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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