Re: Announcing Expanding Known Space from Valiant Galaxy Associates

Hi.

Aaron again.

I've got code that can do this, but it doesn't work well with delaying. This is because the screen readers don't report through their various access methods this relies on when they finish speaking. There's a similar setup to how GMA's games handle it, where it goes by the number of words and you calibrate it by letting it say something and telling it when it stopped, then that creates a bit of an average that sort of works.

There's also the issue that if you want to interrupt the speech you can't do so with control unless the screen reader supports speakInterrupt with a blank string. I think all of them do. Note that if you don't need the keyboard hooking function in the game to be on then control will work anyway.

The main issue is that delay estimator thing isn't always accurate. You'll have the game continuing on either too soon or too late in situations where it was supposed to wait until speech finished.

A future game we have planned will need a lot of long winded speech output that won't lend itself to recorded speech, so we'll likely explore this and hopefully other options while we're at it at that point.

Another reason not to do this though is that players can slide in a translation for the game, or their own preferred speech folder even if the same language, then all the recorded speech might be in say, Spanish even though the game is really English. It's never perfect, but it's sometimes good enough to get by, where translating all strings that would go to the screen reader or SAPI or which ever is not a simple proposition for us or who ever wants to handle the translation.

We are working on generating a text file with the file names and the strings each file has which may help translators or other players who just want to mod the game by providing their own pack instead. The bulk of the work here will be on whom ever wants to make the mod, but it should be a possibility. I have to code a new entry in settings though to allow for this, because if you put modified speech files in the speech folder the next time the game updates it may accidentally delete them if they're in the default speech folder. So this will involve pointing the game at a completely separate folder.

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