the tts_voice.speak and tts_voice.speak_wait, as well as the sound.play and
sound.play_wait methods sort of handle this for you since they will either
just carry out the play/speak in the background while carrying on, or make
the whole process wait until they finish.
HTH
Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
----- Original Message -----
From: "valiant8086" <valiant8...@lavabit.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, April 13, 2010 4:30 AM
Subject: Re: [Audyssey] BGT Beta Version 0.2 released!
Hi.
I haven't downloaded and messed with this any, but it looks like I might
possibly be able to begin using this now. It's just going to be really
tough writing all this in one document. Going to get confusing. The issue
is attempting to figure out how to process speech files while trying to
run other code without skipping a beat clock wise. Darn, multithreading or
co processing or what ever that term is would really shine in this
situation.
I probably will have to write the voiceover script and then figure out how
to make it so that it can be pasted into the main loop of a program
instead of using it's own loop. Worse case senario is I write it, then if
I fail to figure that out, ask for help from you or someone else who might
know on including it in a main loop.
Now that you've impliminted length and position properties, asuming when I
go trying to use them they turn out to be fast and reliable enough I
should be able to make a ridiculously pause free sounding voiceover
script. I imagine if I ever get it done I could submit it for other bgt
users and just ask that my name gets put in somewhere for my efforts on
it.
Starting to get a bit pumped up. I think some day I'm going to be able to
produce stuff using BGT.
Regarding licensing, have you thought about some sort of shaired revenue
type setup? This concept would be if I write a game and I sell say 11
coppies of it, for 25 dollars each, there's a contract/agreement that goes
with the particular license I elected for that says you get say 10 15 20
25 what ever percent of my profit. Let's say it's 20 percent for now, 11
coppies times 25 dollars would be 275 dollars total. 20 percent of 275 is
55 dollars? So you'd get 55 and I'd get 190 some. Hopefully I'd sell a lot
more than 11 coppies. Just wondered about that, could help in situations
where people don't want to pay 800 dollars to get it.
Me personally I don't know anything about whether 800 is too high or too
low, understanding it's a one time thing. I suppose a person could use the
free version to write the game without compiler support, and if they know
it's going to doo well somehow they can buy the license. Not sure how
that's going to work. With thaqt 800 dollar senario, if I wrote a game and
tried to sell it for 25 dollars, I would have to sell 32 coppies of it
just to brake even on the first game. After that it'd be all up hill I
suppose, except maybe paying for sound libraries and that sort of thing.
----- Original Message -----
From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, April 10, 2010 8:49 PM
Subject: [Audyssey] BGT Beta Version 0.2 released!
Hi all,
After roughly a month of intensive work, I am very pleased to announce
the availability of BGT beta version 0.2. The new changes are as follows:
* Updated the script interpreter to the latest version which fixes some
more bugs found by users.
* File reading and writing support has been added, both for binary and
text files.
* Properties to get the current position and total length of a sound have
been added to the sound object, along with a method to set the position
as well.
* Partial support for Microsoft Sapi 5.1 text to speech has been added.
* A fully featured waveform tone generator has been added which allows
the creation of musical compositions using sine, sawtooth and square
waves.
* Fixed a few minor errors in the tutorial.
* The error edit control now uses word wrap rather than a scroll bar.
* Switched from the MinGw C++ compiler to Visual Studio 2008, which
brings us up to date with all the latest Microsoft features, and which
also produces an executable that is roughly 400 kb smaller and runs
considerably faster.
* Fixed a few object methods where I had forgotten to set the global
error flag based on the results.
The beta can be found in the same location as version 0.1, which is to
say:
http://www.blastbay.com/bgt_beta_setup.exe.
Enjoy, and let me know how it goes!
Kind regards,
Philip Bennefall
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