Re: [Audyssey] MOTA Voice Output

2011-07-05 Thread Jim Kitchen

Hi Thomas,

Yeah, as soon as I pressed enter and Jaws Eloquence started talking in a 
foreign language I was like oops.  I did remember how to get back to that menu 
and then just arrowed down until it said something like English.  But it did 
scare me for a few seconds.

BFN

Jim

That's not line noise--my modem's speaking in tongues!

j...@kitchensinc.net
http://www.kitchensinc.net
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Re: [Audyssey] MOTA Voice Output

2011-07-04 Thread Jim Kitchen

Hi Thomas,

Yeah, the only thing about switching Eloquence to another language is, you better 
know that language or have the menu memorized so that you can switch it back to 
English or whatever. grin

BFN

Jim

Learn C++ as a second language!

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Re: [Audyssey] MOTA Voice Output

2011-07-04 Thread Thomas Ward
Hi Jim,

Very true. Fortunately, I did have some French in high school and some
German in college. I am by no means fluent in either one, but I know
enough to switch languages successfully in Window-Eyes without any
problems.

On 7/4/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, the only thing about switching Eloquence to another language is, you
 better know that language or have the menu memorized so that you can switch
 it back to English or whatever. grin

 BFN

  Jim

 Learn C++ as a second language!

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] MOTA Voice Output

2011-07-04 Thread dark
In Hal, it's possible to switch the onscreen read language without the one 
used in the control panel and for Hal's own functions and names of controls 
etc.


There is even a hotkey, ctrl period and comma to cycle through available on 
screen languages.


This is why it's so easy for me to read the pronunciation of words to songs 
in Italian or German, even though i don't speak either of those languages, 
sinse I just hit ctrl period a few times to get into that language, then hit 
a few times more to go back to English.


Actually, one thing I'm thinking of doing when i've finished my phd is 
taking a basic module in spoken Italian to improve my singing, and this 
feature of Hal would be really useful at that point, sinse I'd have no 
worries about messing up my entire screen reader interface and could just 
flick in and out of what I need to read as needed.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Valiant8086

Hi.
I like the current voice, and I like his speech rate. I find it very 
much less difficult to understand than Akapella Heather was. What might 
end up happening is there will be multiple different english soundpacks 
created by you or gamers to give the game a different voice. You plan to 
try and support foreign languages by just having them recorded in 
different languages, you could put a downloads area on the mota page for 
obtaining other languages, and among those might be alternative english 
packs too.


This reminds me of how topspeed handles things. Too, you could make the 
ability to switch languages into the game, like topspeed has done. That 
wouldn't be necessary though as long as we can delete the speech folder 
and replace it with another one we have.





Sent with Thunderbird 3.1.10 portable.

On 6/25/2011 8:44 PM, Thomas Ward wrote:

Hi Karl,

True, but one of the issues is a lot of those who are making the
requests are foreign speaking customers where English is not their
native tongue. Therefore they want the voice slowed down so they can
understand the game better. That's understandable, but how slow is too
slow and how fast is too fast for them.

I do understand where they are coming from. I had some French and
German in high school and college, and although I know the basics of
the languages I don't speak them every day, and if I were to actually
talk to someone going 90 miles a minute in French or German half of it
would get passed me as I can't process it that fast. That said, as
most of the users do know English I think they could probably get by
with it set to the current rate. It actually sounds a bit slow to me,
but I'm comfortable with the current rate personally.

On 6/25/11, Karl Belangerkarl.belan...@comcast.net  wrote:

Personally, I think the voice is fine as is. I think you'll run across the
problem that if you slow the voice down to much, people will start to say
that the voice is dragging. If enough people say the voice is to fast and
you decide to slow it down, I think the simplest way to determine the best
speed would be to record a few samples at different rates, and see which
people like most, or another possibility would be to estimate the rate a
person would say the same rate and set it for that.
Personally, I say leave it as is.
Karl

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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Thomas Ward
Hi Jim,

In deed. None of the U.S. English voices come close to speaking
Klingon. However, If I switch Eloquence to German and type them in it
does a passible job of speaking them. I would imagine that is because
the Klingon language has a Germanic style of speech. Especially, with
the way the letter h is used in words. English sinths just don't have
the right programming to pronounce those kinds of words.


Cheers!



On 6/28/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 Yeah, I can imagine that it would be very difficult to get sapi5 voices to
 pronounce lots of Klingon words and names correctly.  My one game is named
 Homer on a Harley partially because I couldn't figure out how to get sapi5
 voices to pronounce Evil Knevil correctly.

 My game development computer has a Triple Talk USB hardware synthesizer.  It
 sure doesn't sound human or anything, but I have always had a hardware
 synthesizer, so I am used to that kind of speech for programming in the
 Basic IDE.

 BFN

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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Thomas Ward
Hi,

Well, bee that as it may the majority of people are in favor of
Acapela Heather so that will be the default voice for MOTA beta 21 and
of course v1.0. I'm finalizing the speech as we speak and if people
want to contrib voice packs ok, but Heather will be the officially
supported voice for the life time of the product.

Cheers!


On 7/3/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 I like the current voice, and I like his speech rate. I find it very
 much less difficult to understand than Akapella Heather was. What might
 end up happening is there will be multiple different english soundpacks
 created by you or gamers to give the game a different voice. You plan to
 try and support foreign languages by just having them recorded in
 different languages, you could put a downloads area on the mota page for
 obtaining other languages, and among those might be alternative english
 packs too.

 This reminds me of how topspeed handles things. Too, you could make the
 ability to switch languages into the game, like topspeed has done. That
 wouldn't be necessary though as long as we can delete the speech folder
 and replace it with another one we have.




 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Valiant8086

Hi.
You might already have made a decision on this. I'm hoping you did, or 
will go, for an Ivona voice, after hearing Tom voiceover for Mota, I 
discovered I liked it a lot better. I'm just hoping one of the ivona 
voices will be a little less choppy since I find it ironic that folks 
think Tom is choppy when I always thought heather was the choppy one. Lol.



Sent with Thunderbird 3.1.10 portable.

On 6/26/2011 7:34 PM, Thomas Ward wrote:

Hi Phil,

Yeah, I already tried that. I made each pause as low as 0.1 between
words and it was too choppy. Given there were no complaints with
Heather I'm going to either go back to her for this release, or I
might use something like Ivona Kendra, Jenifer, or Amy as all of those
are superior Sapi voices Either way I have decided to drop Scansoft
Tom..

On 6/26/11, Phil Vlasakp...@pcsgames.net  wrote:

Hi Thomas,
the .2 of a second and .5 of a second pauses were just a guess.
You could reduce them to .1 and .3 and try it again.
Climb {{Pause=.1}}Up {{Pause=.3}}Up {{Pause=.1}}Arrow.



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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Thomas Ward
Hi,

Sorry, but you must way behind on e-mail, but the decision was made
several days back just to switch back to Acapela Heather for the 1.0
release. While I agree the Ivona voices would sound better most people
were in favor of Heather so that seemed to be the best decision from a
business point of view.

On 7/3/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 You might already have made a decision on this. I'm hoping you did, or
 will go, for an Ivona voice, after hearing Tom voiceover for Mota, I
 discovered I liked it a lot better. I'm just hoping one of the ivona
 voices will be a little less choppy since I find it ironic that folks
 think Tom is choppy when I always thought heather was the choppy one. Lol.


 Sent with Thunderbird 3.1.10 portable.

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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Charles Rivard

Do we get some real heather with the game, too?  (grin)

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 03, 2011 12:45 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi,

Well, bee that as it may the majority of people are in favor of
Acapela Heather so that will be the default voice for MOTA beta 21 and
of course v1.0. I'm finalizing the speech as we speak and if people
want to contrib voice packs ok, but Heather will be the officially
supported voice for the life time of the product.

Cheers!


On 7/3/11, Valiant8086 valiant8...@lavabit.com wrote:

Hi.
I like the current voice, and I like his speech rate. I find it very
much less difficult to understand than Akapella Heather was. What might
end up happening is there will be multiple different english soundpacks
created by you or gamers to give the game a different voice. You plan to
try and support foreign languages by just having them recorded in
different languages, you could put a downloads area on the mota page for
obtaining other languages, and among those might be alternative english
packs too.

This reminds me of how topspeed handles things. Too, you could make the
ability to switch languages into the game, like topspeed has done. That
wouldn't be necessary though as long as we can delete the speech folder
and replace it with another one we have.




Sent with Thunderbird 3.1.10 portable.


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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Thomas Ward
Hi charles,

I'm afraid not. Although, the Heather voice sounds pretty good to me.
Whoever the original woman was ho's voice they used as the basis of
the Heather voice sounds pretty sexy.

On 7/3/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Do we get some real heather with the game, too?  (grin)

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Voice Output

2011-06-28 Thread Jim Kitchen

Hi Thomas,

Yeah, I can imagine that it would be very difficult to get sapi5 voices to 
pronounce lots of Klingon words and names correctly.  My one game is named 
Homer on a Harley partially because I couldn't figure out how to get sapi5 
voices to pronounce Evil Knevil correctly.

My game development computer has a Triple Talk USB hardware synthesizer.  It 
sure doesn't sound human or anything, but I have always had a hardware 
synthesizer, so I am used to that kind of speech for programming in the Basic 
IDE.

BFN

Jim

The only good bugs is bunny.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA Voice Output

2011-06-28 Thread shaun everiss

well the good quality voices can usually pronounce everything almost.
but you are probably asking for trouble especially on the ms ones.
At 08:56 p.m. 28/06/2011, you wrote:

Hi Thomas,

Yeah, I can imagine that it would be very difficult to get sapi5 
voices to pronounce lots of Klingon words and names correctly.  My 
one game is named Homer on a Harley partially because I couldn't 
figure out how to get sapi5 voices to pronounce Evil Knevil correctly.


My game development computer has a Triple Talk USB hardware 
synthesizer.  It sure doesn't sound human or anything, but I have 
always had a hardware synthesizer, so I am used to that kind of 
speech for programming in the Basic IDE.


BFN

Jim

The only good bugs is bunny.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Jim Kitchen

Hi Thomas,

I found that with the sapi5 voices if they do not know a word they will spell 
it.  But most of the time if you capitalize the first letter they will 
pronounce the word.

I do also often have to misspell words.  Some times just simple things like I 
always spell it reed rather than read.  You know so that it says reed rather 
than red.  As in do you wish to reed the instructions.

I was also surprised to find that many of the voices pronounce acronyms.  ATT 
Crystal for instance pronounces many of the Email acronyms such as LOL, BTW, FYI, IMHO 
etc.  However not all of them pronounce the same thing for the same acronym.  And did you 
know that my Book Sense has a South Dakota card? grin

BFN

Jim

Don't go surfing in South Dakota for a while.

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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Siddhant Jain

hi,
sorry for disturbing the list, but may I ask which voice was used in beta 
17?

that sounds much clear to me.

and I think it would make it a lot more easier to insert it into the current 
release, since it was of a little more good quality then tom.


just my thoughts,
sid,
(sid512)
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 27, 2011 4:02 AM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Willem,

Yeah, I realize there is no such thing as a perfect voice. Especially,
with TTS engines. They all have their pros and cons. That said, I'm
experimenting with Tom, and the problem with not pausing between words
is difficult to fix. I can insert commas between words as Phil
suggested, but that makes too much of a pause.

Personally, I think the most realistic voices out there are the Ivona
voices, and I might give Amy or Jenifer  a try in the next private
beta. I recently purchased those voices for use with Speech-Dispatcher
on Linux and they would sound awesome in a game like MOTA since they
are so human sounding.

On 6/26/11, Willem Venter dwill...@gmail.com wrote:

Hi Thomas. I don't think the voice is the problem. Now you know that
pauses are a problem, simply handle the problem. There isn't such a
thing as a perfect voice.


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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread dark

Hi Tom.

Well while I've been fully aware you've been working on the engine, it has 
been a litle unclear from your release notes how much of a given beta was 
testing the engine, and how much the game.


i was quite aware that many early betas up to about 12 or 15 were 
essentially engine tests, however at the point we got to 18, and you were 
adding analogue jumps, extra weapons, enemies like zombies and the lamea 
etc, I thought at that point the engine was largely stable and you were 
working on the game.


I suppose it's that I myself am perfectly happy with Tom as I said, and that 
I've seen none of these numerous E-mails you mention on the list 
complaining about the voice.


However if 1.0 is only a month away from release, that's extremely good to 
here.


Presumably we can also assume that now at least the windows part of the 
engine is fixed, and whatever game you use the engine for after mota, -  
for instance that audio game in the style of castlevania or mega man you 
mentioned, will take a good deal less time.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread dark
Funnily enough, I much prefer british synths, which is why I have scansoft 
daniel for my sapi applications and orphius Alan for Hal.


A lot is personal preference though. Obviously, I'm less of a fan of 
American synths,  not the least because my gramma and method of writing 
always sound extremely wrong in an Us synth.


Another thing though which is weerd, is i'm less keen on female synths for 
some reason.


I have no idea why this is, I certainly have no such preference with audio 
book readers or the like, I just find for some reason I much prefer a male 
synth to a female one.


But this is obviously just an aesthetic preference with no actual basis, and 
I certainly wouldn't object to any game using a synth for menues etc so long 
as it is understandable.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Thomas Ward
Hi Jim,

Oh, yeah. i've seen that problem. The neospeech voices in particular
are bad about spelling words they don't know. That makes them pretty
hard to use with a screen reader like NVDA as when you begin working
on a line of code they will start spelling function names rather than
saying them. For example, printf () might be p r in t f () instead of
saying print-f (). That's why I generally use Eloquence or Espeak when
programming as they aren't in the habit of spelling things they don't
know.

That said, sometimes misspelling a word fixes the problem when
creating games, but I've found sometimes ittakes a while to come up
with something close to what you want. Sometimes there is something
wrong with the sinth itself where it puts too much accent on a letter
or just doesn't say it right regardless of what you do. I've had this
issue with certain Klingon words and names as the sinths don't have
the proper accents to make it sound correct. So with a game like STFC
I've had to just flub it and settle for the closest match possible.



On 6/27/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I found that with the sapi5 voices if they do not know a word they will
 spell it.  But most of the time if you capitalize the first letter they will
 pronounce the word.

 I do also often have to misspell words.  Some times just simple things like
 I always spell it reed rather than read.  You know so that it says reed
 rather than red.  As in do you wish to reed the instructions.

 I was also surprised to find that many of the voices pronounce acronyms.
 ATT Crystal for instance pronounces many of the Email acronyms such as LOL,
 BTW, FYI, IMHO etc.  However not all of them pronounce the same thing for
 the same acronym.  And did you know that my Book Sense has a South Dakota
 card? grin

 BFN

  Jim

 Don't go surfing in South Dakota for a while.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Thomas Ward
Hi Dark,

Well, I'm actually working on a three month release schedule right
now. Give or take 90 days assuming I don't get side tracked with
things in my personal life etc. I'm looking at a release either in
August or September, but don't quote me on that. As these things can
very from day to day depending on how much time I have to work on the
game, weather or not issues are encountered, etc but I can clearly see
the finish line ahead as we are working on the game and the fine
details. Which brings us back to the discussion of the engine vs game.

You are right. When I wrote the changelogs I wasn't too clear what was
engine stuff and what was game stuff. Since they are interconnected I
just dumped all of that into one changelog, and released it as changes
for MOTA version x. Which made it unclear for everyone not directly
working on the project.

However, to clarify some things here. Beta 18 was pretty much the end
of the development of the Windows G3D engine, but beta 19 was an
attempt to test the Linux or cross-platform engine which didn't work
out too well. There were essentually no changes to MOTA between beta
18 or 19 since most of the changes were related to the engine itself.
With beta 20 its basically beta 18 with a few changes and bug fixes
that were applied to the cross-platform engine, and needed to be done
to the Windows engine. Other than that nothing is different between
MOTA beta 18 and MOTA beta 20. Does that make sense?

At this point though the engine itself is done. You can stick a fork
in it as they say. This summer, or what's left of it, is specifically
devoted to adding game levels, adding end user registration, and
perhaps  sorting out this voice issue. that's not exactly what I would
consider a great deal of work regardless of how it sounds.

For instance, once I figure out what voice to use it might take me two
perhaps three days to rerecord, edit, and drop in the new voice files.
I don't think saving me two or three days of work is going to effect
or delay the final release too much. That's why I just feel like you
are protesting something that is really no big issue. Two or three
days of work won't greatly knock us off schedule as it is pretty small
potatoes. I can work on the voices tomorrow or do it just before I
release rc1. It is one of those things I can do at any time during the
next three months.

HTH


On 6/27/11, dark d...@xgam.org wrote:
 Hi Tom.

 Well while I've been fully aware you've been working on the engine, it has
 been a litle unclear from your release notes how much of a given beta was
 testing the engine, and how much the game.

 i was quite aware that many early betas up to about 12 or 15 were
 essentially engine tests, however at the point we got to 18, and you were
 adding analogue jumps, extra weapons, enemies like zombies and the lamea
 etc, I thought at that point the engine was largely stable and you were
 working on the game.

 I suppose it's that I myself am perfectly happy with Tom as I said, and that
 I've seen none of these numerous E-mails you mention on the list
 complaining about the voice.

 However if 1.0 is only a month away from release, that's extremely good to
 here.

 Presumably we can also assume that now at least the windows part of the
 engine is fixed, and whatever game you use the engine for after mota, -
 for instance that audio game in the style of castlevania or mega man you
 mentioned, will take a good deal less time.

 Beware the grue!

 Dark.


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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Thomas Ward
Hi Sid,

That was Acapela Heather. She was used for the majority of MOTA releases.

HTH


On 6/27/11, Siddhant Jain siddhan...@gmail.com wrote:
 hi,
 sorry for disturbing the list, but may I ask which voice was used in beta
 17?
 that sounds much clear to me.

 and I think it would make it a lot more easier to insert it into the current
 release, since it was of a little more good quality then tom.

 just my thoughts,
 sid,
 (sid512)
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, June 27, 2011 4:02 AM
 Subject: Re: [Audyssey] MOTA Voice Output


 Hi Willem,

 Yeah, I realize there is no such thing as a perfect voice. Especially,
 with TTS engines. They all have their pros and cons. That said, I'm
 experimenting with Tom, and the problem with not pausing between words
 is difficult to fix. I can insert commas between words as Phil
 suggested, but that makes too much of a pause.

 Personally, I think the most realistic voices out there are the Ivona
 voices, and I might give Amy or Jenifer  a try in the next private
 beta. I recently purchased those voices for use with Speech-Dispatcher
 on Linux and they would sound awesome in a game like MOTA since they
 are so human sounding.

 On 6/26/11, Willem Venter dwill...@gmail.com wrote:
 Hi Thomas. I don't think the voice is the problem. Now you know that
 pauses are a problem, simply handle the problem. There isn't such a
 thing as a perfect voice.

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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread dark

Hi Tom.

I must admit that's another reason I use Orphius with the British English 
human voice alan. I've found it's pronunciation to be relatively accurate 
with anything so long as the spelling doesn't require some actual none 
english letter combinations.


For instance, where as Daniel has some pretty strange ways fof pronouncing 
names like Galadriel and Theoden, Orphius does them relatively weell,   
other than thee o den instead of thay o den with the eo making a long smooth 
vowl sound (though this is just me being picky).


i do occasionally have to muck about with spellings, for instance if I want 
dalek said properly I'd have to write it as daalek, and Sauron as souron 
(though there are lots of people who seem to get that wrong, even the 1980's 
animated lotr film did despite the fact that tolkien clearly stated how to 
pronounce the Dark lord's name with the a u making a long ow sound to rhyme 
with cow).


The only time I've seen orphius do something really! strange is with the 
name Giak (g i a k), the goblin like race from the Lone wolf gamebooks.


After a discussion on the message boards at project.aon, people seem to 
think the name should be pronounced guy ak, or gee ak with a hard g.


however, Orphius treats it as having a soft g and almost no vowel sound at 
all, so that it comes out almost like jek or jerk without the r, which is 
very weerd indeed!


This however does seem to be the notable exception, and most of the time so 
long as the spelling is logical I'm not upset with the way orphius says 
things.


Btw, I was rather amused that Che obviously put a script into the blind 
adrenaline cardroom so that sapi pronounces his name correctly, and not as 
chee.


Though sinse Chee is also a Japanese girl's name and the female main 
character of the Clamp anime chobits is also called Chee, this does stop 
things from becoming confusing, ;D.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread dark

Hi Tom.

Fair enough, and it's good to know the windows engine is indeed done.

I do hope the game is ready soon (though knowing my luck it'll be out in 
august when i'm at music school and unable to pick it up ;D).


Beware the Grue!

dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-27 Thread Mike Reiser

I'd say let's stick with Tom.

Mike

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread shaun everiss
well to be honest I have not bothered with the curser though I 
wouldn't mind if I knew what that was to.

I use it for what it can read without it which is most things.
At 03:55 p.m. 26/06/2011, you wrote:
I think I'd use NVDA a lot more if I actually knew what the 
equivalent of the Jaws cursor was for that screen reader. Is there 
even a cursor? I didn't find any reference of it in the 
documentation. Please write off list if you guys know as this is getting OT.


- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 11:04 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Mich,

When you mean you sometimes use NVDA are you talking about ESpeak
which is the default synth that comes with NVDA?

The reason I ask is I now use NVDA full time, and have been using it
regularly since about April on my Windows computer. I no longer use
Window-Eyes or Jaws, and telling me speech settings in NVDA would work
for me. It would be easier than locating my comercial screen reader
cds and installing them just to test speech settings.

On 6/25/11, Mich mi...@eastlink.ca wrote:

Hi well I don't use any other synth other then elequence for jaws and some
times will use nvda if i need to. hth. from Mich.


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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Angela Lerma

I like Tom.  He's great and the rate is great for me too.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 7:28 PM
Subject: [Audyssey] MOTA Voice Output



Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Pitermach
I'd personally really love to see Heather return because she seems to be a 
better voice than Tom, to me anyway. And it fits more with a female 
character, though judging by what people already wrote in the thread i'm in 
the minority here that think so... heck, i'm even the first one  to say so. 
As  for thae rte, it's fine for me, but for a new user it may be slightly 
too fast.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 1:28 AM
Subject: [Audyssey] MOTA Voice Output



Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Charles,

Yeah, it looks so far like most of the replies are ok with the current
voice rate as well. There was one or two suggestions forHeather, one
or two in favor of slowing it down, but the majority seem to be in
favor of keeping it as is. At least as things stands now.

On 6/25/11, Charles Rivard woofer...@sbcglobal.net wrote:
 That's a bugger.  Like I said earlier, for me, it's perfect the way it is
 currently set.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread dark

Hi Tom.

Personally i'm afraid I'm quite happy with tom, but then again I wasn't 
unhappy with heather.


As I said before, if we were discussing this a good while back in Mota 
windows developement, I'd have gone for sapi, sinse imho it makes the game 
smaller, insures that people can use whatever wrate is comfortable for them, 
allows use of any good synth a person wants and has access to, and also 
opens the possibility for things like inputting names on a scoreboard.


However, it seems silly to rejigger things at this stage of developement 
just for a voice.


to be brutally honest Tom, at the moment what I personally want most from 
Mota is simply more of the game, more levels, maybe these trophies etc, 
rather than a digression about speech methods which to me, sinse you've 
already decided to use a prerecorded synth just seems more time on the 
project for litle gain.


Myself, I'm afraid I'd just recommend you create the actual game and if 
people don't like the speech, - tough!


As I said, I myself am relatively indifferent to what synth you use provided 
it is clear and understandable and provided it doesn't take time away from 
the games' release.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread dark

Hi tom.

For voice wrate, in the podcast I made about complex games for electronic 
soop last year, I play both entombed and time of conflict using Scansoft 
daniel at the sapi wrate which is comfortable for me: 
http://www.sendspace.com/file/3c6ifd


While I have had comments about the wrate I use orphius in Hal, nobody has 
complained yet that daniel in that podcast was too fast, so I'd assume it is 
comfortable for everyone.


In the windows control panel this is using scansoft daniel as the default 
voice with wrate set to 65 percent if that helps.


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 4:40 AM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Charles,

Maybe. However, not every speech program uses the same settings when
passing a speech rate to something like Scansoft Tom. One might have a
range from 1 to 100 and another might have a range from 1 to 10.
Setting Text Aloud to maybe 3 might be 30% in a screen reader, and
setting it to 4 might be 40% in a screen reader. Problem is I can't
set it to something in between  like 35% which would be the happy
medium between those rates.

On 6/25/11, Charles Rivard woofer...@sbcglobal.net wrote:

From someone who uses Scansoft Tom for everything that I do not use JAWS
with Eloquence for, I like the speech of MOTA just as it currently is. 
One
thing to consider, though, is that speakers of other languages might find 
it
not to their liking.  If you do slow it down, I wouldn't slow it down 
very
much.  Just thinking out loud, but I wonder if you could get a feel for 
how

fast other gamers would like the speech set  by having them send you a
sample of the speech rate they use, either by a number that you would be
familiar with or in an audio sample.

---
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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Phil Vlasak

Hi Thomas,
I prefer Acapella Heather to Scansoft Tom,  but I think you said she had 
more

trouble pronouncing words correctly.
When I use Text Aloud to record the voices in my games I often have to 
separate words to syllables to have them spoken better.

For example,
screwdriver.
to
screw driver.
You could record each voice in three different speeds, and put the result on 
your web site for a vote.

I was comfortable at the speed you recorded her in the earlier version.

Phil



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Casey Mathews
For me personally, I like the voice as it is in beta 20. Then again, 
I've been listening to speech for years, and am used to it at a high 
rate. I also think the game is very responsive, and have had no trouble 
with it.



On 6/25/2011 7:28 PM, Thomas Ward wrote:

Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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--


Casey Mathews
www.webfriendlyhelp.com


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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Yohandy
MOTA is tiny compared to mainstream games. you guys should really stop 
complaining about size lol. on the PSN store, a new game just came out 
called Infamous 2. the game's download's 15 gigabytes. now tell me after 
reading that that MOTA's a large download.



- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 9:04 AM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Tom.

Personally i'm afraid I'm quite happy with tom, but then again I wasn't 
unhappy with heather.


As I said before, if we were discussing this a good while back in Mota 
windows developement, I'd have gone for sapi, sinse imho it makes the game 
smaller, insures that people can use whatever wrate is comfortable for 
them, allows use of any good synth a person wants and has access to, and 
also opens the possibility for things like inputting names on a 
scoreboard.


However, it seems silly to rejigger things at this stage of developement 
just for a voice.


to be brutally honest Tom, at the moment what I personally want most from 
Mota is simply more of the game, more levels, maybe these trophies etc, 
rather than a digression about speech methods which to me, sinse you've 
already decided to use a prerecorded synth just seems more time on the 
project for litle gain.


Myself, I'm afraid I'd just recommend you create the actual game and if 
people don't like the speech, - tough!


As I said, I myself am relatively indifferent to what synth you use 
provided it is clear and understandable and provided it doesn't take time 
away from the games' release.


Beware the grue!

Dark.

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Dark,

While I understand it looks like a lot of work for little gain its a
lot bigger than just Mysteries of the Ancients here. As I said in a
news letter a while back I'm building a voice library using Scansoft
Tom for all of my games, using the same voice, speech rate, etc and if
I build that library now every single game is going to have the same
issue as we are having now. Its better to resolve the issue right here
and now rather than wait until say Raceway is released only to find
people are still unable to use the games effectively because Tom is to
fast, they don't like the voice, whatever. You are focusing just on
this one game when I am thinking of the production of all of the USA
Games products that will use Scansoft Tom now and in the future. You
can think of MOTA is a testbed for what we will be using in our future
games. Which I might add are eventually going to be ported
cross-platform to Linux and probably Mac which requires some sort of
cross-platform speech output system. Obviously, Sapi isn't
cross-platform, but the method I have chosen certainly is.

That said, if I am getting complaints that the speech is too fast I
need to at least try and find a speech rate that is comfortable for
the majority of users. That's what I'm trying to do now. A week give
or take rerecording voice clips isn't a huge deal breaker.

 On 6/26/11, dark d...@xgam.org wrote:
 Hi Tom.

 Personally i'm afraid I'm quite happy with tom, but then again I wasn't
 unhappy with heather.

 As I said before, if we were discussing this a good while back in Mota
 windows developement, I'd have gone for sapi, sinse imho it makes the game
 smaller, insures that people can use whatever wrate is comfortable for them,
 allows use of any good synth a person wants and has access to, and also
 opens the possibility for things like inputting names on a scoreboard.

 However, it seems silly to rejigger things at this stage of developement
 just for a voice.

 to be brutally honest Tom, at the moment what I personally want most from
 Mota is simply more of the game, more levels, maybe these trophies etc,
 rather than a digression about speech methods which to me, sinse you've
 already decided to use a prerecorded synth just seems more time on the
 project for litle gain.

 Myself, I'm afraid I'd just recommend you create the actual game and if
 people don't like the speech, - tough!

 As I said, I myself am relatively indifferent to what synth you use provided
 it is clear and understandable and provided it doesn't take time away from
 the games' release.

 Beware the grue!

 Dark.


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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Phil,

Yes, the reason I stopped using Heather is the Acapella engine has
difficulty pronouncing various words. For example, I'd try to get
Heather to say Centaur and it would say something totally off the
wall. I'd then break it into two different words like cent and
tore,and Heather would say something close to Centaur but you could
here where I broke the word into two different words. There were other
weird problems like you might have a word like torch and she'd say
tork. It took me forever to try and get her to say torch correctly.
Finally, I gave it up because the voice was a pain to get to work
correctly.

As for speech rate here is the funny thing. Acapella Heather and
Scansoft Tom were recorded at the same rate. That is according to the
Text Aloud settings. However, at that same rate Tom does sound faster
or more clipped so I think each TTS voice/engine handles those
settings differently.

On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I prefer Acapella Heather to Scansoft Tom,  but I think you said she had
 more
 trouble pronouncing words correctly.
 When I use Text Aloud to record the voices in my games I often have to
 separate words to syllables to have them spoken better.
 For example,
 screwdriver.
 to
 screw driver.
 You could record each voice in three different speeds, and put the result on
 your web site for a vote.
 I was comfortable at the speed you recorded her in the earlier version.

 Phil



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Charles Rivard

Tom who?  I just had to ask.

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Angela Lerma amle...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 2:30 AM
Subject: Re: [Audyssey] MOTA Voice Output



I like Tom.  He's great and the rate is great for me too.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 7:28 PM
Subject: [Audyssey] MOTA Voice Output



Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Phil Vlasak

Hi Thomas,
I am just not a fan of Scansoft Tom, as I think the voice is of lesser 
quality than some of the others.
I noticed that some of the voices had  larger download sizes and most of 
the time, the larger the download the clearer the voice sounded to me.
I suspect that some of the voices were either recorded or converted to a 
lower bit rate.
Originally they had 8 and 16 bit rates on the voices but recently I noticed 
some 24 bit  that sounded much clearer.

If you are going to stay with Tom, I do have a few suggestions.
I think the main problem in understanding the voice is that the words are 
blended together too much.

You could try increasing the pause between words from the Text Aloud menu.
Or you could add a punctuation mark between some of the words.
In  Actions_Selection2.wav
You have him saying
Climb Up: up arrow.
but it sounds like
climb upup parrow.
A colon does not pause the voice as much as a comma does.
I suggest adding commas in between words to make a sentence like this 
clearer.

such as,
climb, up, up, arrow.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 2:28 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Phil,

Yes, the reason I stopped using Heather is the Acapella engine has
difficulty pronouncing various words. For example, I'd try to get
Heather to say Centaur and it would say something totally off the
wall. I'd then break it into two different words like cent and
tore,and Heather would say something close to Centaur but you could
here where I broke the word into two different words. There were other
weird problems like you might have a word like torch and she'd say
tork. It took me forever to try and get her to say torch correctly.
Finally, I gave it up because the voice was a pain to get to work
correctly.

As for speech rate here is the funny thing. Acapella Heather and
Scansoft Tom were recorded at the same rate. That is according to the
Text Aloud settings. However, at that same rate Tom does sound faster
or more clipped so I think each TTS voice/engine handles those
settings differently.



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Dark,

Thanks. That does help somewhat. That said, though, I don't think
every voice handles speech settings the same. For instance, I set Tom
to 65% in the Windows control panel and it sounded a lot faster than
Daniel. So perhaps that voice is just geared for speed, or it is the
way the voice speaks. Tom doesn't seem to pause between words the same
way another voice does and it sounds faster and more abrupt if that
make sense.

On 6/26/11, dark d...@xgam.org wrote:
 Hi tom.

 For voice wrate, in the podcast I made about complex games for electronic
 soop last year, I play both entombed and time of conflict using Scansoft
 daniel at the sapi wrate which is comfortable for me:
 http://www.sendspace.com/file/3c6ifd

 While I have had comments about the wrate I use orphius in Hal, nobody has
 complained yet that daniel in that podcast was too fast, so I'd assume it is
 comfortable for everyone.

 In the windows control panel this is using scansoft daniel as the default
 voice with wrate set to 65 percent if that helps.

 Beware the Grue!

 Dark.

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Phil,

I think you are right. I was relistening to various voice clips
earlier and I don't think it is the speech rate, but the fact Tom
doesn't seem to pause between words the way a human would. A human
usually takes a short breath between words, inserting a little pause
there, where Tom tends to run it all together. So Climb Up: Up Arrow
sounds like one endless string of words or sounds without a proper
pause between them. Heather on the other hand is set to the same
speech rate, but she pauses between words making it clearer to hear.
So I think I might be better off using a different Sapi voice that
pauses properly between words.

Cheers!


On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am just not a fan of Scansoft Tom, as I think the voice is of lesser
 quality than some of the others.
  I noticed that some of the voices had  larger download sizes and most of
 the time, the larger the download the clearer the voice sounded to me.
 I suspect that some of the voices were either recorded or converted to a
 lower bit rate.
 Originally they had 8 and 16 bit rates on the voices but recently I noticed
 some 24 bit  that sounded much clearer.
 If you are going to stay with Tom, I do have a few suggestions.
 I think the main problem in understanding the voice is that the words are
 blended together too much.
 You could try increasing the pause between words from the Text Aloud menu.
 Or you could add a punctuation mark between some of the words.
 In  Actions_Selection2.wav
 You have him saying
 Climb Up: up arrow.
 but it sounds like
 climb upup parrow.
 A colon does not pause the voice as much as a comma does.
 I suggest adding commas in between words to make a sentence like this
 clearer.
 such as,
 climb, up, up, arrow.
 Phil

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Willem Venter
Hi Thomas. I don't think the voice is the problem. Now you know that
pauses are a problem, simply handle the problem. There isn't such a
thing as a perfect voice.

On 6/26/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Phil,

 I think you are right. I was relistening to various voice clips
 earlier and I don't think it is the speech rate, but the fact Tom
 doesn't seem to pause between words the way a human would. A human
 usually takes a short breath between words, inserting a little pause
 there, where Tom tends to run it all together. So Climb Up: Up Arrow
 sounds like one endless string of words or sounds without a proper
 pause between them. Heather on the other hand is set to the same
 speech rate, but she pauses between words making it clearer to hear.
 So I think I might be better off using a different Sapi voice that
 pauses properly between words.

 Cheers!


 On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I am just not a fan of Scansoft Tom, as I think the voice is of lesser
 quality than some of the others.
  I noticed that some of the voices had  larger download sizes and most of
 the time, the larger the download the clearer the voice sounded to me.
 I suspect that some of the voices were either recorded or converted to a
 lower bit rate.
 Originally they had 8 and 16 bit rates on the voices but recently I
 noticed
 some 24 bit  that sounded much clearer.
 If you are going to stay with Tom, I do have a few suggestions.
 I think the main problem in understanding the voice is that the words are
 blended together too much.
 You could try increasing the pause between words from the Text Aloud menu.
 Or you could add a punctuation mark between some of the words.
 In  Actions_Selection2.wav
 You have him saying
 Climb Up: up arrow.
 but it sounds like
 climb upup parrow.
 A colon does not pause the voice as much as a comma does.
 I suggest adding commas in between words to make a sentence like this
 clearer.
 such as,
 climb, up, up, arrow.
 Phil

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Charles Rivard
Any way to include punctuation that will cause a pause and denote 
inflection?  It's a personal thing, but I like Tom's lack of an accent over 
those that pronounce enter as enTuh, or far as fah.  That just bugs 
the heck out of me.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 2:38 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Phil,

I think you are right. I was relistening to various voice clips
earlier and I don't think it is the speech rate, but the fact Tom
doesn't seem to pause between words the way a human would. A human
usually takes a short breath between words, inserting a little pause
there, where Tom tends to run it all together. So Climb Up: Up Arrow
sounds like one endless string of words or sounds without a proper
pause between them. Heather on the other hand is set to the same
speech rate, but she pauses between words making it clearer to hear.
So I think I might be better off using a different Sapi voice that
pauses properly between words.

Cheers!


On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I am just not a fan of Scansoft Tom, as I think the voice is of lesser
quality than some of the others.
 I noticed that some of the voices had  larger download sizes and most of
the time, the larger the download the clearer the voice sounded to me.
I suspect that some of the voices were either recorded or converted to a
lower bit rate.
Originally they had 8 and 16 bit rates on the voices but recently I 
noticed

some 24 bit  that sounded much clearer.
If you are going to stay with Tom, I do have a few suggestions.
I think the main problem in understanding the voice is that the words are
blended together too much.
You could try increasing the pause between words from the Text Aloud 
menu.

Or you could add a punctuation mark between some of the words.
In  Actions_Selection2.wav
You have him saying
Climb Up: up arrow.
but it sounds like
climb upup parrow.
A colon does not pause the voice as much as a comma does.
I suggest adding commas in between words to make a sentence like this
clearer.
such as,
climb, up, up, arrow.
Phil


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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread dark

Hi Tom.

I understand that you are sorting stuff for the future, however I thought 
this situation was resolved anyway when you announced several months ago you 
were using tom.


I don't want to be insulting or make lite of all the work you've done, sinse 
it is a considderable amount, but at this stage I personally just! would 
like to play Mota, as a game.


For the last five or so betas I've felt the engine etc was working very well 
(accepting the test release of 19), particularly when analogue jumps were 
added.


i understand your logic for using mota to test things like cross platform 
components vs direct x,  even though for myself I'm afraid I don't care 
too much about cross platform compatibility sinse I'll be using windows for 
the forseeable future,  this isn't to say it's a bad idea, it's just not 
something I can be too excited about myself.


however, at this stage in the procedings, after what seems months of 
tweaking the game, the engine, the audio output and just about everything 
else, I really! am quite impatient just to play the rest of the game! sinse 
what we have had has now developed into something extremely good. As you 
know I'm a huge fan of progressing audio gamers' perspectives on side 
scrollers, thus what I personally think would be best is just to have more 
mota to play.


I'm afraid regarding this voice issue, my personal opinion is that sinse it 
isn't broken, no need to take time to fix it.


I'm sorry if this seems harsh, I'd just hate to see mota sidetracked into 
yet another digression of testing when it seems the release is so close.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread dark
Most odd, though I have noticed daniel's default speed is rather slow 
anyway. This combined with a slow reaction speed is why I don't use it for 
general hal use and stick to orphius alan.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Phil Vlasak

Hi Thomas,
I think its the way they trim silence off the recordings.
Tom is probably trimmed shorter than Heather.
Text aloud does have a feature that extends the pauses between words.
The tag is  {{Pause=.5}} for half a second
Try tom on this sentence:
Climb {{Pause=.2}}Up {{Pause=.5}}Up {{Pause=.2}}Arrow.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 3:38 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Phil,

I think you are right. I was relistening to various voice clips
earlier and I don't think it is the speech rate, but the fact Tom
doesn't seem to pause between words the way a human would. A human
usually takes a short breath between words, inserting a little pause
there, where Tom tends to run it all together. So Climb Up: Up Arrow
sounds like one endless string of words or sounds without a proper
pause between them. Heather on the other hand is set to the same
speech rate, but she pauses between words making it clearer to hear.
So I think I might be better off using a different Sapi voice that
pauses properly between words.

Cheers!


On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I am just not a fan of Scansoft Tom, as I think the voice is of lesser
quality than some of the others.
 I noticed that some of the voices had  larger download sizes and most of
the time, the larger the download the clearer the voice sounded to me.
I suspect that some of the voices were either recorded or converted to a
lower bit rate.
Originally they had 8 and 16 bit rates on the voices but recently I
noticed
some 24 bit  that sounded much clearer.
If you are going to stay with Tom, I do have a few suggestions.
I think the main problem in understanding the voice is that the words are
blended together too much.
You could try increasing the pause between words from the Text Aloud
menu.
Or you could add a punctuation mark between some of the words.
In  Actions_Selection2.wav
You have him saying
Climb Up: up arrow.
but it sounds like
climb upup parrow.
A colon does not pause the voice as much as a comma does.
I suggest adding commas in between words to make a sentence like this
clearer.
such as,
climb, up, up, arrow.
Phil


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1388 / Virus Database: 1513/3727 - Release Date: 06/26/11




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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Willem,

Yeah, I realize there is no such thing as a perfect voice. Especially,
with TTS engines. They all have their pros and cons. That said, I'm
experimenting with Tom, and the problem with not pausing between words
is difficult to fix. I can insert commas between words as Phil
suggested, but that makes too much of a pause.

Personally, I think the most realistic voices out there are the Ivona
voices, and I might give Amy or Jenifer  a try in the next private
beta. I recently purchased those voices for use with Speech-Dispatcher
on Linux and they would sound awesome in a game like MOTA since they
are so human sounding.

On 6/26/11, Willem Venter dwill...@gmail.com wrote:
 Hi Thomas. I don't think the voice is the problem. Now you know that
 pauses are a problem, simply handle the problem. There isn't such a
 thing as a perfect voice.

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi phil,

Ok, I tried it and the pauses are way to long. The voice is also very
very choppy when I do that.

On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I think its the way they trim silence off the recordings.
 Tom is probably trimmed shorter than Heather.
 Text aloud does have a feature that extends the pauses between words.
 The tag is  {{Pause=.5}} for half a second
 Try tom on this sentence:
 Climb {{Pause=.2}}Up {{Pause=.5}}Up {{Pause=.2}}Arrow.

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Dark,

Yeah, I noticed that myself. Scansoft Daniel seems to talk and respond
slower than say Scansoft Tom. That's why in a game like SoundRTS most
people are comfortable with the speech rate/settings as he is not too
fast or too slow for most people. I'd use Daniel, but his voice is
just wrong for a game like MOTA. Perhaps Ivona Amy would sound better
as I love her voice.

On 6/26/11, dark d...@xgam.org wrote:
 Most odd, though I have noticed daniel's default speed is rather slow
 anyway. This combined with a slow reaction speed is why I don't use it for
 general hal use and stick to orphius alan.

 Beware the grue!

 Dark.


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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Phil Vlasak

Hi Thomas,
the .2 of a second and .5 of a second pauses were just a guess.
You could reduce them to .1 and .3 and try it again.
Climb {{Pause=.1}}Up {{Pause=.3}}Up {{Pause=.1}}Arrow.



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Dark,

Well, I thought that the voice situation was resolved too, but that
was before we got numerous requests that Scansoft Tom sounds to fast,
people can't understand it, or just don't like the voice. So we are
considering our options and alternatives before we release 1.0 rc1.
The reason I want to do so is that once I finalize release candidate 1
development will be frozen. Nothing short of a blue screen of death
will get me to change the voice, keyboard commands, or anything else.
That's basically 1.0 in a nutshell. The difference between a release
candidate and the actual 1.0 release will be last minute bug fixes or
any other late breaking developments that  might need fixed or
addressed before the 1.0 final release.

As for your comments I definitely understand your frustration and
desire to see the game completed at last. However, I think you are
overlooking the fact that is precisely what I am doing right now. You
are not seeing the big picture here, and the stages of development the
game has gone through so far.

What I mean by that is strictly speaking for the last two-and-a-half
years I have not been developing Mysteries of the Ancients so much as
I have been designing and programming the Genesis 3D engine and in
order to test that I had to put some basic game code in place, create
a couple levels, etc to make sure it all worked. In that sense
Mysteries of the Ancients beta 1 through beta 20 are nothing more or
less than a shell or testbed application used to test various
components like input, audio, threading, etc contained in the game
engine. So with that in mind what you have really been testing all
along is not Mysteries of the Ancients, the game, but Mysteries of the
Ancients, the testbed app, which is there to test Genesis 3D.
Now, that beta 20 is out and we are heading for release candidate 1
what I am doing is going in creating the game, finalizing things, and
will put out 12 levels of action and adventure I'm sure everyone will
enjoy. I'm no longer working on the engine and am fully working on the
game. One of those things I want to do is get the best speech output,
music, sounds, game levels, etc. In other words revamp and finalize
everything between now and August.

HTH

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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Phil,

Yeah, I already tried that. I made each pause as low as 0.1 between
words and it was too choppy. Given there were no complaints with
Heather I'm going to either go back to her for this release, or I
might use something like Ivona Kendra, Jenifer, or Amy as all of those
are superior Sapi voices Either way I have decided to drop Scansoft
Tom..

On 6/26/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 the .2 of a second and .5 of a second pauses were just a guess.
 You could reduce them to .1 and .3 and try it again.
 Climb {{Pause=.1}}Up {{Pause=.3}}Up {{Pause=.1}}Arrow.



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Re: [Audyssey] MOTA Voice Output

2011-06-26 Thread Thomas Ward
Hi Charles,
Yeah, you are right. accents and inflection is a personal thing. I
myself am an American but I love using the UK voices.

Right now as I type this e-mail I am using Ivona Amy which sounds
extremly human for a TTS voice. However, I suspect you might not like
her because she is a British/UK voice, and says everything with a UK
accent. Yet for me that is part of the charm and why I tossed down $45
for the voice. For me personally it would be the ideal voice for MOTA
for a number of reasons.

First, I like the voice so would be comfortable with it personally.
Second,all of the Tomb Raider games are from a British point of view,
given Lara Croft is British, so Amy would fit right into the Tomb
Raider/Tomb Hunter thing just nicely. Finally, it is an extremely high
quality voice and I have yet to find voices that actually sound as
human or realistic as Joey, Kendra, Amy, Brian, etc which Ivona
produces.

HTH


On 6/26/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Any way to include punctuation that will cause a pause and denote
 inflection?  It's a personal thing, but I like Tom's lack of an accent over
 those that pronounce enter as enTuh, or far as fah.  That just bugs
 the heck out of me.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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[Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Mich
Hi Tom. if this helps. I have the speech rate for jaws set at around 30 
percent so it is fast but not that fast that it doesn't make it not 
understandable. from Mich. 



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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Karl Belanger
Personally, I think the voice is fine as is. I think you'll run across the
problem that if you slow the voice down to much, people will start to say
that the voice is dragging. If enough people say the voice is to fast and
you decide to slow it down, I think the simplest way to determine the best
speed would be to record a few samples at different rates, and see which
people like most, or another possibility would be to estimate the rate a
person would say the same rate and set it for that.
Personally, I say leave it as is.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Saturday, June 25, 2011 7:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Voice Output

Hi Tom. if this helps. I have the speech rate for jaws set at around 30
percent so it is fast but not that fast that it doesn't make it not
understandable. from Mich. 


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Mich,

Um...As I don't use Jaws I don't have any idea what Jaws sounds like
at 30%. I suppse I can grab a demo if it comes to that, but I'd have
to know what sinth you are using as a comparison.

On 6/25/11, Mich mi...@eastlink.ca wrote:
 Hi Tom. if this helps. I have the speech rate for jaws set at around 30
 percent so it is fast but not that fast that it doesn't make it not
 understandable. from Mich.


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Karl,

True, but one of the issues is a lot of those who are making the
requests are foreign speaking customers where English is not their
native tongue. Therefore they want the voice slowed down so they can
understand the game better. That's understandable, but how slow is too
slow and how fast is too fast for them.

I do understand where they are coming from. I had some French and
German in high school and college, and although I know the basics of
the languages I don't speak them every day, and if I were to actually
talk to someone going 90 miles a minute in French or German half of it
would get passed me as I can't process it that fast. That said, as
most of the users do know English I think they could probably get by
with it set to the current rate. It actually sounds a bit slow to me,
but I'm comfortable with the current rate personally.

On 6/25/11, Karl Belanger karl.belan...@comcast.net wrote:
 Personally, I think the voice is fine as is. I think you'll run across the
 problem that if you slow the voice down to much, people will start to say
 that the voice is dragging. If enough people say the voice is to fast and
 you decide to slow it down, I think the simplest way to determine the best
 speed would be to record a few samples at different rates, and see which
 people like most, or another possibility would be to estimate the rate a
 person would say the same rate and set it for that.
 Personally, I say leave it as is.
 Karl

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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Mich
Hi well I don't use any other synth other then elequence for jaws and some 
times will use nvda if i need to. hth. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 8:37 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Mich,

Um...As I don't use Jaws I don't have any idea what Jaws sounds like
at 30%. I suppse I can grab a demo if it comes to that, but I'd have
to know what sinth you are using as a comparison.

On 6/25/11, Mich mi...@eastlink.ca wrote:

Hi Tom. if this helps. I have the speech rate for jaws set at around 30
percent so it is fast but not that fast that it doesn't make it not
understandable. from Mich.


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Mich,

When you mean you sometimes use NVDA are you talking about ESpeak
which is the default synth that comes with NVDA?

The reason I ask is I now use NVDA full time, and have been using it
regularly since about April on my Windows computer. I no longer use
Window-Eyes or Jaws, and telling me speech settings in NVDA would work
for me. It would be easier than locating my comercial screen reader
cds and installing them just to test speech settings.

On 6/25/11, Mich mi...@eastlink.ca wrote:
 Hi well I don't use any other synth other then elequence for jaws and some
 times will use nvda if i need to. hth. from Mich.

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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Damien C. Pendleton

Hi Tom,
I certainly oppose it being SAPI driven personally. I'm very open on voices, 
just as long as it isn't a rubbish one, but I feel a game like MOTA does 
well to be recorded speech.
Yes, I believe the rate should be slowed down though. I do find it rather 
difficult to understand at the current rate. Again, I don't mind which voice 
you use, whether you go for Acapella, Cepstral, Scansoft, ATT, Loquendo or 
anything like that. Just as long as they are not the Microsoft voices like 
Sam, Mike and Mary. Lol.

Just my thoughts.
Regards,
Damien.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 12:28 AM
Subject: [Audyssey] MOTA Voice Output



Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

---
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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Damien C. Pendleton

Hi Tom,
I have my Jaws quite fast, at around 70%. However, with an audio game where 
you have to process quite a lot of information, I would need a steady voice 
to go by. I couldn't listen to lots of creatures and traps nearby and start 
to examine my surroundings with a voice that's speaking about nine or ten 
words a second. I associate that kind of speed with skimming a text document 
personally.

Regards,
Damien.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 1:44 AM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Karl,

True, but one of the issues is a lot of those who are making the
requests are foreign speaking customers where English is not their
native tongue. Therefore they want the voice slowed down so they can
understand the game better. That's understandable, but how slow is too
slow and how fast is too fast for them.

I do understand where they are coming from. I had some French and
German in high school and college, and although I know the basics of
the languages I don't speak them every day, and if I were to actually
talk to someone going 90 miles a minute in French or German half of it
would get passed me as I can't process it that fast. That said, as
most of the users do know English I think they could probably get by
with it set to the current rate. It actually sounds a bit slow to me,
but I'm comfortable with the current rate personally.

On 6/25/11, Karl Belanger karl.belan...@comcast.net wrote:
Personally, I think the voice is fine as is. I think you'll run across 
the

problem that if you slow the voice down to much, people will start to say
that the voice is dragging. If enough people say the voice is to fast and
you decide to slow it down, I think the simplest way to determine the 
best

speed would be to record a few samples at different rates, and see which
people like most, or another possibility would be to estimate the rate a
person would say the same rate and set it for that.
Personally, I say leave it as is.
Karl


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Damien,

Like I said in the post I have plenty of reasons of my own not to use
Sapi. I'm not exactly very fond of doing all the work to add it, and
of course none of it would be cross-platform compatible in the first
place. So I was fully intending to use prerecorded speech of some
kind. I just need to figure out what voice, and speed is satisfactory
for most people.

On 6/25/11, Damien C. Pendleton dam...@x-sight-interactive.net wrote:
 Hi Tom,
 I certainly oppose it being SAPI driven personally. I'm very open on voices,
 just as long as it isn't a rubbish one, but I feel a game like MOTA does
 well to be recorded speech.
 Yes, I believe the rate should be slowed down though. I do find it rather
 difficult to understand at the current rate. Again, I don't mind which voice
 you use, whether you go for Acapella, Cepstral, Scansoft, ATT, Loquendo or
 anything like that. Just as long as they are not the Microsoft voices like
 Sam, Mike and Mary. Lol.
 Just my thoughts.
 Regards,
 Damien.


 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 26, 2011 12:28 AM
 Subject: [Audyssey] MOTA Voice Output


 Hi all,

 As I am now in the process of finalizing things in Mysteries of the
 Ancients for 1.0 release candidate 1 I would like to get your input on
 a few issues I have set aside until now. One of these issues is the
 matter of speech output for the game.

 As you all know back around beta 18 I rerecorded all the speech clips
 using Scansoft Tom's voice. Some have pointed out that the speech rate
 is way too fast for them, and they want me to rerecord the speech
 clips at a slower rate. I would certainly do so if I could figure out
 what is a comfortable speech rate for the majority of players out
 there. Its a bit hard for me to personally judge that is I tend to
 listen to speech at a faster rate anyway. However, I'd be willing to
 give it a try if people are still interested in me slowing the speech
 rate down.

 Others are just unhappy of the fact that I switched voices let alone
 speech rate. I gather quite a lot of you liked Acapella Heather, and
 many of you would rather see her return to the final release rather
 than Scansoft Tom. Again this is certainly doable if this is what the
 majority of you want. Either way I'm going to have to rerecord and
 update some voice clips.

 Finally, there is a third group asking for Sapi 5 support in the game.
 While I'm not completely against the idea I'd like to point out that
 doing so would require quite a bit of time rewriting all of the speech
 code to use Sapi 5 rather than prerecorded speech as the game wasn't
 developed with Sapi output in mind. Though, it is possible.

 My concerns with Sapi are this. First, that not everyone owns a high
 quality Sapi TTS voice, and therefore some users wouldn't have the
 same quality of experience as some of us with better voices like the
 ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
 Blind Games Brazil and others to make Mysteries of the Ancients
 available to foreign non-English speaking markets. Its just easier to
 do that when someone can record the necessary speech clips, and drop
 them in the speech folder.  Finally, last but not least, after we are
 done with the Windows release I'm going to pport the game to Mac OS
 and Linux and it will be easier if the game isn't tied to anything
 platform specific like Sapi 5.

 So as I currently see it I can either rerecord Scansoft Tom, restore
 the original Acapela Heather clips, or I can record new ones using an
 Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
 opinions?

 Cheers!

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
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 list,
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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Damien,

Yeah, i get that. The question is, though, what would be comfortable for you?

That's hard for me to judge as you say the current speech rate is too
fast, and I say it is just right. So if I slow it down it might be
easier for you to here, but for me it would be like the voice would be
talking to slow. There has to be a happy medium where we can agree on
a speech rate. Perhaps I need to look at something like the Ivona
voices which aren't too fast or too slow by default.

On 6/25/11, Damien C. Pendleton dam...@x-sight-interactive.net wrote:
 Hi Tom,
 I have my Jaws quite fast, at around 70%. However, with an audio game where
 you have to process quite a lot of information, I would need a steady voice
 to go by. I couldn't listen to lots of creatures and traps nearby and start
 to examine my surroundings with a voice that's speaking about nine or ten
 words a second. I associate that kind of speed with skimming a text document
 personally.
 Regards,
 Damien.

---
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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Charles Rivard
From someone who uses Scansoft Tom for everything that I do not use JAWS 
with Eloquence for, I like the speech of MOTA just as it currently is.  One 
thing to consider, though, is that speakers of other languages might find it 
not to their liking.  If you do slow it down, I wouldn't slow it down very 
much.  Just thinking out loud, but I wonder if you could get a feel for how 
fast other gamers would like the speech set  by having them send you a 
sample of the speech rate they use, either by a number that you would be 
familiar with or in an audio sample.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 6:28 PM
Subject: [Audyssey] MOTA Voice Output



Hi all,

As I am now in the process of finalizing things in Mysteries of the
Ancients for 1.0 release candidate 1 I would like to get your input on
a few issues I have set aside until now. One of these issues is the
matter of speech output for the game.

As you all know back around beta 18 I rerecorded all the speech clips
using Scansoft Tom's voice. Some have pointed out that the speech rate
is way too fast for them, and they want me to rerecord the speech
clips at a slower rate. I would certainly do so if I could figure out
what is a comfortable speech rate for the majority of players out
there. Its a bit hard for me to personally judge that is I tend to
listen to speech at a faster rate anyway. However, I'd be willing to
give it a try if people are still interested in me slowing the speech
rate down.

Others are just unhappy of the fact that I switched voices let alone
speech rate. I gather quite a lot of you liked Acapella Heather, and
many of you would rather see her return to the final release rather
than Scansoft Tom. Again this is certainly doable if this is what the
majority of you want. Either way I'm going to have to rerecord and
update some voice clips.

Finally, there is a third group asking for Sapi 5 support in the game.
While I'm not completely against the idea I'd like to point out that
doing so would require quite a bit of time rewriting all of the speech
code to use Sapi 5 rather than prerecorded speech as the game wasn't
developed with Sapi output in mind. Though, it is possible.

My concerns with Sapi are this. First, that not everyone owns a high
quality Sapi TTS voice, and therefore some users wouldn't have the
same quality of experience as some of us with better voices like the
ATT, Scansoft, or Cepstral voices to use.Second, I'm working with
Blind Games Brazil and others to make Mysteries of the Ancients
available to foreign non-English speaking markets. Its just easier to
do that when someone can record the necessary speech clips, and drop
them in the speech folder.  Finally, last but not least, after we are
done with the Windows release I'm going to pport the game to Mac OS
and Linux and it will be easier if the game isn't tied to anything
platform specific like Sapi 5.

So as I currently see it I can either rerecord Scansoft Tom, restore
the original Acapela Heather clips, or I can record new ones using an
Ivona voice like Jenifer, Bryan, or Ashley, etc. Any thoughts or
opinions?

Cheers!

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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Thomas Ward
Hi Charles,

Maybe. However, not every speech program uses the same settings when
passing a speech rate to something like Scansoft Tom. One might have a
range from 1 to 100 and another might have a range from 1 to 10.
Setting Text Aloud to maybe 3 might be 30% in a screen reader, and
setting it to 4 might be 40% in a screen reader. Problem is I can't
set it to something in between  like 35% which would be the happy
medium between those rates.

On 6/25/11, Charles Rivard woofer...@sbcglobal.net wrote:
 From someone who uses Scansoft Tom for everything that I do not use JAWS
 with Eloquence for, I like the speech of MOTA just as it currently is.  One
 thing to consider, though, is that speakers of other languages might find it
 not to their liking.  If you do slow it down, I wouldn't slow it down very
 much.  Just thinking out loud, but I wonder if you could get a feel for how
 fast other gamers would like the speech set  by having them send you a
 sample of the speech rate they use, either by a number that you would be
 familiar with or in an audio sample.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Charles Rivard
FYI:  JAWS with Eloquence, set at 30 percent, is about the same speed as the 
current setting of the speech in MOTA's beta 20.  The reason that people 
might think that the speech of MOTA is a bit faster is that Scansoft Tom, at 
that pace, may sound a bit clipped.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 7:37 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Mich,

Um...As I don't use Jaws I don't have any idea what Jaws sounds like
at 30%. I suppse I can grab a demo if it comes to that, but I'd have
to know what sinth you are using as a comparison.

On 6/25/11, Mich mi...@eastlink.ca wrote:

Hi Tom. if this helps. I have the speech rate for jaws set at around 30
percent so it is fast but not that fast that it doesn't make it not
understandable. from Mich.


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Damien C. Pendleton

Charles,
That is quite bizarre. Whilst writing this email, my Jaws is set to 30% now 
and that sounds way slower than MOTA's speech voice.

I think MOTA's speech voice sounds more like jaws on 60.
Regards,
Damien.



- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 26, 2011 4:45 AM
Subject: Re: [Audyssey] MOTA Voice Output


FYI:  JAWS with Eloquence, set at 30 percent, is about the same speed as 
the current setting of the speech in MOTA's beta 20.  The reason that 
people might think that the speech of MOTA is a bit faster is that 
Scansoft Tom, at that pace, may sound a bit clipped.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 7:37 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Mich,

Um...As I don't use Jaws I don't have any idea what Jaws sounds like
at 30%. I suppse I can grab a demo if it comes to that, but I'd have
to know what sinth you are using as a comparison.

On 6/25/11, Mich mi...@eastlink.ca wrote:

Hi Tom. if this helps. I have the speech rate for jaws set at around 30
percent so it is fast but not that fast that it doesn't make it not
understandable. from Mich.


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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Charles Rivard
That's a bugger.  Like I said earlier, for me, it's perfect the way it is 
currently set.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 10:40 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Charles,

Maybe. However, not every speech program uses the same settings when
passing a speech rate to something like Scansoft Tom. One might have a
range from 1 to 100 and another might have a range from 1 to 10.
Setting Text Aloud to maybe 3 might be 30% in a screen reader, and
setting it to 4 might be 40% in a screen reader. Problem is I can't
set it to something in between  like 35% which would be the happy
medium between those rates.

On 6/25/11, Charles Rivard woofer...@sbcglobal.net wrote:

From someone who uses Scansoft Tom for everything that I do not use JAWS
with Eloquence for, I like the speech of MOTA just as it currently is. 
One
thing to consider, though, is that speakers of other languages might find 
it
not to their liking.  If you do slow it down, I wouldn't slow it down 
very
much.  Just thinking out loud, but I wonder if you could get a feel for 
how

fast other gamers would like the speech set  by having them send you a
sample of the speech rate they use, either by a number that you would be
familiar with or in an audio sample.

---
Security is not the absence of danger.  It is the presence of the Lord.


---
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Re: [Audyssey] MOTA Voice Output

2011-06-25 Thread Yohandy
I think I'd use NVDA a lot more if I actually knew what the equivalent of 
the Jaws cursor was for that screen reader. Is there even a cursor? I didn't 
find any reference of it in the documentation. Please write off list if you 
guys know as this is getting OT.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, June 25, 2011 11:04 PM
Subject: Re: [Audyssey] MOTA Voice Output



Hi Mich,

When you mean you sometimes use NVDA are you talking about ESpeak
which is the default synth that comes with NVDA?

The reason I ask is I now use NVDA full time, and have been using it
regularly since about April on my Windows computer. I no longer use
Window-Eyes or Jaws, and telling me speech settings in NVDA would work
for me. It would be easier than locating my comercial screen reader
cds and installing them just to test speech settings.

On 6/25/11, Mich mi...@eastlink.ca wrote:
Hi well I don't use any other synth other then elequence for jaws and 
some

times will use nvda if i need to. hth. from Mich.


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