Re: Screen Reader Support in Audio Games
@4
In this case I am not comparing prerecorded speech with screen reader support. I am comparing screen reader output versus having the game render its text to speech directly through an engine, whether it be via Sapi or OneCore, Flite, ESpeak and so on. In that context you can also customize settings such as speech rate, pitch and volume, plus a lot more.
@5
While building my current framework I have spent a significant amount of time on localization support. That is to say, the ability to easily translate the game to other languages as long as you have a translator on hand. So the need for the screen reader to do that would disappear, particularly because a translation performed by the game itself would have access to a lot more context sensitive information that would be highly relevant for translations. If a hypothetical add-on would simply connect to Google translate, for example, this would introduce an unacceptable amount of latency as well as require an active Internet connection at all times.
Aside from translation, are there any other add-ons provided by the screen reader that you would consider benifitial?
Kind regards,
Philip Bennefall
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