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!!!
>
>
>
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