn't charge at all.

As I said a while ago in my audeasy artical, it's in everyone's interest that 
games sound good, and this very much includes the players.

Yes, this does mean contributing free talent to a commercial project,   
but unless the voice acting requirements were such that it took me a 
considderable amount of time to reccord, I really wouldn't mind that at all.

Beware the grue!

Dark.
- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:02 AM
Subject: Re: [Audyssey] Mota and tts


Hi Bryan,

A valid point indeed, and one which I certainly considered before I decided 
to hire voice actors for all of my games; except for the parts I can do here 
in my own studio. I feel, however, that the chances of a purchase increase 
with every little detail of quality featured in the game - especially that of 
the main output voice, as that is what the user will hear possibly for hours 
on end. My filosophy is this, rather spend a little extra and get everything 
as good as it can possibly be as you then stand out above the rest, and are 
thus likely to get more sales in the end.

Kind regards,

Philip Bennefall
- Original Message - From: Bryan Peterson 
bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts


I tend to agree with you Philip, but the problem is that professional voice 
talent is hardly inexpensive. The lady who does the actual Angela sound 
clips charged a considerable amount just for doing those clips. It would 
cost even more for actual speech of the sort you're thinking of. I agree it 
would sound more esthetically pleasing but it may not be financially 
feasible unless it could be absolutely guaranteed that Thomas would get his 
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts


Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate 
the convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to day), 
but in my mind you make a much more professional impression on your end 
users if you use an actual voice talent in the final product. Since you are 
using concatenated audio files anyway, this would not be a difficult thing 
to do as it would just be a matter of replacing the tts version of each 
file with the real woman's voice. To me, this gives the game a much nicer 
atmosphere and an over-all nicer feel, as I personally tend to get rather 
irritated with the little glitches that are inevitably going to be present 
in every concatenated tts voice. When I say concatenated in this case I do 
not mean your game sound files but rather the way that the actual voice is 
constructed, there are hundreds of little chunks that they try to fit 
together to form the particular
 phrase in question and these engines are far from perfect. A real lady would 
be able to emphasise her words so that you really feel for what she is saying 
and can put it in teh context of the game so to speak, rather than the dry and 
unemotional tts voice equivalent. I guess what I'm trying to say is, in a game 
where the text is so dynamic so that a real human voice would be impossible 
such as Entombed I can put up with tts, but in a game like Mota I think it 
would be highly benefitial for the end product to use an actual voiceover 
artist. Again, you would only do these recordings when you feel that it's not 
very likely that the general set of words and phrases will change much. As an 
example, imagine Q9 with NeoSpeech Paul?

Kind regards,

Philip Bennefall

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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
yeah I have a recorder which sounds real budget.
at some point I may be able to pull a second desktop with a couple analog 
soundcards in which will work however.
I have a good headphone set, about 200 bucks worth of that and a good field 
recorder also a good 40 buck headset mic combo which is ok for what it is.
sertainly no noise on my end from anything.
ofcause there is a phone in the room so.
At 12:45 a.m. 20/03/2010, you wrote:
Needless to say this so-called budget equipment is what most people are 
likely to have.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 19, 2010 5:37 AM
Subject: Re: [Audyssey] Mota and tts


Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.


On 3/19/10, Bryan Peterson bpeterson2...@cableone.net wrote:
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.

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Re: [Audyssey] Mota and tts

2010-03-19 Thread Hayden Presley
Hi,
Horrified! Neo Speak Paul? In Q9? Shutter! I have little enough tolerance
for that voice as it is.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Friday, March 19, 2010 1:21 AM
To: Gamers Discussion list
Subject: [Audyssey] Mota and tts

Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate the

convenience of using synthetic speech while the game is in intensive 
development (e.g. when you have a million things changing from day to day), 
but in my mind you make a much more professional impression on your end 
users if you use an actual voice talent in the final product. Since you are 
using concatenated audio files anyway, this would not be a difficult thing 
to do as it would just be a matter of replacing the tts version of each file

with the real woman's voice. To me, this gives the game a much nicer 
atmosphere and an over-all nicer feel, as I personally tend to get rather 
irritated with the little glitches that are inevitably going to be present 
in every concatenated tts voice. When I say concatenated in this case I do 
not mean your game sound files but rather the way that the actual voice is 
constructed, there are hundreds of little chunks that they try to fit 
together to form the particular phrase in question and these engines are far

from perfect. A real lady would be able to emphasise her words so that you 
really feel for what she is saying and can put it in teh context of the game

so to speak, rather than the dry and unemotional tts voice equivalent. I 
guess what I'm trying to say is, in a game where the text is so dynamic so 
that a real human voice would be impossible such as Entombed I can put up 
with tts, but in a game like Mota I think it would be highly benefitial for 
the end product to use an actual voiceover artist. Again, you would only do 
these recordings when you feel that it's not very likely that the general 
set of words and phrases will change much. As an example, imagine Q9 with 
NeoSpeech Paul?

Kind regards,

Philip Bennefall 


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Re: [Audyssey] Mota and tts

2010-03-19 Thread Thomas Ward
Hi Charles,
You got that right. My keyboard is a $350 keyboard I purchased a
couple of years ago, which sounds ok, but definitely isn't up to
recording my own game music. A professional musician has an electric
piano that costs somewhere in the range of $3000 to $5000, and has
some truly awesome sound faunts. My little budget job doesn't even
come close.


On 3/19/10, Charles Rivard woofer...@sbcglobal.net wrote:
 And the tools! ain't! cheap!  (grin)
 ---
 In God we trust.

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Re: [Audyssey] Mota and tts

2010-03-19 Thread shaun everiss
well give it a few years and I may inheret a slow del 2.8 with a sb live in it.
no idea how it came with one of those but thats close to pro right there.
At 02:30 p.m. 20/03/2010, you wrote:
Hi Charles,
You got that right. My keyboard is a $350 keyboard I purchased a
couple of years ago, which sounds ok, but definitely isn't up to
recording my own game music. A professional musician has an electric
piano that costs somewhere in the range of $3000 to $5000, and has
some truly awesome sound faunts. My little budget job doesn't even
come close.


On 3/19/10, Charles Rivard woofer...@sbcglobal.net wrote:
 And the tools! ain't! cheap!  (grin)
 ---
 In God we trust.

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