Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-26 Thread Valiant8086
Either that, or you could make an object or a sub or what ever it would be 
called that handled the speech, and call it using one line or something 
seemingly easy from everywhere in the code. You'd still have to change all the 
speech to use the new code though. I'm satisfied with the voice files still 
myself.

We're talking about auto it in my case, but The voiceover script that I wrote 
and then used in that dice program uses speech files if it can find matching 
files, otherwise it uses sapi. It's pretty cool in my biased oppinion. Correct 
though, if sapi isn't working and it has to resort to that...



  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, December 12, 2009 11:55 PM
  Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


  Hi Hayden,
  Oh, that would not be very practical at all. You have no idea how much 
  work would go into developing two different speech systems like that. 
  I'd litterally have to do double the work to support the speaking of wav 
  files and Sapi. It would be likethis for every single speech message in 
  the game including menus and such.

  if (settings.sapi == false)
  {
  // Load files and play them back here.
  }
  if (settings.sapi == true)
  {
  // Speak a message with Sapi here.
  }
  That is quite a lot of work supporting Sapi and prerecorded speech 
  files. It would be best if we can settle this issue now so while I'm 
  updating the DirectX problem I can always take care of this speech issue to.

  HTH



  Hayden Presley wrote:
   Personally, I think it should be optional; if someone doesn't like the wav
   files, they could turn on SAPI support in the options menu. Personally, I
   think the wav files and voice are fine, but...
   Best Regards,
   Hayden
 


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Hayden Presley
In that case, I  say you keep the wav files as they are.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, December 12, 2009 10:59 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that. 
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
 Personally, I think it should be optional; if someone doesn't like the 
 wav files, they could turn on SAPI support in the options menu. 
 Personally, I think the wav files and voice are fine, but...
 Best Regards,
 Hayden
   


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Mauricio Almeida
wav files for the win
-Mensagem original-
De: Hayden Presley hdpres...@hotmail.com
Para: 'Gamers Discussion list' gamers@audyssey.org
Data: Domingo, 13 de Dezembro de 2009 08:41
Assunto: Re: [Audyssey] the switching of the voice in MOTA beta 10

In that case, I  say you keep the wav files as they are.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, December 12, 2009 10:59 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that.
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
 Personally, I think it should be optional; if someone doesn't like the
 wav files, they could turn on SAPI support in the options menu.
 Personally, I think the wav files and voice are fine, but...
 Best Regards,
 Hayden



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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Jim Kitchen

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  It is 
using wave files that takes so much programming.  For Basic it could be as easy 
as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be done and 
the other doesn't.  They are just sub say(a$) and say2(a$)  And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Thomas Ward

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.


*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  
It is using wave files that takes so much programming.  For Basic it 
could be as easy as


if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be 
done and the other doesn't.  They are just sub say(a$) and say2(a$)  
And look like


Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Jim Kitchen

Hi Thomas,

I just meant that if you already have the wave file speech stuff done, it would 
be very easy to add the sapi5 speech.

BFN

- Original Message -
Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.


*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  
It is using wave files that takes so much programming.  For Basic it 
could be as easy as


if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be 
done and the other doesn't.  They are just sub say(a$) and say2(a$)  
And look like


Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA


Jim

C. E. O. Kitchen's Inc.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread dwillemv
I have thought about it a bit more and i still think wave files will do the 
job. If anyone doesnt like the voice or cant follow the language quickly, they 
can just make new voice files.

-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward thomasward1...@gmail.com
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:
 Hi Thomas,

 You know adding the sapi5 support would be the easy part of speech.  
 It is using wave files that takes so much programming.  For Basic it 
 could be as easy as

 if sapi = true then
 say StuffToSay variable
 else
 do the wave file speech stuff
 end if

 I actually have two say sub routines.  One waits for the speech to be 
 done and the other doesn't.  They are just sub say(a$) and say2(a$)  
 And look like

 Sub say(a$)
 Voice.Speak a$
 End Sub

 Sub say2(a$)
 Voice.Speak a$, SVSFlagsAsync
 End Sub

 That would be pretty easy to add I would think.

 BFN

 Jim

 Kitchen's Inc, for games that are up to 110 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Bryan Peterson
Well Thomas would have to leave the sound files unencripted which can be a 
recipe for a lot of trouble with people stealing his sounds and things like 
that. At least with Sapi they can use their own voices, but then you have 
the problem of some people's broken Sapis. And while the number seems to be 
comparitively small there would undoubtedly be more as time went on. And as 
he's also pointed out, using an OS' native speach API would probably make 
making the game cross platform, at least without a lot of extra work. It may 
be possible but I'm not enough of a programming whiz to know.

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: dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 13, 2009 4:24 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


I have thought about it a bit more and i still think wave files will do the 
job. If anyone doesnt like the voice or cant follow the language quickly, 
they can just make new voice files.


-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward thomasward1...@gmail.com
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
files any more for speech. That's just too much work supporting both.
Keep in mind here I'm preparing to convert my code to C++ and while I am
at it I could go ahead and rewrite the speech functions to use Sapi
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.
It is using wave files that takes so much programming.  For Basic it
could be as easy as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be
done and the other doesn't.  They are just sub say(a$) and say2(a$)
And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread shaun everiss
yeah some sapis get broken.
I have broken mine and repaired it but unless you want to reformat or muck 
about which is what I eventually did I wouldn't recomend doing anything bar 
formatting.
although sapi doesn't really break unless you mangle something, hmph.
At 12:28 p.m. 14/12/2009, you wrote:
Well Thomas would have to leave the sound files unencripted which can be a 
recipe for a lot of trouble with people stealing his sounds and things like 
that. At least with Sapi they can use their own voices, but then you have the 
problem of some people's broken Sapis. And while the number seems to be 
comparitively small there would undoubtedly be more as time went on. And as 
he's also pointed out, using an OS' native speach API would probably make 
making the game cross platform, at least without a lot of extra work. It may 
be possible but I'm not enough of a programming whiz to know.
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: dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 13, 2009 4:24 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


I have thought about it a bit more and i still think wave files will do the 
job. If anyone doesnt like the voice or cant follow the language quickly, 
they can just make new voice files.

-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward thomasward1...@gmail.com
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
files any more for speech. That's just too much work supporting both.
Keep in mind here I'm preparing to convert my code to C++ and while I am
at it I could go ahead and rewrite the speech functions to use Sapi
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:
Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.
It is using wave files that takes so much programming.  For Basic it
could be as easy as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be
done and the other doesn't.  They are just sub say(a$) and say2(a$)
And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Bryan Peterson
Problem is it can be quite easy for an average computer schmoe to 
accidentally break something without even being aware of it until the next 
time they try to run a program dependent on the broken component. I myself 
have done this more times than I care to remember.

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: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 13, 2009 5:36 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10



yeah some sapis get broken.
I have broken mine and repaired it but unless you want to reformat or muck 
about which is what I eventually did I wouldn't recomend doing anything 
bar formatting.

although sapi doesn't really break unless you mangle something, hmph.
At 12:28 p.m. 14/12/2009, you wrote:
Well Thomas would have to leave the sound files unencripted which can be a 
recipe for a lot of trouble with people stealing his sounds and things 
like that. At least with Sapi they can use their own voices, but then you 
have the problem of some people's broken Sapis. And while the number seems 
to be comparitively small there would undoubtedly be more as time went on. 
And as he's also pointed out, using an OS' native speach API would 
probably make making the game cross platform, at least without a lot of 
extra work. It may be possible but I'm not enough of a programming whiz to 
know.
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: dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 13, 2009 4:24 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


I have thought about it a bit more and i still think wave files will do 
the job. If anyone doesnt like the voice or cant follow the language 
quickly, they can just make new voice files.


-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward thomasward1...@gmail.com
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
files any more for speech. That's just too much work supporting both.
Keep in mind here I'm preparing to convert my code to C++ and while I am
at it I could go ahead and rewrite the speech functions to use Sapi
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.
It is using wave files that takes so much programming.  For Basic it
could be as easy as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be
done and the other doesn't.  They are just sub say(a$) and say2(a$)
And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

   Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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All 

Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Bryan Peterson
Thomas tried that way back in the days of Monte. The problem with that is 
that people kept having issues getting Sapi to work on their machines. I'm 
sure Thomas remembers all too well the number of Emails about that. Besides, 
if the game's ever going to become cross platform at some point that 
wouldn't be feasible since Mac or Linux or whatever don't use Sapi.

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: audyssey gamers group Gamers@audyssey.org
Sent: Saturday, December 12, 2009 5:54 PM
Subject: [Audyssey] the switching of the voice in MOTA beta 10


In short, yuck.  I very much prefer the voice in beta 9.  I can't stand 
hearing stuff like entuh instead of enter  Even better would be the 
ability to use the SAPI voice of our choice.  Could this be a feature of 
the full game by chance?, or would that be too much work.  Thanks.

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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Thomas Ward

Hi Charles and all,
Well, the primary reason I got rid of Acapela Heather and replaced her 
with Scansoft Karen is because Heather made a lot of verbal mistakes. 
There were several words like enter, control, wall, Centaur, etc that 
Heather couldn't say correctly no matter what i did. I had to constantly 
tinker with the spellings to get several words to sound more or less 
correct. With karen I just typed the words in Text Aloud and Karen said 
them correctly without alternative spellings and all that stuff. Plus I 
have always loved Karen's Australian accent which is why I happen to 
like that voice so well. I'm perfectly happy with the voice, but I have 
gotten a number of requests begging me to take the voice out of the 
game. Honestly I have no idea what to do here.
First, let's deal with your suggestion of putting Sapi support in the 
game. There are two problems associated with this option. Neither I 
happen to like.
If you remember back when I was developing Montezuma's Revenge I had 
Sapi 5 support in that game. I had a few users that filed bug reports, 
and after some investigation it turned out they had broken Sapi installs 
on their system. As they had purchased that game they naturally wanted 
me to help them fix Sapi, which I did, but I really didn't want to 
troubleshoot everyones Sapi problems for them. They really should have 
called Microsoft, since it is their product that was broken, but I also 
know that can cost quite a lot of money since Microsoft tech support 
isn't free. So I felt somewhat obligated to help them resolve their Sapi 
problems so they could enjoy my game. Even though the actual number of 
cases was perhaps 20 or so, much less than the 200 or so who purchased 
the game, it still was something of an unexpected and unwanted problem. 
One that would likely come up again sooner or later if I go back to 
using Sapi.
Second, I know there are several people out there who aren't native 
English speaking people. As a result I've used wav files for the primary 
fact they could always modify the voice files so they could create a 
language pack for their own language. If I use Sapi we lose that 
ability. I don't know how many people who have actually created their 
own language packs, but currently that ability exists.
Third, not everyone has a high quality Sapi compatible voice. It is true 
several do thanks to the ATT voices, the Scansoft voices, etc but there 
are still plenty of people who don't. A few people wanted me to include 
a better voice with the game since they didn't like Microsoft Sam which 
I can't blame them there. I hate Microsoft Sam with a passion myself.
Finally, there is the issue of cross-platform support to think about. 
I've been thinking of ways to create a somewhat cross-platform version 
of the Genesis Engine, and using wav files for speech is certainly a 
very portable way of doing so. If I decided to use native speech APIs 
like Sapi, Speech-Dispatcher, etc I then have to write a lot more 
abstract interfaces to be able to support these various APIs.  It isn't 
hard, but something to think about.
Anyway, I am not objecting to adding Sapi support to the game, but I do 
feel in a way using pre-recorded speech files has several advantages. 
I'd be interested to hear others thoughts and comments on this. Since I 
have decided to convert MOTA to C++ anyway it might be helpful to know 
if several others are truly in favor of having Sapi back as well.


*Smile*


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Hayden Presley
Personally, I think it should be optional; if someone doesn't like the wav
files, they could turn on SAPI support in the options menu. Personally, I
think the wav files and voice are fine, but...
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 9:43 PM
To: Charles Rivard; Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Charles and all,
Well, the primary reason I got rid of Acapela Heather and replaced her 
with Scansoft Karen is because Heather made a lot of verbal mistakes. 
There were several words like enter, control, wall, Centaur, etc that 
Heather couldn't say correctly no matter what i did. I had to constantly 
tinker with the spellings to get several words to sound more or less 
correct. With karen I just typed the words in Text Aloud and Karen said 
them correctly without alternative spellings and all that stuff. Plus I 
have always loved Karen's Australian accent which is why I happen to 
like that voice so well. I'm perfectly happy with the voice, but I have 
gotten a number of requests begging me to take the voice out of the 
game. Honestly I have no idea what to do here.
First, let's deal with your suggestion of putting Sapi support in the 
game. There are two problems associated with this option. Neither I 
happen to like.
If you remember back when I was developing Montezuma's Revenge I had 
Sapi 5 support in that game. I had a few users that filed bug reports, 
and after some investigation it turned out they had broken Sapi installs 
on their system. As they had purchased that game they naturally wanted 
me to help them fix Sapi, which I did, but I really didn't want to 
troubleshoot everyones Sapi problems for them. They really should have 
called Microsoft, since it is their product that was broken, but I also 
know that can cost quite a lot of money since Microsoft tech support 
isn't free. So I felt somewhat obligated to help them resolve their Sapi 
problems so they could enjoy my game. Even though the actual number of 
cases was perhaps 20 or so, much less than the 200 or so who purchased 
the game, it still was something of an unexpected and unwanted problem. 
One that would likely come up again sooner or later if I go back to 
using Sapi.
Second, I know there are several people out there who aren't native 
English speaking people. As a result I've used wav files for the primary 
fact they could always modify the voice files so they could create a 
language pack for their own language. If I use Sapi we lose that 
ability. I don't know how many people who have actually created their 
own language packs, but currently that ability exists.
Third, not everyone has a high quality Sapi compatible voice. It is true 
several do thanks to the ATT voices, the Scansoft voices, etc but there 
are still plenty of people who don't. A few people wanted me to include 
a better voice with the game since they didn't like Microsoft Sam which 
I can't blame them there. I hate Microsoft Sam with a passion myself.
Finally, there is the issue of cross-platform support to think about. 
I've been thinking of ways to create a somewhat cross-platform version 
of the Genesis Engine, and using wav files for speech is certainly a 
very portable way of doing so. If I decided to use native speech APIs 
like Sapi, Speech-Dispatcher, etc I then have to write a lot more 
abstract interfaces to be able to support these various APIs.  It isn't 
hard, but something to think about.
Anyway, I am not objecting to adding Sapi support to the game, but I do 
feel in a way using pre-recorded speech files has several advantages. 
I'd be interested to hear others thoughts and comments on this. Since I 
have decided to convert MOTA to C++ anyway it might be helpful to know 
if several others are truly in favor of having Sapi back as well.

*Smile*


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Thomas Ward

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much 
work would go into developing two different speech systems like that. 
I'd litterally have to do double the work to support the speaking of wav 
files and Sapi. It would be likethis for every single speech message in 
the game including menus and such.


if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech 
files. It would be best if we can settle this issue now so while I'm 
updating the DirectX problem I can always take care of this speech issue to.


HTH



Hayden Presley wrote:

Personally, I think it should be optional; if someone doesn't like the wav
files, they could turn on SAPI support in the options menu. Personally, I
think the wav files and voice are fine, but...
Best Regards,
Hayden
  



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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Liam Erven
It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that. 
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
 Personally, I think it should be optional; if someone doesn't like the 
 wav files, they could turn on SAPI support in the options menu. 
 Personally, I think the wav files and voice are fine, but...
 Best Regards,
 Hayden
   


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Liam Erven
I don't know c++ but here's my vb equivalent
It's kinda psuto code as it's Saturday night, and I'm not abou tto go look
everything up.

'somewhere we'd have a variable called sapi that's set for whether or not we
use sapi
Function speak(text as string)
If sapi = true then
'use sapi to speak it
Else
'use what ever sound engine and waves and such
End function
Then in your game you could just be all like.
Speaktext (Lobsters)
I'd also make another function for if sapi is off that can check for
strings, and then play wave files base donthose strings.  My head hurts now.
Too much thinking for one day.
I'm certainly not questioning your programming abilities, but sometimes it
helps to bounce ideas off a second person.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, December 12, 2009 10:59 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that. 
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
 Personally, I think it should be optional; if someone doesn't like the 
 wav files, they could turn on SAPI support in the options menu.
 Personally, I think the wav files and voice are fine, but...
 Best Regards,
 Hayden
   


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Thomas Ward

Hi Liam,
Oh, believe me I have several handy functions in my engine that I call 
to perform speaking of status and whatever. It is all nicely designed 
modularly, but the fact still remains it is still more work. I have to 
have an if statement to either load a wav file or wav files or send a 
message to Sapi. I'm not sure I want to put that much work into it it is 
all.


Liam Erven wrote:

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw

  



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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-12 Thread Thomas Ward

Hi Liam,
Yeah, I know that, and I pretty much said the same thing to Hayden in a 
prier message. Though I'd rather just decide either on Sapi or wav 
files. Makes my job a lot easier since I'm going to start on converting 
my code Monday.


*Smile*

Liam Erven wrote:

I don't know c++ but here's my vb equivalent
It's kinda psuto code as it's Saturday night, and I'm not abou tto go look
everything up.

'somewhere we'd have a variable called sapi that's set for whether or not we
use sapi
Function speak(text as string)
If sapi = true then
'use sapi to speak it
Else
'use what ever sound engine and waves and such
End function
Then in your game you could just be all like.
Speaktext (Lobsters)
I'd also make another function for if sapi is off that can check for
strings, and then play wave files base donthose strings.  My head hurts now.
Too much thinking for one day.
I'm certainly not questioning your programming abilities, but sometimes it
helps to bounce ideas off a second person.

  



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