Re: Programs for indexing sound files

2020-11-10 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Programs for indexing sound files

@3:I know the feeling; my list is a few miles long at this point as well. But if I make something, I'll gladly share it with you. I'll let you know in this thread.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/588469/#p588469




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Re: Programs for indexing sound files

2020-11-10 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Programs for indexing sound files

@1:I own a few hundred gigabytes of sound effects that I have purchased over the last 15 years or so, and I have the same issue. The tool that Sound Ideas ships is called Metadigger, and it is intended to do exactly what you describe but I never had much luck with it. However, all it really does is to extract metadata from the Wave files as far as I can tell. There are chunks other than the format and data chunks if you know how to parse them. Another option is to convert the spreadsheets that come with the collections to CSV and then import it into something like an SqLite database, which I guess would be even easier. I've been pondering whether I should knock something up myself but haven't taken the time to sit down and do it yet. Let me know if you decide to write something, or if you find any other alternatives that I am not aware of.Good luck!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/588461/#p588461




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Re: decryption of .dat files, help, please!

2020-08-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: decryption of .dat files, help, please!

@1:When you install most software, you will agree to a license agreement that says that you are not allowed to disassemble or reverse engineer the product. if you did, decrypting the application's data files would be covered by that clause. If I were you, I would be very careful asking these kinds of questions on a public forum without providing very specific details on exactly what you are trying to accomplish. Better yet, write to the developer directly.@3:Can you explain a little more what you mean? Why do you think using dat files for this purpose is a bad idea? It is common to store encrypted registration information in a data file, in order to facilitate offline play. Many applications store such data in the registry, but if you are making a cross platform application it can make sense to use a data file instead. Storing something in the registry versus a data file gives no additional security benefit either way. Of course, the user should always be in control of their own information such as unlock keys and/or usernames and passwords. But when storing it locally to allow the game to check whether it is registered or not, it can make sense to obfuscate that data by way of encryption so that it is not in plain view.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/561029/#p561029




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Re: Today is my birthday

2020-04-07 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Today is my birthday

Happy birthday! Have a great day.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/516938/#p516938




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Re: Let's talk about windows seven end of life...

2019-12-19 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Let's talk about windows seven end of life...

For my part as a developer, I plan to support Windows 7 in any products that I release in the next couple of years or so, unless I have a very good reason not to. For example, in Windows 10 you have access to a bunch of text to speech features that aren't available in 7, but it is possible to do a nice fallback at runtime with very little extra work. I think people should upgrade, for sure, but for the few that can't for whatever reason, I will make an effort to keep it running for a while. But to be clear, Windows 7 is dying and I think it is best to switch as soon as humanly possible.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/486733/#p486733




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Re: Let's talk about windows seven end of life...

2019-12-19 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Let's talk about windows seven end of life...

For my part as a developer, I plan to support Windows 7 for at least a couple of years unless I have a very good reason not to. For example, in Windows 10 you have access to a bunch of text to speech features that aren't available in 7, but it is possible to do a nice fallback at runtime with very little extra work. I think people should upgrade, for sure, but for the few that can't for whatever reason, I will make an effort to keep it running for a while. But to be clear, Windows 7 is dying and I think it is best to switch as soon as humanly possible.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/486733/#p486733




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Re: An idea that could make voice acting editing so much easyer.

2019-12-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: An idea that could make voice acting editing so much easyer.

Oh I would never use an automated tool to do my fine tuning. I was talking exclusively about the task of finding where you made mistakes. That in itself is a solved problem, as it were.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/486280/#p486280




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Re: An idea that could make voice acting editing so much easyer.

2019-12-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: An idea that could make voice acting editing so much easyer.

Wouldn't it be easier to simply have a program that allows you to do another take by pressing a key? The takes could then be bounced down to separate files, or have markers inserted by way of Wave chunks, or something similar. It's not a hard problem to solve, even without custom software. In a pinch you could clap your hands or make some kind of loud noise that is easy to detect, go through your recording at high speed and simply stop whenever you hear the clap. Whatever approach is chosen, it's a fairly trivial problem that does not require any kind of speech recognition.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/486267/#p486267




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Re: Pirated sound effects in this community.

2019-11-26 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Pirated sound effects in this community.

I started investing in sound libraries when I was 18 or so, and can honestly say that I have paid for every single sound that has been used in my products. Back in the days of Pb-games I would look around for free sounds, but I never used one that I knew to be illegal. I think it is an important point for any serious game developer to only use legal content, always, with no exceptions. And that's the rule that I live by.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/480146/#p480146




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Re: Speeding or slowing a track?

2019-08-18 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Speeding  or slowing a track?

There's always Elastique. It does time stretching and  pitch shifting and works quite well, especially version 3. It's part of Reaper as far as I know. There's also a time stretching feature in Audacity, but it is not nearly as good.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/456297/#p456297




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Re: Can somebody please record a little something for me?

2019-06-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Can somebody please record a little something for me?

I have never produced or distributed a podcast, but a Google search for "how to distribute podcast" gave me this as the first result:https://medium.com/podcast-101/distribution/homeKind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/443426/#p443426




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Re: Can somebody please record a little something for me?

2019-06-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Can somebody please record a little something for me?

When it comes to the music, I had a quick look and I found an unfinished piece that I made quite a few years ago. I never completed it and I only have a short mixdown in MP3, but you're welcome to use it for free if you find it suitable:https://www.dropbox.com/s/4n0yah39vqou8 … 2.mp3?dl=1As for the voiceover, I don't personally know anyone who would do it for free, but I'm sure there are loads of people out there who would.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/443415/#p443415




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Re: Can somebody please record a little something for me?

2019-06-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Can somebody please record a little something for me?

If I were doing this myself, I would have a generic tag line that I would start with, then fade up the music for a few seconds - possibly with some sound effects, and then I would have a short blurb which describes very briefly what content you will feature in the current episode, then perhaps another sound effect alongside which the music fades out, and then you start. There are many many ways of doing it so the above is merely a suggestion.By the way, you know that you have to purchase a license for the track you linked to, right? I haven't checked the price but you need the standard license that they mention in the YouTube video description.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/443406/#p443406




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Re: Can somebody please record a little something for me?

2019-06-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Can somebody please record a little something for me?

What sort of intro music bed are you looking for? What genre, feel, etc? Does it need to loop, or have a specific duration and so on?Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/443377/#p443377




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Re: Why is BGT no longer updated?

2019-05-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Why is BGT no longer updated?

Hi all,For clarity, I shall paste part of a response that I just posted in another topic here.At this time I don't have any planned updates because I have neither enough time nor enough interest to dive back into it. As I stated in another topic a while back, I recommend people look into other programming languages. BGT was good for what I intended it to do about 10 years ago, but it is not particularly relevant today. If you want to make Windows games and are aware of what the engine can and cannot do, by all means use it. But I personally think it is time to move on and expand the audio games landscape far beyond the feature set of BGT.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/433218/#p433218




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Re: Luna RSS, an rss reader, podcatcher and rSS creator all in one

2019-05-11 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Luna RSS, an rss reader, podcatcher and rSS creator all in one

Hi Nathan,Very nice work on this program. I like the little built-in player, though I do have one request. Can you make it possible to download an entire podcast archive, and save it to a folder of your choice? I do have other ways of doing this already, of course, but it would be nice to have it in the same package.Thanks!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/432882/#p432882




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Re: Does 24 bit audio have any real difference from 16 in turms of noise?

2019-04-10 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Does 24 bit audio have any real difference from 16 in turms of noise?

For a recording device, the more important question is whether the noise floor of the preamps is significantly higher than the noise floor imposed by the bit depth. If so, it won't make much of a difference. For 16 bit you have a noise floor of around -87 dB if I remember correctly. For 24 bit it is significantly lower. But in plain terms, if you want to be safe you should always record in 24 bit. The damage introduced to the signal when using a lower bit depth can never be reversed, but you can always scale down to 16 bit later if your source audio is at a higher bit depth to begin with.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/426094/#p426094




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Re: Making a Vintage Sounding TTS Voice

2019-02-02 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Oh I haven't worked on it for the last couple of weeks what with releasing the vocoder as well as doing my normal day job, but I'll get back into it soon for sure. Flite does generate pitch information, and I recently introduced pitch changes in my synthesizer so I just have to put the two together so to speak.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/409159/#p409159




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Re: Making a Vintage Sounding TTS Voice

2019-01-29 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Ah, that's weird. I haven't managed to make it crash. Can you send me the Wave files you are using and the input parameters you are specifying?By the way, there's now a dedicated topic for the vocoder in the developer's room. I suggest that we move the vocoder specific discussions there.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/408276/#p408276




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Re: Making a Vintage Sounding TTS Voice

2019-01-27 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

yeah, MDA TalkBox is excellent. It does indeed use LPC.I actually just released my vocoder as open source. Check out the topic in the Developers room if you're interested. There's a command line application which allows offline rendering of Wave files, with a bunch of settings that you can tweak.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/407877/#p407877




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Re: Making a Vintage Sounding TTS Voice

2019-01-23 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Oh my vocoder is nothing special by any means, it's about as standard as they come. I just wanted to see if I could write one from scratch over a weekend. Still, I'm pretty happy with the output myself.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/407140/#p407140




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Re: Making a Vintage Sounding TTS Voice

2019-01-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

The audio examples I posted above are not of PB Vocoder, but of a new implementation that I wrote a few weeks ago. I'd be curious to hear what you all think of the sound. I haven't yet decided whether to release it or not, but I might clean it up and publish it at some point if people like the examples.Kind regards,Philip BennefallP.S. I wasn't able to hear the examples on that page because apparently I don't have the Java runtime. Ah well.

URL: https://forum.audiogames.net/post/406956/#p406956




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Re: Making a Vintage Sounding TTS Voice

2019-01-22 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

@musicalman Here are a few examples of the vocoder I made.Original speech:https://www.dropbox.com/s/wdskvp98zpnuu … h.wav?dl=1Vocoded with a sawtooth chord:https://www.dropbox.com/s/1pxxlhq14kaq6 … l.wav?dl=1Same output but slowed down:https://www.dropbox.com/s/19vrtok5ftqgg … w.wav?dl=1Same output with shifted formants:https://www.dropbox.com/s/mokw4va4vwoz7 … r.wav?dl=1Let me know what you think!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/406880/#p406880




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Re: Making a Vintage Sounding TTS Voice

2019-01-21 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

@musicalman Thanks for the thorough response! I have definitely been playing around with the idea of singing. In fact, singing is much easier to do than natural speech as it is much more confined. I added pitch the other day so you can supply a list of target points across the utterance. Unlike DECTalk, you specify the list of F0 targets independently from the list of phones, so you could make a vowel that is stretched out but which changes notes all over the place. I will prepare something to show this over the weekend.The Voder was amazing. In fact, it is the first machine that is demonstrated in this rather interesting vinyl recording from 1986 by Dennis Klatt, the author of DECTalk:https://www.dropbox.com/s/ky5vxfnpc79a9 … ng.au?dl=1Speaking of vocoders, I did write one of those as well a few weeks ago. Haven't decided what to do with it yet but it sounds pretty cool. You can do the traditional singing synthesizer effect, and if you use a generated carrier you can also do time stretching where the speech gets slower or faster. I might release it as an open source library or a VST plugin at some point, not sure yet.Regarding unvoiced sounds and transitions, both of these things are definitely work in progress. I did make some improvements to both last weekend but didn't have time to write another diary entry; look out for one this weekend.@x02 Both DECTalk and ESpeak are formant synthesizers. Klatt synthesis is a style of formant synthesis where you have a bunch of defined parameters that you can play with to make speech sounds. It was used in the MITalk system from MIT, it was used in DECTalk and possibly in a few others - I'm not entirely sure. Both ESpeak and DECTalk are formant synthesizers, in other words, just based on different techniques for how to generate the excitation signal and a few other details as far as I know.I do actually have a public domain implementation of a Klatt synthesizer, but I didn't like the sound of it so I wanted to make one from scratch using the techniques I knew. Whether I will get all the way remains to be seen, of course, but it's a lot of fun to have it as a side project regardless of how it turns out.There is indeed a repository but I haven't made it public. I just didn't edit the mentions of it out of the diary, as I wanted to keep it intact. I haven't decided what to do with the implementation yet; it really depends on what kind of quality level I am able to reach.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/406747/#p406747




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Re: Making a Vintage Sounding TTS Voice

2019-01-18 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

I wanted to throw out a question for anyone who might have some ideas. I'm trying to figure out how best to transition between phones in an utterance. A phone is a single sound, not necessarily the same as a letter, that you can say in a given language. The list of phones recognized by the synthesizer at the moment can be found at:http://blastbay.com/blastvox/documents/ … oneset.txtAs input, I take a list of phones. For each phone I also specify a duration in seconds. Now, I am trying to figure out how to transition between the phones. At the moment I start halfway through the current phone and begin transitioning into the next. This works for some vowels but is very bad for other types of sounds. I was thinking of having a static duration for phone transitions, and begin transitioning to the next phone once the entire duration of the current phone has elapsed. So if you have two phones which are both 100 milliseconds in length and I have a transition time between phones of 20 milliseconds, it would play the entire 100 milliseconds of the first phone, then over the next 20 milliseconds it would transition from the first to the second phone, and then it would play the remaining 80 milliseconds of the last phone. This gets a bit more complex when we have diphthongs such as in the word I, but I could possibly take the remainder of the phone after the transition from the prior one and do the diphthong transition there. Does anyone have any thoughts on this idea, or perhaps a completely different approach?Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/406243/#p406243




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Re: Making a Vintage Sounding TTS Voice

2019-01-14 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Oh I have used SoLoud in the past, used it for my little board game called Jungle. I don't rate its speech synthesizer very highly though, nor does the author as far as I am aware.As for text processing, I am using the default lang/usenglish and lang/cmulex pretrained models that ship with Flite. I'm not sure exactly how these were trained, but I will dive deeper into that if I ever attempt to make a Swedish voice.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/405244/#p405244




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Re: Making a Vintage Sounding TTS Voice

2019-01-14 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

I just read up on the grapheme based language models in Festvox and they seem awesome when you are doing a language for which you don't have a lot of linguistic data. But in the case of Swedish, if I ever get far enough where I begin looking at making a Swedish model I think I will do it in the slower way, with letter to sound rules trained from a large lexicon. I found a huge lexicon for Swedish which contains over 700,000 words and is in the public domain, so I figured that might be a good starting point. Also, Swedish is my native language so mapping the formants for the various sounds shouldn't be too difficult. Actually, I'm rather looking forward to it so I hope I can get the actual synthesis part up to scratch. If I can, adding new languages and voices will be a blast.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/405251/#p405251




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Re: Making a Vintage Sounding TTS Voice

2019-01-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

I just read up on the grapheme based language models in Festvox and they seem awesome when you are doing a language for which you don't have a lot of linguistic data. But in the case of Swedish, if I ever get far enough where I begin looking at making a Swedish model I think I will do it in the slower way, with letter to sound rules trained from a large lexicon. I found a huge lexicon for Swedish which contains over 700,000 words and is in the public domain, so I figured that might be a good starting point. Also, Swedish is my native language so mapping the formants for the various sounds shouldn't be too difficult. Actually, I'm rather looking forward to it so I hope I can get the actual synthesis part up to scratch. If I can, adding new languages and voices will be a blast.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/405251/#p405251




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Re: Making a Vintage Sounding TTS Voice

2019-01-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Oh I have used SoLoud in the past, used it for my little board game called Jungle. I don't rate its speech synthesizer very highly though, nor does the author as far as I am aware.As for text processing, I am using the default lang/usenglish and lang/cmulex pretrained models that ship with Flite. I'm not sure exactly how these were trained, but I will dive deeper into that if I ever attempt to make a Swedish voice.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/405244/#p405244




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Re: Making a Vintage Sounding TTS Voice

2019-01-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Probably all of them, if I reach a high enough level of quality. If the output is reasonable, I can package the system in all sorts of ways.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/405200/#p405200




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Re: Making a Vintage Sounding TTS Voice

2019-01-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

The text processing part of the system was trained by way of machine learning by the folks who made Festival/Festvox/Flite, so technically I am using machine learning - just not in the synthesis backend code.ESpeak is similar to what I want to do for sure, but I am personally not very fond of its output so I wanted to see if I could achieve something different.@BoundTo:1. The formant frequencies and bandwidths do vary for different speakers, especially between men, women and children. It is definitely possible to derive a new formant table to add a new voice, though some other tweaks would be needed as well such as defining the average pitch etc.2. I generate two completely separate signals, one with white noise and one with the pulse; a sawtooth in this case. The noise runs through the unvoiced filters and the sawtooth runs through the voiced ones. They are then combined using envelopes to smoothly turn the two sources on and off as appropriate.3. Rendering the slow version of the "visual roses" sentence which comes out to 3.91 seconds, took 31 milliseconds on my laptop. This is generating the whole thing in one go, however, which you would not do in a streaming application - you could generate as little as 5 or 10 milliseconds of audio at a time in many cases. Note that I have not done any work on optimizing the code; I'm sure I could speed it up significantly down the road.@Jack Festvox is a suite of voice building tools, you don't actually use the code in Festvox in the final synthesizer. Since I am using Flite for text processing, I'm still very much making use of Festvox. But you're absolutely right in thinking that all the synthesis code is being done by hand.@harrylst Yes, you could definitely make a Swedish voice using the Festvox tools as a starting point. You would train models for duration and fundamental frequency prediction based on natural speech, and you would train a letter to sound rule set by analyzing a large pronunciation dictionary. All this is possible in Festvox, and the output can be converted to Flite which means I could get phones, durations and a pitch contour for a sentence. But it would take some tweaking and quite a bit of trial and error to get the various models right, not to mention getting formant settings for all the sounds that differ from English.Thanks so much for all the positive feedback, everyone!Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/405168/#p405168




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Re: Making a Vintage Sounding TTS Voice

2019-01-13 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

I just had another hacking session and managed to get semi-voiced sounds working, as well as a short fade at the beginning and at the end to get rid of clicks. There is a new diary entry with audio examples (see post 1 for the link).Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/405020/#p405020




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Re: Making a Vintage Sounding TTS Voice

2019-01-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

I'm keeping the source closed for now, just so that I can decide what to do with the final product if it ever reaches acceptable quality. If I release it as open source now, I limit my options later. It is not out of the question that I will release it as open source in the future, but I want to work on it a little more before I make my decision.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/404985/#p404985




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Re: Making a Vintage Sounding TTS Voice

2019-01-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Oh far from dead, just not doing much of anything relating to audio games so haven't had a lot of relevant things to post on here. Strictly speaking this is not really relevant to games either which is why I put it in the off topic room, but I figured some people might find it fun to follow along since I'm sure I'm not the only one interested in speech synthesis around here.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/404958/#p404958




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Re: Making a Vintage Sounding TTS Voice

2019-01-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Sounds good. I'm definitely open to tips and suggestions from those who are interested. I'm having a lot of fun with this and I welcome feedback from anyone who takes the time to read through the text and listen to the output.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/404948/#p404948




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Re: Making a Vintage Sounding TTS Voice

2019-01-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Making a Vintage Sounding TTS Voice

Sounds good. I'm definitely interested in discussions, tips and suggestions from those who are interested.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/404948/#p404948




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Making a Vintage Sounding TTS Voice

2019-01-12 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Making a Vintage Sounding TTS Voice

Hi all,I just wanted to share a little pet project of mine with you all. It is an attempt to create a formant based speech synthesizer from scratch. If you don't know what a formant based speech synthesizer is, think Eloquence or DECTalk. Formant synthesis is based on mathematics rather than prerecorded segments of speech.I have nothing to release yet and probably won't for some time, but I hack away at this on weekends. I am keeping a diary of my efforts with accompanying audio examples. In case anyone is interested, the URL is:http://blastbay.com/blastvox/I am still at a very early stage so don't expect anything impressive. Still, it's a lot of fun and I make slow but steady progress.I will update this from time to time, so feel free to check back every now and then if you're curious.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/404933/#p404933




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Re: best free reverb plugin or vst

2018-11-15 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: best free reverb plugin or vst

What about Freeverb? It's public domain and exists as a VST. It's been a fallback of mine for many years when I can't use convolution. You can control the room size, width and damping among other things. Naturally you have wet/dry so you can use it either as a normal send effect or as an insert if you want to include the dry signal in the output.I put the DLL in my Dropbox for you.https://www.dropbox.com/s/uns9m4ar0cvbc … 3.dll?dl=1Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/post/393404/#p393404




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Re: Tts experiments at Blastbay

2017-11-15 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Tts experiments at Blastbay

I did this on a Linode with Ubuntu 14.04 LTS, but 1 GB ram is not nearly enough. It bombed when trying to generate even a fairly small Clustergen voice when I had 2 GB of RAM so you will definitely need to increase it.Philip

URL: http://forum.audiogames.net/viewtopic.php?pid=338521#p338521





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Re: Tts experiments at Blastbay

2017-11-15 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Tts experiments at Blastbay

Writing a tutorial on how to perform every step would be a lengthy undertaking, but the basic procedure is as follows:* Get a Linux machine (personally I use  a Linode VPS with 8 GB RAM).* Install the development tools like gcc, GNU make etc.* Build and install the Edinboro speech tools.* Build and install Festival.* Build and install SPTK.* Build and install Festvox.* Build and install Flite.* Find a set of balanced prompts (you can use the Arctic database provided by Festvox as a great starting point). I made my own from a few thousand pages of text taken from public domain books.* Get a good recording setup and record the prompts.* Trim and run whatever filters and/or any other post processing you want on your recordings to make sure they sound nice and even.* Decide whether you want to make a synthesizer based on a statistical model, or based on unit selection. Mine is a statistical model (also known as a Clustergen voice in Festvox).* Configure the directory structure using the provided setup scripts in Festvox.* Build a basic version of the voice and test it in Festival.* Try some of the steps outlined in the Festvox documentation that describe how to make it better (the steps needed will depend on if you are doing a Clustergen or a unit selection voice).* When you are happy, convert it to a Flite voice.* Grab the .c and .h files that the Flite voice generation scripts produce.* You can now use Flite to do your synthesis, and Flite runs on a lot of different platforms since it is written in portable C.I realize that many of these steps may be vague or unclear, but there is a lot more information in the documentation for Festvox and Flite. Look at:http://festvox.org/And:http://cmuflite.org/To get all the details. For the latest source code, check out:https://github.com/festvox/The official releases are three years out of date.Good luck,Philip

URL: http://forum.audiogames.net/viewtopic.php?pid=338519#p338519





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Re: Tts experiments at Blastbay

2017-11-14 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Tts experiments at Blastbay

The main thing I'm wanting to fix is the inflection, and the endless sentences. I have solutions for both, as well as a few other tweaks I want to do. I'll post another sample when I have it.The old links don't work, but that version sounded awful. For kicks, here they are for comparison.The very first link, with a tiny dataset of just 500 recordings:https://www.dropbox.com/s/upe4x3ckssv5m … 0.wav?dl=1And the second link, with a few more recordings and a slightly different rendering method:https://www.dropbox.com/s/0w31xv2h2utvr … l.wav?dl=1Now that, that's fuzzy for sure. I die a little every time I go back and listen to these. They were made with very very old versions of the tools.When it comes to platforms, as long as I'm happy with the voice itself, I'm game to try building it for whatever I can get my hands on. But again, I have not decided at all what I'm going to do with it.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=338461#p338461





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Re: Tts experiments at Blastbay

2017-11-14 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Tts experiments at Blastbay

@shotgunshell I definitely agree that Lyrebird sounds better. My goal is really just to experiment with the Festvox system to see what results I can achieve. I will only release it if I get a voice that I personally consider usable, in which case I could easily make it into a Sapi voice or a DLL for NVDA or whatever other format people might want. I'm doing this in my free time, of which I don't have a lot, so I have no idea when/if I'll have something usable. I'm just playing around and wanted to revive this topic to post the current output.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=338396#p338396





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Re: Tts experiments at Blastbay

2017-11-14 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Tts experiments at Blastbay

Hi guys,After a few years of silence, I picked up this thread again. There have been some improvements in the voice creation tools, and I regenerated the voice with them using the existing dataset. Here's a new recording for those who may be interested:https://www.dropbox.com/s/yb3zx4dt3rmdde4/text.wav?dl=1I plan to rebuild the voice yet again with the latest snapshot of the tools that came out just a few days ago, but that's a project for the weekend when I'm off work.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=338356#p338356





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Re: Another Irish Folk Song Cover

2017-03-04 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: Another Irish Folk Song Cover

Thanks a lot, guys. I'm really glad you like the song! I have a few more ideas which I'll try to bring to fruition when inspiration strikes.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=300378#p300378





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Another Irish Folk Song Cover

2017-03-02 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Another Irish Folk Song Cover

Hi all,Here's another song I recorded recently. It's from the mid 1800's if I'm not mistaken.Thanks for taking the time to listen!https://www.dropbox.com/s/y3275g8d4xx4u … w.mp3?dl=1Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=300022#p300022





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Re: My Cover Recording of an Irish Folk Song

2017-01-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: My Cover Recording of an Irish Folk Song

Thank you! I'm actually learning to play the penny whistle... To the dismay of my neighbors. So stay tuned!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/viewtopic.php?pid=293941#p293941





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Re: My Cover Recording of an Irish Folk Song

2017-01-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: My Cover Recording of an Irish Folk Song

Thank you! I'm really glad you liked it.Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/viewtopic.php?pid=293874#p293874





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My Cover Recording of an Irish Folk Song

2017-01-15 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


My Cover Recording of an Irish Folk Song

Hi all,I made a recording the other day that I figured I would post here just for fun. It's my cover of a traditional Irish folk song from the mid 1800's by Lady Dufferin, called Terence's Farewell to Kathleen. I had lots of fun recording this one; hope you enjoy it.https://www.dropbox.com/s/t4ni2eohah7cq … n.mp3?dl=1Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/viewtopic.php?pid=293714#p293714





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Re: [New service] Free phone system for friendship/dating

2014-11-02 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: [New service] Free phone system for friendship/dating

Hi all,After some downtime caused by my phone number provider, this service is now finally back up and running again. Sorry to all those who tried to call in! Should this ever happen again, I will be switching providers. Please pass on this information to anyone who may have tried to call during the downtime period. Thanks!Kind regards,Philip BennefallP.S: To be clear, it is only the phone number that has been unreachable. For all of you who are calling in directly with a SIP client, things should have been working normally.

URL: http://forum.audiogames.net/viewtopic.php?pid=193688#p193688




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Re: [New service] Free phone system for friendship/dating

2014-09-08 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: [New service] Free phone system for friendship/dating

@shuteye: While there are definitely a few people in the system, we are nowhere near the numbers I am aiming to see eventually. Let's hope word of mouth is effective!Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=188507#p188507




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Re: [New service] Free phone system for friendship/dating

2014-08-25 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: [New service] Free phone system for friendship/dating

@shuteye: Thank you so much for those kind words! This was a very fun project to work on, and if it turns out to be useful to some people then all the better. Currently we have just under 40 users, though not all of them have profiles of their own.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=186379#p186379




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Re: [New service] Free phone system for friendship/dating

2014-08-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: [New service] Free phone system for friendship/dating

@Nocturnus: Well said. I definitely agree with the above. And to clarify a little, the title that I chose actually has nothing to do with blindness as such. The title is meant to be read The (blind date) line. If blind people use it that is not something I have the slightest problem with, obviously, but that was never the only target group. The title refers to the fact that you're finding random strangers. I hope this makes sense. If people assumed that it meant a date line only for blind people, that is not correct.Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=185164#p185164




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Re: [New service] Free phone system for friendship/dating

2014-08-17 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


Re: [New service] Free phone system for friendship/dating

Hi guys,I've been following this thread with interest, and would like to make a few brief comments. First, thanks a ton to those who are  trying it out! I'm really enjoying watching the database grow.Now, regarding some of the other comments:@Oriol: Certainly I have better things to do with my time. I have lots of projects going, but every now and then I like to try  something I've never done before and really just explore some new territory. I have always thought that these old style phone  lines seemed kind of fun and wanted to try my hands at making one. I spent about two weeks on it, so not something that took  months and months to do but afforded me an enjoyable learning experience. As I said in the original post, it was very much a pet  project that I don't intend to spend years on. Smile.@aaron: My intention was never to try to make something groundbreaking, or something that would replace something el
 se in some  way. Skype is great, and I use it daily. But as was previously mentioned, you need to have found someone already if you're going  to Skype with them. Whether someone chooses to do that through a forum, a dating service, or in a bar is up to them. If you're not  interested in the system or feel that it is not useful, meaningful etc, that's obviously your call. I am under no delusion that the system will become huge,  or that it will be particularly popular. I made it, it's here, and those who like it can use it. Those who are not interested are  of course free to use something else. How you get Apple and the NFB into this is beyond me and I won't go there.Now on a more positive note, as I said I am really glad that so many people have already spent the time checking out the system.  If you tried it but didn't understand something, didn't like a particular feature or want some additions/changes, by all
  means do  let me know! I'm always happy to consider requests for new functionality etc, and of course if you find any bugs let me know as  well. I'm going to improve the layout of the website over the next few days, too. Currently it looks terrible and it's  embarrassing. Laughs.Hope to see some more of you on the line!Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=185132#p185132




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[New service] Free phone system for friendship/dating

2014-08-16 Thread AudioGames . net ForumOff-topic room : philip_bennefall via Audiogames-reflector


  


[New service] Free phone system for friendship/dating

Hi all!For the last couple of weeks, I've been working on a really fun pet project. I have built a little phone system that I call the Blind Date Line. You choose some criteria for the types of people you'd like to talk to, and optionally record a little presentation of yourself for others to hear. You can then browse the profiles of all the users who match your specific criteria, and of course respond to the ones that interest you. You also get your own personal inbox where you can listen to messages sent to you by others.This system is primarily intended for dating, but there is a friendship category as well. So even if you're not looking for  dating/romance, you are more than welcome to sign up and hopefully meet some new friends. Currently you can call the system either  by using a phone number in California (USA), or directly using a SIP client. If you use the first option, the cost is the same as  for a regular land line call to Ca
 lifornia. I have plans to set up numbers in other areas/countries as well (feel free to suggest  some!) If you call through the so called SIP protocol, the call is completely free. For more information as well as instructions  on how to call in to the system, please visit http://www.blinddateline.com). Please note that the website is still under  construction, so not all the features mentioned on the actual phone line are currently implemented. The system is very new, and  I'm just posting here to see if there is any interest. If I find that people enjoy using it, I have lots of plans for changes and  additions.As I mentioned earlier, the service is free other than the charge for the call if you use the regular phone number.Thanks for reading, and please do give the system a try! I look forward to your feedback!Kind regards,Philip Bennefall

URL: http://forum.audiogames.net/viewtopic.php?pid=185028#p185028




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