I see your point, I have a highquality voice. However if you sold a game say with the 3 popular engines and voices, I may just buy the voice packs, neo, kepstral, at&t, and scansoft, and the game all in one big thing, I have scansoft on lone for now and its real good. I also have espeak which doesn't sound half bad, prety good. At 05:17 p.m. 9/03/2007, you wrote: >Hi Shaun, > >Quote > >1. if sapi hasn't worked or is mangled somehow, and the user has no use for >it otherwise then the user may have to fix it or something. > >End quote > >In my personal case I have rarely seen or heard of Sapi being so damaged >it can't be effectively used. However, I would label this one as an >issue as this can happen with any dependancy weather it is .NET, >DirectX, and the files can be damaged and require reinstallation. >Bottom line, this is likely one of those end user issues where the end >user installs incompatible software, and something like Sapi then gets >broken. > >Quote > >2. Unless said user has jaws8, zoomtext, or has got legally or otherwise the >high quality voices he/she will not have a nice time. > >End quote > >True. However, generally speaking high quality voices don't cost that >much in U.S. and U.K. currency. The Neospeech voices are something like >$30 each over on Nextup which isn't too bad. I don't have a current >price list for Scansoft, but if you buy the voices individually you can >save money that way as well. >Another reason to think about technically speaking recording parts of >the tts engine and using in a game violates those copyrights again. In >this case I can avoid those legal restrictions by asking the end users >to purchase a valid license for the voices they want, or I can become a >reseller for those voices and have two price skales for the games. >A $30 version with no extra voices, and a $60 version with one high >quality speech engine of my choosing. > >Quote > >You could do more things than a speech synth ever could. >End quote > >No, that is actually the problem. Using wav files is very inflexable. If I >want to create games with mission parsers, being scriptable, I'd have to use >Sapi. I could not use wav files to handle custom changes in the name of ships, >custom mission orders, etc... >Using wav files does slow the game down quite a bit just for the fact it is >constantly opening and closing wav samples except those that are commonly > >being used. Those that are commonly used are stored in memory buffers >which in turns gets and waistes memory. >I'm not a resource fanatic, but I don't like waisting memory and CPU >speed either. The way Monty and STFC handles the system it is very >waisteful of resources.If it has them it will use them, and waiste them >on nothing more than speech where say a better audio environment could >have been used instead. >One last point is using wav files I have never found a good way to do >keyboard interupts etc. Sometimes it works, and some times not. A >glaring issue is the STFC full status report. I love getting all that >stuff read out, but I can't shut it up!!!! It does not work!!! > > > >_______________________________________________ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web.
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