well I sertainly don't have a whole load of stuff.
however I have a clear mic with no buzz.
I have ok software I have audacity and someone gave me studio recorder which 
has a few nice things.
I can sertainly fiddle with some audio but I also hate hiss.
I have some smaller cheaper mics but they do not buzz at all.
my laptop has almost no noise.
At 12:33 a.m. 20/03/2010, you wrote:
>On the voice acting front, I do wonder if people in the community can help.
>
>I myself am not a professional, but do have a fair amount of stage experience 
>and my own recorder, and would be happy to do any voicing Tom, philip or 
>others needed to further audio game developement, and wouldn't charge at all.
>
>As I said a while ago in my audeasy artical, it's in everyone's interest that 
>games sound good, and this very much includes the players.
>
>Yes, this does mean contributing free talent to a commercial project, ----  
>but unless the voice acting requirements were such that it took me a 
>considderable amount of time to reccord, I really wouldn't mind that at all.
>
>Beware the grue!
>
>Dark.
>----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
>To: "Gamers Discussion list" <gamers@audyssey.org>
>Sent: Friday, March 19, 2010 10:02 AM
>Subject: Re: [Audyssey] Mota and tts
>
>
>>Hi Bryan,
>>
>>A valid point indeed, and one which I certainly considered before I decided 
>>to hire voice actors for all of my games; except for the parts I can do here 
>>in my own studio. I feel, however, that the chances of a purchase increase 
>>with every little detail of quality featured in the game - especially that of 
>>the main output voice, as that is what the user will hear possibly for hours 
>>on end. My filosophy is this, rather spend a little extra and get everything 
>>as good as it can possibly be as you then stand out above the rest, and are 
>>thus likely to get more sales in the end.
>>
>>Kind regards,
>>
>>Philip Bennefall
>>----- Original Message ----- From: "Bryan Peterson" 
>><bpeterson2...@cableone.net>
>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>Sent: Friday, March 19, 2010 10:56 AM
>>Subject: Re: [Audyssey] Mota and tts
>>
>>
>>>I tend to agree with you Philip, but the problem is that professional voice 
>>>talent is hardly inexpensive. The lady who does the actual Angela sound 
>>>clips charged a considerable amount just for doing those clips. It would 
>>>cost even more for actual speech of the sort you're thinking of. I agree it 
>>>would sound more esthetically pleasing but it may not be financially 
>>>feasible unless it could be absolutely guaranteed that Thomas would get his 
>>>money's worth. And in our market that's not a guarantee.
>>>Homer: Hey, uh, could you go across the street and get me a slice of pizza?
>>>Vender: No pizza. Only Khlav Kalash.
>>>----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
>>>To: "Gamers Discussion list" <gamers@audyssey.org>
>>>Sent: Friday, March 19, 2010 12:21 AM
>>>Subject: [Audyssey] Mota and tts
>>>
>>>
>>>>Hi Thomas,
>>>>
>>>>I would like to make a small suggestion for Mota, if I may. I appreciate 
>>>>the convenience of using synthetic speech while the game is in intensive 
>>>>development (e.g. when you have a million things changing from day to day), 
>>>>but in my mind you make a much more professional impression on your end 
>>>>users if you use an actual voice talent in the final product. Since you are 
>>>>using concatenated audio files anyway, this would not be a difficult thing 
>>>>to do as it would just be a matter of replacing the tts version of each 
>>>>file with the real woman's voice. To me, this gives the game a much nicer 
>>>>atmosphere and an over-all nicer feel, as I personally tend to get rather 
>>>>irritated with the little glitches that are inevitably going to be present 
>>>>in every concatenated tts voice. When I say concatenated in this case I do 
>>>>not mean your game sound files but rather the way that the actual voice is 
>>>>constructed, there are hundreds of little chunks that they try to fit 
>>>>together to form the particular
 phrase in question and these engines are far from perfect. A real lady would 
be able to emphasise her words so that you really feel for what she is saying 
and can put it in teh context of the game so to speak, rather than the dry and 
unemotional tts voice equivalent. I guess what I'm trying to say is, in a game 
where the text is so dynamic so that a real human voice would be impossible 
such as Entombed I can put up with tts, but in a game like Mota I think it 
would be highly benefitial for the end product to use an actual voiceover 
artist. Again, you would only do these recordings when you feel that it's not 
very likely that the general set of words and phrases will change much. As an 
example, imagine Q9 with NeoSpeech Paul?
>>>>
>>>>Kind regards,
>>>>
>>>>Philip Bennefall
>>>>
>>>>---
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>>>
>>>
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>>
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