Re: [Audyssey] game speech

2012-01-29 Thread dark

Hi tom.

well broardly speaking that is what I try to do, though often to me it seems 
people are on the other side of the fense, ie, they expect audio games to be 
like mainstream console games rather than indi ones, which is simply not 
possible due to the budgit.


Perhaps it might help if actually the audio game developers asked around on 
sites like www.retroremakes.com, and actually talked! to indi devs about the 
resources they use in game creation. most indi devs are reasonable people, 
and it would also let people know that audio games exist.


Beware the Grue!

Dark. 



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Re: [Audyssey] game speech

2012-01-29 Thread Thomas Ward
Hi Dark,

Yeah, perhaps so. In fact, I thought about taking a look at
retroremakes.com myself and seeing if I could work with some of the
devs to see if accessibility could be added to their titles as indi
developers are pretty open minded to accessibility when approached
nicely about it.

However, you have a good point here. We don't do enough to mix with
the mainstream indi devs out there, and aren't sharing information
with them on a regular basis on where to get source material like
music, sounds,  graphic artists, etc to beef our own games up. Plus
through interacting with them on a personal basis we can share tips,
tricks, and ideas on how indi games can be made more accessible.

On 1/29/12, dark d...@xgam.org wrote:
 Hi tom.

 well broardly speaking that is what I try to do, though often to me it seems
 people are on the other side of the fense, ie, they expect audio games to be
 like mainstream console games rather than indi ones, which is simply not
 possible due to the budgit.

 Perhaps it might help if actually the audio game developers asked around on
 sites like www.retroremakes.com, and actually talked! to indi devs about the
 resources they use in game creation. most indi devs are reasonable people,
 and it would also let people know that audio games exist.

 Beware the Grue!

 Dark.


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Re: [Audyssey] game speech

2012-01-29 Thread dark

Hi Tom.

That would be a good idea, particularly if perhaps either yourself or 
someone else could create an audio remake of a classic game. Packman talks 
would indeed be perfect, accept that retroremakes only allows free games.


Most indi devs I've spoken to are very open about access,  eindeed even 
now in the news Eamon deluxe is having a ful blind compatibility mode 
created, with better menues, mmore explanations of text etc (we've sadly not 
found a way around the dosbox problem yet unfortunately, but the developer 
is stil doing a very good job), and also niels bauer is working on a 
compatibility mode for Smugglers 5.


Neither of these devs would be doing anything access wise if it weren't for 
discussions.


Most indi devs of actual graphical games I've spoken to,  while great as 
regards low vision access (I've often got good things like menue 
explanations or settings in a screen reader friendly conf file, or indeed in 
one case an entire low vision setting), don't really know about audio games 
very much, so don't really attempt anything with sound.


i deffinately think this is a case where education would be very helpful, as 
well as an audio remake of a well known classic mainstream game that they 
could play to get familiar with how audio games work.


Beware the gRue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 29, 2012 12:50 PM
Subject: Re: [Audyssey] game speech



Hi Dark,

Yeah, perhaps so. In fact, I thought about taking a look at
retroremakes.com myself and seeing if I could work with some of the
devs to see if accessibility could be added to their titles as indi
developers are pretty open minded to accessibility when approached
nicely about it.

However, you have a good point here. We don't do enough to mix with
the mainstream indi devs out there, and aren't sharing information
with them on a regular basis on where to get source material like
music, sounds,  graphic artists, etc to beef our own games up. Plus
through interacting with them on a personal basis we can share tips,
tricks, and ideas on how indi games can be made more accessible.

On 1/29/12, dark d...@xgam.org wrote:

Hi tom.

well broardly speaking that is what I try to do, though often to me it 
seems
people are on the other side of the fense, ie, they expect audio games to 
be

like mainstream console games rather than indi ones, which is simply not
possible due to the budgit.

Perhaps it might help if actually the audio game developers asked around 
on
sites like www.retroremakes.com, and actually talked! to indi devs about 
the
resources they use in game creation. most indi devs are reasonable 
people,

and it would also let people know that audio games exist.

Beware the Grue!

Dark.



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Re: [Audyssey] game speech

2012-01-28 Thread dark

Hi Tom.


I agree on Sarah,  much as I like the game, but there the problem seems that 
sapi voices were used for actual characters. My thought about your wrestling 
game was based on some of the old wrestlemania like games I've seen which 
did a very similar thing, having only a couple of recorded sound comments 
and leaving everything else to in game text or graphics to show.


Stil, it was just a suggestion.

As to developer resources, I take your point about google searches, however 
one thing that I don't understand is why indi graphical games so often have


For example, in the game to hell with johny, a low vision access game I beta 
tested, there are at least 6 basic walking sound effects for when you jump 
on platforms. I've seen audio platformers with less, which makes no sense at 
all.


when I asked the developer about this his response was I just found them 
from everywhere, mostly on the net


that's why I sometimes wonder if people do! go out of their way with these 
sorts of things or just ask around within the community or on very expensive 
commercial sites.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 28, 2012 7:41 AM
Subject: Re: [Audyssey] game speech



Hi Dark,

While I take your point I think the problem here is as much a lack of
information as it is money. For example, you mentioned why not look
around on songplanet.com. Until you mentioned it I had never heard of
it. I hadn't heard of voices.com until Philip Bennefall brought them
to my attention either. Unless a developer knows about such places, it
is brought to their attention, or find it by a Google search that lack
of information can and will effect the kinds of content available to
them.

I know just typing in a search string like royalty free music or
royalty free sounds will generate a lot of hits. Usually, one of the
big name resellers like Sounddogs.com will be one of the top results.
It can be rather daunting going through all the possible hits to find
something within a developers price range, that is of decent quality,
etc.

As far as the 10 to 20 dramatic voice clips for the wrestling game
goes that makes sense from a financial point of view, but also feels
like an incomplete product to me. To me it is more jarring to go from
a human to a SAPI voice. I'd prefer either all human voice overs or
all SAPI but not half and half.

Sarah is a case in point. While I do enjoy the game I feel certain
aspects feel cheaply done. I can't help feel a bit jarred when I try
to examine one thing and you have Sarah describe it in a human voice,
examine something else, and have ATT Crystal describe it instead. It
feels, well, weird.

Then, you have the Caretaker, who is a human actor, but the ghosts,
suits of armor, etc all use SAPI voices. While I realize Phil was only
using what he had available to him I think it would have sounded much
better if the SAPI voices were completely swapped out for human ones
because as it stands right now its sort of half and half.When you
compare the human acting, which is decent, to the SAPI voices the
contrast is quite apparent and feels like a low budget film where the
actors were replaced by robots or something.

Cheers!

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Re: [Audyssey] game speech

2012-01-28 Thread Michael Gauler

What?
I know at least one friend with a Windows 7 Netbook (X86) who has the 
european Version of the JAWS RealSpeak CD and he had no problems in 
installing and running them.
However because he has the European version, he has only Daniel and not 
Emily or Serena...
You only get into technical troubble when you install RealSpeak voices 
bought from nextup.com and the RealSpeak CDs in the wrong order...
But since we are talking about Nuance, what about the German voice Anna and 
Russian Milena?
Even JAWS and the RealSpeak Direct page has the new voices, and as far as I 
know it is not only a German and a Russian voice but there were more new 
voices... 



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Re: [Audyssey] game speech

2012-01-28 Thread Charles Rivard
Why will it fail?  Just an off the wall thought, and I don't know if it 
would work, but would it install if you first installed JAWS 9, and made 
sure it was registered?  Then uninstall JAWS 9 after the other SAPI speech 
voices are installed?  What is the reason it won't install on newer 
machines?  Something to do with the OS?


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 27, 2012 10:08 PM
Subject: Re: [Audyssey] game speech



Hi Charles,

I have to agree with that. Tom is definitely one of my favorite SAPI
voices. Its just too bad Nuance decided to get all proprietary with
their license and won't sell a SAPI version without charging an arm or
a leg for it. To make it worse attempting to install the SAPI version
that came with Jaws 9 on a new PC will fail.

On 1/24/12, Charles Rivard wee1s...@fidnet.com wrote:

As for my favorite SAPI voice, on my PC, the default has been set to
ScanSoft Tom.  Of all those that came on a CD that was sent along with an
earlier copy of JAWS from Freedom Scientific, it is the best in my 
opinion.


---
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Re: [Audyssey] game speech

2012-01-28 Thread Thomas Ward
Hi Michael and all,

Sorry, I should have clarified my statement. I am not talking about
the x86 version of Windows 7. I am talking specifically about the x64
version of Windows 7.

If you insert the Freedom Scientific cd containing the SAPI  5 version
of the Real Speak voices, the one that came with Jaws 9,  into your cd
drive it will come up with an error message that this version of
Windows is incompatible with the software. When you click the Close
button it exits the Real Speak Solo installation. However, if you have
an x86 version of Windows 7 the voices install and run just fine. Its
just the x64 version of Windows that has the problem.

I'll also point out I'm not talking about the Real Speak Direct voices
for download on Freedom Scientific's website. Those are proprietary to
Jaws/Openbook and won't work with NVDA, Window-Eyes, and games like
the older version of the voices did.

Cheers!


On 1/28/12, Michael Gauler michael.gau...@gmx.de wrote:
 What?
 I know at least one friend with a Windows 7 Netbook (X86) who has the
 european Version of the JAWS RealSpeak CD and he had no problems in
 installing and running them.
 However because he has the European version, he has only Daniel and not
 Emily or Serena...
 You only get into technical troubble when you install RealSpeak voices
 bought from nextup.com and the RealSpeak CDs in the wrong order...
 But since we are talking about Nuance, what about the German voice Anna and
 Russian Milena?
 Even JAWS and the RealSpeak Direct page has the new voices, and as far as I
 know it is not only a German and a Russian voice but there were more new
 voices...


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Re: [Audyssey] game speech

2012-01-28 Thread Thomas Ward
Hi Charles,

No. The problem is with the Freedom Scientific installer for the
voices. It detects what operating system you are running and if you
are running an x64 version of Windows it will come up and tell you
that this version of Windows is incompatible with the software, tells
you to contact Freedom Scientific support for a compatible version of
the software, and then bomb out of the install. Well, when I called
Freedom Scientific for a replacement cd that was x64 compatible they
told me to upgrade Jaws and Openbook and download the Real Speak
Direct voices which does me absolutely no good as the Real Speak
Direct voices won't work with my SAPI games. Plus since switching to
NVDA I absolutely refuse to pay a king's fortune for access technology
like Jaws.

Anyway, I probably could rewrite the installer, but then my butt would
be in trouble for illegally redistributing the software just to fix
Freedom Scientific's screw up. I'm pretty sure the voices themselves
would work or could be made to work if I could just get past the
blasted installer.

Cheers!


On 1/28/12, Charles Rivard wee1s...@fidnet.com wrote:
 Why will it fail?  Just an off the wall thought, and I don't know if it
 would work, but would it install if you first installed JAWS 9, and made
 sure it was registered?  Then uninstall JAWS 9 after the other SAPI speech
 voices are installed?  What is the reason it won't install on newer
 machines?  Something to do with the OS?

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] game speech

2012-01-28 Thread Thomas Ward
Hi Dark,

Hard to say. I've found a lot of royalty free sounds as well just by
Googling for them, and I can usually find sounds if I look hard enough
for them. However, I throw away everything I don't think is of a
decent quality.

Perhaps, the issue here is nothing more or less than some audio game
developers hold to a lower standard than the mainstream independent
game developers do. I've said it before and I'll say it again, keep in
mind most blind game developers have no real life experience with
standard video games independent or otherwise. Until they've sat down
and played some mainstream games they are clueless as to the points
you are raising because they didn't know any better. They don't have
anything to compare their work to.

I know with Shades of Doom, for example, lots of blind gamers
consistently call it a 3d game even though it isn't one.  It has 3d
audio, but the levels are 2d in design. I've been trying since the day
the game was released to correct this misconception, but it is due to
the fact most blind gamers have never played a full 3d game and
haven't a clue about the differences in a 2d FPS and a full 3d FPS
until it is pointed out to them. Some developers, who weren't raised
on mainstream games, are just as clueless about certain aspects of
audio games vs mainstream games too.

I think your situation is analogous to culture shock. You've been out
in the mainstream gaming world playing the NES, SuperNES, played other
mainstream games and consoles, and show up here in the audio games
community expecting the same features and standards as any indi
mainstream developer. That's not such a bad thing as I felt exactly
the same way when I joined Audyssey around 2000 or 2001. However, what
I quickly discovered is that the audio games community is made up
largely of amateur developers, who are self-taught, and very few have
played or experienced the same mainstream games I had. My expectations
were simply too high, and I quickly became disappointed in what I
found. However, that's not to say that they can't improve or be given
advice to help them improve their products.

I think the way to handle this situation is not to ask why this isn't
being done, but to write the game developers and politely give them
suggestions. Hey, I think game x would be better if you added this or
that. In that way you are letting them know about a new feature
without making them feel inferior to developer x by not thinking of a
feature like that themselves.

Cheers!


On 1/28/12, dark d...@xgam.org wrote:
 Hi Tom.


 I agree on Sarah,  much as I like the game, but there the problem seems that
 sapi voices were used for actual characters. My thought about your wrestling
 game was based on some of the old wrestlemania like games I've seen which
 did a very similar thing, having only a couple of recorded sound comments
 and leaving everything else to in game text or graphics to show.

 Stil, it was just a suggestion.

 As to developer resources, I take your point about google searches, however
 one thing that I don't understand is why indi graphical games so often have

 For example, in the game to hell with johny, a low vision access game I beta
 tested, there are at least 6 basic walking sound effects for when you jump
 on platforms. I've seen audio platformers with less, which makes no sense at
 all.

 when I asked the developer about this his response was I just found them
 from everywhere, mostly on the net

 that's why I sometimes wonder if people do! go out of their way with these
 sorts of things or just ask around within the community or on very expensive
 commercial sites.

 Beware the grue!

 Dark.

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Re: [Audyssey] game speech

2012-01-27 Thread Jim Kitchen

Hi Thomas,

Yeah, I love building random objects or the descriptions of them.  You know 
like in Triple J Shooter.  This is at least as many combinations.  Actually way 
way more.

Not for this game, but for a Simpson's game, the voice actors for the Simpsons 
are voice actors making millions a year.  Really don't think that I could hire 
even one of them for any work.

BFN

Jim

I'm not an actor, but I play one on TV.

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

2012-01-27 Thread Jim Kitchen

Hi Dark,

One day I was putting in numbers for where to start the playing of and for how 
long to play and the frequency to play the wave file and the sound that came 
out sounded cool, and I was like, wow, I could use that for a pong ball sound.  
I actually had wanted to make a game of pong, but just never had found a sound 
that wouldn't get annoying being played continuously like you need for the pong 
ball.  So of course with the sound, I was now inspired to write the pong game.  
And since so many people had been asking for games with human speech, Marcie 
said yes when I asked her if she would do the speech for it.  I now have a 
better set of microphones, but still...

BFN

Jim

I hear voices, and they don't like you!

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

2012-01-27 Thread Thomas Ward
Hi Charles,

I have to agree with that. Tom is definitely one of my favorite SAPI
voices. Its just too bad Nuance decided to get all proprietary with
their license and won't sell a SAPI version without charging an arm or
a leg for it. To make it worse attempting to install the SAPI version
that came with Jaws 9 on a new PC will fail.

On 1/24/12, Charles Rivard wee1s...@fidnet.com wrote:
 As for my favorite SAPI voice, on my PC, the default has been set to
 ScanSoft Tom.  Of all those that came on a CD that was sent along with an
 earlier copy of JAWS from Freedom Scientific, it is the best in my opinion.

 ---
 Shepherds are the best beasts, but Labs are a close second.

---
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Re: [Audyssey] game speech

2012-01-27 Thread Thomas Ward
Hi Dark,

While I take your point I think the problem here is as much a lack of
information as it is money. For example, you mentioned why not look
around on songplanet.com. Until you mentioned it I had never heard of
it. I hadn't heard of voices.com until Philip Bennefall brought them
to my attention either. Unless a developer knows about such places, it
is brought to their attention, or find it by a Google search that lack
of information can and will effect the kinds of content available to
them.

I know just typing in a search string like royalty free music or
royalty free sounds will generate a lot of hits. Usually, one of the
big name resellers like Sounddogs.com will be one of the top results.
It can be rather daunting going through all the possible hits to find
something within a developers price range, that is of decent quality,
etc.

As far as the 10 to 20 dramatic voice clips for the wrestling game
goes that makes sense from a financial point of view, but also feels
like an incomplete product to me. To me it is more jarring to go from
a human to a SAPI voice. I'd prefer either all human voice overs or
all SAPI but not half and half.

Sarah is a case in point. While I do enjoy the game I feel certain
aspects feel cheaply done. I can't help feel a bit jarred when I try
to examine one thing and you have Sarah describe it in a human voice,
examine something else, and have ATT Crystal describe it instead. It
feels, well, weird.

Then, you have the Caretaker, who is a human actor, but the ghosts,
suits of armor, etc all use SAPI voices. While I realize Phil was only
using what he had available to him I think it would have sounded much
better if the SAPI voices were completely swapped out for human ones
because as it stands right now its sort of half and half.When you
compare the human acting, which is decent, to the SAPI voices the
contrast is quite apparent and feels like a low budget film where the
actors were replaced by robots or something.

Cheers!

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Re: [Audyssey] game speech

2012-01-26 Thread dark

Hi Jim.

I agree that sapi does have the advantage of being very vercetile for 
creating and manipulating different sets of text, which is why games like 
Entombed would be near impossible to do with all human speech.


Though even then, I'd stil view this as a necessity of the game architecture 
myself, rather than as something which is absolutely desireable.


What I mean is, my brother has recently with his friends been playing one of 
the wrestle mania games which has a create a wrestler mode.


Apparently, as well as being able to choose from a libary of many thousands 
of physical features to make up your created wrestler, the ring announcer 
has a huge range of comments in human speech, so that you can give them, if 
not the name you actually want, at least something aproximate.


For instance, apparently someone created an evil version of Ryu, the martial 
artist from the street fighter game series as a wrestler.


No, the ring announcer didn't have the name Ryu, but did have Dragon, thus 
he was called evil Dragon.


My brother for instance, who's name is mat, created himself as a wrestler 
under the name Mr. mat.


obviously, to have this amount of speech in a game would be an insane amount 
of work from a voice actor just to create enough to announce wrestler names 
let alone anything else, and the only reason it's in the wrestlemania game 
is that the company who make it is a massive coorperation with enough money 
to throw around on the project.


However, if an audio game were made with the same amount of money behind it, 
I'd personally be willing to bet someone would have the idea to do exactly 
the same thing with speech, assuming that a voice actor could be paid to do 
all that recording.


As for sound files enspiring games, well that seems to make a lot of sense 
to me, --- whatever gives you inspiration for something seems fine.


Beware the gRue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Thursday, January 26, 2012 10:52 AM
Subject: Re: [Audyssey] game speech



Hi Dark,

When Phil first came up with the idea of using the plany program to add 
wave sound files to our dos games I had the Homer Simpson sound files Doh 
and whoo hoo.  So those were in just about all of my dos and now Windows 
games.  So for me often it is a sound file that inspires me to create a 
game.  You know such as the You big dumb balding ape that inspired me to 
create Awesome Homer.  I guess that seems backward, but I am often like 
that.


Now one thing that I would never ever do is create a game using my voice. 
I just do not wish to hear myself talking all day.


Probably again backward but I really do prefer the sapi voices to human 
speech in games.  I even turn off the male comments in my casino games.  I 
have just finished a bit of a new game where it totally randomly creates 
and describes the players that you will play against.  So since every 
sentence is built randomly, I would need thousands and thousands of 
individual words recorded, and then putting them back together into 
sentences just does not work because of the different inflections in human 
speech.  And then there is the adjusting the rate of the speech.  That 
also does not work with recorded human speech.  I will though try to find 
some appropriate human sound clips sort of like the ones in my casino 
games etc.


BFN

Jim

In a country of free speech, why are there phone bills?

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

2012-01-26 Thread Thomas Ward
Hi Dark,

Oh, yeah. I often feel its the lack of funding that keeps audio game
developers behind the mainstream. I've got the skills to write
something like WWE 12, which came out for the XBox recently, but
skills don't mean Jack if I don't have the human voice actors to do
the commentary, ring announcements, and prematch cutscenes. Often
times it is the real performers themselves so you know they've got to
be paying top dollar to get the wrestlers to come in and record all
the sounds and so on.

I've seen the same thing in the Star Trek games. Star Trek: Elite
Force is a good example. While there were plenty of non-cannon
characters written into the game all the top stars from Voyager
reprized their rolls for the game's cutscenes. I'm sure hiring the
actors from Star Trek: Voyager for a game wouldn't exactly come cheap.

That is essentially our problem as independent game developers. We
don't have the funding to hire big name stars to do voice overs, nor
can we hire the top graphics artests to do 3d graphics and full motion
video. That doesn't mean we can not make do with hiring someone from
voices.com or getting help from fellow list members, but by and large
we don't have the money to do nearly half the things a commercial
company can do.



On 1/26/12, dark d...@xgam.org wrote:
 Hi Jim.

 I agree that sapi does have the advantage of being very vercetile for
 creating and manipulating different sets of text, which is why games like
 Entombed would be near impossible to do with all human speech.

 Though even then, I'd stil view this as a necessity of the game architecture
 myself, rather than as something which is absolutely desireable.

 What I mean is, my brother has recently with his friends been playing one of
 the wrestle mania games which has a create a wrestler mode.

 Apparently, as well as being able to choose from a libary of many thousands
 of physical features to make up your created wrestler, the ring announcer
 has a huge range of comments in human speech, so that you can give them, if
 not the name you actually want, at least something aproximate.

 For instance, apparently someone created an evil version of Ryu, the martial
 artist from the street fighter game series as a wrestler.

 No, the ring announcer didn't have the name Ryu, but did have Dragon, thus
 he was called evil Dragon.

 My brother for instance, who's name is mat, created himself as a wrestler
 under the name Mr. mat.

 obviously, to have this amount of speech in a game would be an insane amount
 of work from a voice actor just to create enough to announce wrestler names
 let alone anything else, and the only reason it's in the wrestlemania game
 is that the company who make it is a massive coorperation with enough money
 to throw around on the project.

 However, if an audio game were made with the same amount of money behind it,
 I'd personally be willing to bet someone would have the idea to do exactly
 the same thing with speech, assuming that a voice actor could be paid to do
 all that recording.

 As for sound files enspiring games, well that seems to make a lot of sense
 to me, --- whatever gives you inspiration for something seems fine.

 Beware the gRue!

 Dark.

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Re: [Audyssey] game speech

2012-01-26 Thread Phil Vlasak

Hi Dark,
I think my Ten Pin Alley game is the only one that allows you to pick your 
name from a list of about 120 recorded names.

Of course Josh had to record them.
It also had the ability for you to record your own name and add it to the 
game.

It sounded strange but was workable.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 26, 2012 6:22 AM
Subject: Re: [Audyssey] game speech



Hi Jim.

I agree that sapi does have the advantage of being very vercetile for 
creating and manipulating different sets of text, which is why games like 
Entombed would be near impossible to do with all human speech.


Though even then, I'd stil view this as a necessity of the game 
architecture myself, rather than as something which is absolutely 
desireable.


What I mean is, my brother has recently with his friends been playing one 
of the wrestle mania games which has a create a wrestler mode.


Apparently, as well as being able to choose from a libary of many 
thousands of physical features to make up your created wrestler, the ring 
announcer has a huge range of comments in human speech, so that you can 
give them, if not the name you actually want, at least something 
aproximate.


For instance, apparently someone created an evil version of Ryu, the 
martial artist from the street fighter game series as a wrestler.


No, the ring announcer didn't have the name Ryu, but did have Dragon, thus 
he was called evil Dragon.


My brother for instance, who's name is mat, created himself as a wrestler 
under the name Mr. mat.


obviously, to have this amount of speech in a game would be an insane 
amount of work from a voice actor just to create enough to announce 
wrestler names let alone anything else, and the only reason it's in the 
wrestlemania game is that the company who make it is a massive 
coorperation with enough money to throw around on the project.


However, if an audio game were made with the same amount of money behind 
it, I'd personally be willing to bet someone would have the idea to do 
exactly the same thing with speech, assuming that a voice actor could be 
paid to do all that recording.


As for sound files enspiring games, well that seems to make a lot of sense 
to me, --- whatever gives you inspiration for something seems fine.


Beware the gRue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Thursday, January 26, 2012 10:52 AM
Subject: Re: [Audyssey] game speech



Hi Dark,

When Phil first came up with the idea of using the plany program to add 
wave sound files to our dos games I had the Homer Simpson sound files Doh 
and whoo hoo.  So those were in just about all of my dos and now Windows 
games.  So for me often it is a sound file that inspires me to create a 
game.  You know such as the You big dumb balding ape that inspired me 
to create Awesome Homer.  I guess that seems backward, but I am often 
like that.


Now one thing that I would never ever do is create a game using my voice. 
I just do not wish to hear myself talking all day.


Probably again backward but I really do prefer the sapi voices to human 
speech in games.  I even turn off the male comments in my casino games. 
I have just finished a bit of a new game where it totally randomly 
creates and describes the players that you will play against.  So since 
every sentence is built randomly, I would need thousands and thousands of 
individual words recorded, and then putting them back together into 
sentences just does not work because of the different inflections in 
human speech.  And then there is the adjusting the rate of the speech. 
That also does not work with recorded human speech.  I will though try to 
find some appropriate human sound clips sort of like the ones in my 
casino games etc.


BFN

Jim

In a country of free speech, why are there phone bills?

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

2012-01-26 Thread dark

Hi Tom.

that is all absolutely true, however sometimes I do wonder if there are more 
creative solutions to those sorts of problems such as those followed by 
graphical indi developers.


As you know, I am a huge fan of the Turrican games, a set of 2D exploration 
platform shooters originally for the comador Amigar.


With the creator's friendly permission, turrican has now very much been 
taken over by fans and new levels or even games are being produced every few 
months.


turrican has always been famous for it's exceptional soundtrakc, so of 
course to be propper Turrican games, the fan projects had to have decent 
music. The designers of the various fan projects therefore located 
composers, either fellow fans or musicians who work in their spare time to 
create some exceptional music for the projects.


Indeed, here is a collection that I wripped from the games and have zipped 
up for other Turrican fans to download:


http://www.sendspace.com/file/s4kp18

it often seems however that some people working on audio games aren't 
willing to go outside the community or ask around on sites like 
www.songplanet.com to see what is available,  and a state of affairs 
where a graphical game has better music than an audio game, and a graphical 
game produced with just the same low level of resources and in a person's 
spare time what's more.


to take another example and actually make a practical suggestion. Obviously 
you don't have either the cash or resources to have a ful scale audio 
commentary in the wrestling game, however that doesn't mean you can't have a 
small number,  say ten or twenty, especially dramatic ring announcer 
quotes recorded to play at significant moments during the match and add to 
the atmosphere.


So to take your slam example, even if you can't record goodness knows how 
many ways of saying person x scoop slams person y, you could get a Oooh! 
and he's down! or she's down! to play at that point, just to bring home 
to the player that significant damage had been done, with the sapi 
description filling in the details.


Ouch! that's gotta hurt, right off the top!, One in the kisser!, 
right in the bread baskit etc.


The game smash Tv for the Snes did a very similar thing. Even though Snes 
hardware couldn't cope with many sound clips, sinse the game was themeed 
around a deadly game show and they wanted an annoying host to give comments, 
they just recorded a few phrases such as I'd buy that for a dollar or big 
money! big prizes! I love it! which really did a lot for the atmosphere of 
the game and introduced the host as a completely irritating person without 
requiring massive amounts of sound clips.


I'd offer to do the short announcer comments myself, accept that you'd 
really want an American for that sort of thing, and though I could possibly 
fake an accent it wouldn't obviously be as authentic as if you got a real Us 
actor from the correct region of the states.


That's of course assuming that you can't find actual samples of that sort of 
thing kicking around on wrestling fan sights somewhere.


Beware the grue!

Dark. 



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Re: [Audyssey] game speech

2012-01-26 Thread shaun everiss

I like recorded speech.
While on win7 it sounds good and if you happen to legally or 
otherwise have something like realspeak its passable I guess.

but ms sam in a game just isn't a voice to get you into anything really.
And if sapi dies, well you can't play.
At 06:22 a.m. 26/01/2012 -0500, you wrote:

Hi Jim,

Sure, prerecorded speech isn't possible in certain situations as you
pointed out with the random descriptions. There comes a point where
there are to many combinations and random variations where human
speech isn't possible.

I'll use my wrestling game project as an example here.  The more
wrestlers I add to the games database the more names I'd have to
record. A database of any size could and probably would end up forcing
the developer to record a couple hundred names easy.

Then, there can be several variations on the same play by play
commentary that makes it difficult to record and play a large data
base of ring side commentary. Just describing a successful scoop slam
might have four or five variations like this.

John Cina quickly scoops Del Rio up, lifts him into the air, and
slams him to the mat.
John Cina reaches down low, scoops Del Rio into the air, and then
drops him like a bad habit.{
Jon Cina shows us his raw strength as he lifts Del Rio up into the
air, and then executes a powerful scoop slam to the mat.

Those are only three possible ways to describe the same thing. I'm
sure given enough time and desire I could probably write up several
variations to describe the same move, and I'd have to write up the
same descriptions for the female wrestlers using her instead of him
and so on.  With SAPI its easy to do that because all I have to do is
write it down and pass the string to the Speak() funcgtion. If I were
to do the same thing using human speech it would take a lot of time
recording, editing, and then coding it into the game. No thanks!

However, by and large I still feel the games that do have human voice
overs sound better. More professional I guess. Once you've played
something like WWE for the XBox with real human ringside commentary,
sound effects, music, etc that sounds just like WWE Raw having SAPI
doing the commentary just does not do it justice!


On 1/26/12, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Dark,

 When Phil first came up with the idea of using the plany program 
to add wave

 sound files to our dos games I had the Homer Simpson sound files Doh and
 whoo hoo.  So those were in just about all of my dos and now Windows games.
 So for me often it is a sound file that inspires me to create a game.  You
 know such as the You big dumb balding ape that inspired me to create
 Awesome Homer.  I guess that seems backward, but I am often like that.

 Now one thing that I would never ever do is create a game using 
my voice.  I

 just do not wish to hear myself talking all day.

 Probably again backward but I really do prefer the sapi voices to human
 speech in games.  I even turn off the male comments in my casino games.  I
 have just finished a bit of a new game where it totally randomly 
creates and

 describes the players that you will play against.  So since every sentence
 is built randomly, I would need thousands and thousands of individual words
 recorded, and then putting them back together into sentences just does not
 work because of the different inflections in human speech.  And then there
 is the adjusting the rate of the speech.  That also does not work with
 recorded human speech.  I will though try to find some appropriate human
 sound clips sort of like the ones in my casino games etc.

 BFN

  Jim

 In a country of free speech, why are there phone bills?

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

2012-01-26 Thread Thomas Ward
Hi,

Oh, that is an under statement. Microsoft Sam is absolutely terrible.
I can't stand playing games or doing anything with that voice. I'm
glad Microsoft finally got rid of it and replaced it with Anna.
Windows 8 actually even has better voices than Anna available now.

However, as Dark has said a number of times on list purchasing a good
SAPI voice for games is like buying an accessory for a game console.
The ATT voices, Cepstral voices, etc aren't that expensive and a
person can get a pretty decent voice for as much as the average audio
game and can use it with any and all of his/her games. So its a useful
investment.

On 1/26/12, shaun everiss sm.ever...@gmail.com wrote:
 I like recorded speech.
 While on win7 it sounds good and if you happen to legally or
 otherwise have something like realspeak its passable I guess.
 but ms sam in a game just isn't a voice to get you into anything really.
 And if sapi dies, well you can't play.

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Re: [Audyssey] game speech

2012-01-24 Thread Pitermach
Personally I'm the opposite as far as eloquence goes. Its UK accent just 
sounds wrong to me for some reason. The interesting part though is that 
I totally think the reverse with eSpeak. I like its UK accent but can't 
stand the US one.
As far as the more natural voices, my favourites would probably be 
neospeech Paul, acapela Peter and Ivona Geraint (that one came out a 
week ago or so, so it's quite new).

Oh and yes, I also prefer human speech verses TTS

On 2012-01-24 08:00, Thomas Ward wrote:

Hi Bryan,

Oh, I like the U.K. version of Eloquence as well. I like to leave it
set on Justin because I think he sounds better than Reed.

I also agree I can put up with almost any SAPI voice for menus and
things like that, but not for cutscenes and game commentary. One of
the things that bothers me about the wrestling game I'm working on is
commentary.

Right now any time you perform a move SAPI acts as a ring side
commintator. Ok, it works, but I can't get into it. I'd prefer a human
to actually call out the moves rather than SAPI.

Cheers!




On 1/23/12, BRYAN PETERSONbpeterson2...@cableone.net  wrote:

Interestingly enough I prefer the UK English version of the Elloquence
synthesizer. I don't know, I  just could never stand the American one.
But as far as synthes in games go I'm pretty set in my ways. Sapi for
status info is fine, but never, and I mean never, should synthes be
used for actual characters unless, and that being the key word, they
happen to be robot or computer characters. To be qite frank tat's
probably the biggest reason I can never manage to maintain my interest
in the Sarah game.

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Re: [Audyssey] game speech

2012-01-24 Thread Charles Rivard
As for my favorite SAPI voice, on my PC, the default has been set to 
ScanSoft Tom.  Of all those that came on a CD that was sent along with an 
earlier copy of JAWS from Freedom Scientific, it is the best in my opinion.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 24, 2012 3:03 AM
Subject: Re: [Audyssey] game speech


Personally I'm the opposite as far as eloquence goes. Its UK accent just 
sounds wrong to me for some reason. The interesting part though is that I 
totally think the reverse with eSpeak. I like its UK accent but can't 
stand the US one.
As far as the more natural voices, my favourites would probably be 
neospeech Paul, acapela Peter and Ivona Geraint (that one came out a week 
ago or so, so it's quite new).

Oh and yes, I also prefer human speech verses TTS

On 2012-01-24 08:00, Thomas Ward wrote:

Hi Bryan,

Oh, I like the U.K. version of Eloquence as well. I like to leave it
set on Justin because I think he sounds better than Reed.

I also agree I can put up with almost any SAPI voice for menus and
things like that, but not for cutscenes and game commentary. One of
the things that bothers me about the wrestling game I'm working on is
commentary.

Right now any time you perform a move SAPI acts as a ring side
commintator. Ok, it works, but I can't get into it. I'd prefer a human
to actually call out the moves rather than SAPI.

Cheers!




On 1/23/12, BRYAN PETERSONbpeterson2...@cableone.net  wrote:

Interestingly enough I prefer the UK English version of the Elloquence
synthesizer. I don't know, I  just could never stand the American one.
But as far as synthes in games go I'm pretty set in my ways. Sapi for
status info is fine, but never, and I mean never, should synthes be
used for actual characters unless, and that being the key word, they
happen to be robot or computer characters. To be qite frank tat's
probably the biggest reason I can never manage to maintain my interest
in the Sarah game.

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Re: [Audyssey] game speech

2012-01-24 Thread Jim Kitchen

Hi Charles,

I think that all of the different accents of people and voice actors across the 
U. S. and the rest of the world might be part of my problem with human speech 
in games.  Some accents do really get on my nerves.  Not so much talking with a 
person on the phone, but over and over in a game.

I like ATT Crystal for Email and in games.  I also use ATT Charles, ATT Lauren, 
ATT Audrey and Neo Speech Kate for games.  Which is really a huge improvement over what I 
used to play games for over a dozen years.  I had a dos computer running an Accent SA for that 
dozen or so years.  And then a Double Talk for a couple of years.  And I still run a Triple 
Talk on my game development computer.  Not for game play, but for VB6 programming and other 
regular computer use.

BFN

Jim

Synthetic scotch, synthetic Commanders... -- Scotty

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

2012-01-24 Thread dark

I'm not sure Jim.

sinse obviously Homer though a cartoon character is intended as a human 
being, albeit a rather stupid one at times,  therefore to me would be 
just the same as using the voice of Luke Skywalker, Captain Picard, the 
Terminator or any other character from a tv program or film.


If your game includes those characters, it's best if you can have their 
voices, however your game might be an original project and include entirely 
new! characters which imho have to have their own voices.


Look at Airik the clerric. Airik is a distinct person with his own voice (in 
fact Bryan P's voice), and now if anyone else wanted to write a game with 
Airik, it'd make sense that they have to have Bryan.


That was why in Tdv, Munawar returned to play the agent from Treasurehunt, 
sinse that agents' voice was! effectively munawars.


Does that make sense?

Myself I'd view most game characters as just as real as characters in a 
film, play, or any other form of artistic expression, and obviously then you 
want them as well portrayed as possible.


Fair enough if you prefer sapi for everything Jim, I just find that a rather 
strange preference myself for the above reason.


Beware the grue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Tuesday, January 24, 2012 10:14 AM
Subject: [Audyssey] game speech



Hi Dark,

Sorry about the Hi Dark subject.  Don't know how I did that.

I see what you mean, but Homer Simpson is almost not like a Human voice to 
me.  He is a cartoon voice.  Kind of like if I had been more of a 
Flintstones fan and used Fred Flintstones voice rather than Homer's.


I do see though like with Homer, Marge, Bart, Lisa, Automan and even 
Maggie's car horn in Homer on a Harley.  It is hard though to find and 
edit bits of speech out of TV shows, movies etc and find everything that 
you need for a game.


BFN

Jim

You're just jealous because the voices only talk to me.

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

2012-01-24 Thread Thomas Ward
Hi Dark,

Agreed. Back when I originally created STFC I scrounged the internet
plus wwent through my TNG shows to get decent recordings of Picard
saying things like fire photon torpedoes, fire phasers, on screen,
engage, and so on. It made the game extremely realistic as the orders
to perform various actions sounded like the TV show. Having a TTS
voice announce those things never felt that realistic to me.

I think if I were to do a new Star Trek game I'd get one of our
talented voice actors to speak various commands like arm phasers, arm
photon torpedoes, arm quantum torpedoes, all stop, etc as that would
really make that that much better. When an enemy ship approaches
having the captain ordering the crew to battle stations really would
make it more realistic.

I don't care if Crystal or some other SAPI voice speaks menus, status
reports, etc as you'd expect a computer voice for interacting with
ship functions anyway. However, a human is better for the captain and
crew. Even a quick aye Sir from the helm, tactical, or ops station
is realistic where SAPI voices would be out of place.

On 1/24/12, dark d...@xgam.org wrote:
 I'm not sure Jim.

 sinse obviously Homer though a cartoon character is intended as a human
 being, albeit a rather stupid one at times,  therefore to me would be
 just the same as using the voice of Luke Skywalker, Captain Picard, the
 Terminator or any other character from a tv program or film.

 If your game includes those characters, it's best if you can have their
 voices, however your game might be an original project and include entirely
 new! characters which imho have to have their own voices.

 Look at Airik the clerric. Airik is a distinct person with his own voice (in
 fact Bryan P's voice), and now if anyone else wanted to write a game with
 Airik, it'd make sense that they have to have Bryan.

 That was why in Tdv, Munawar returned to play the agent from Treasurehunt,
 sinse that agents' voice was! effectively munawars.

 Does that make sense?

 Myself I'd view most game characters as just as real as characters in a
 film, play, or any other form of artistic expression, and obviously then you
 want them as well portrayed as possible.

 Fair enough if you prefer sapi for everything Jim, I just find that a rather
 strange preference myself for the above reason.

 Beware the grue!

 Dark.

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Re: [Audyssey] game speech

2012-01-24 Thread dark

Hi tom.

That is absolutely true, though of course in stfc you did have the advantage 
of finding a synth voice that was in keeping with the game itself, sinse the 
one you used does sound quite a lot like the trek computer,  though 
having human crew of course would be deffinately preferable for the 
atmosphere it would provide, even if you kept the synth saying things like 
numeric status information of ships' shields, reading menues etc.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 4:58 AM
Subject: Re: [Audyssey] game speech



Hi Dark,

Agreed. Back when I originally created STFC I scrounged the internet
plus wwent through my TNG shows to get decent recordings of Picard
saying things like fire photon torpedoes, fire phasers, on screen,
engage, and so on. It made the game extremely realistic as the orders
to perform various actions sounded like the TV show. Having a TTS
voice announce those things never felt that realistic to me.

I think if I were to do a new Star Trek game I'd get one of our
talented voice actors to speak various commands like arm phasers, arm
photon torpedoes, arm quantum torpedoes, all stop, etc as that would
really make that that much better. When an enemy ship approaches
having the captain ordering the crew to battle stations really would
make it more realistic.

I don't care if Crystal or some other SAPI voice speaks menus, status
reports, etc as you'd expect a computer voice for interacting with
ship functions anyway. However, a human is better for the captain and
crew. Even a quick aye Sir from the helm, tactical, or ops station
is realistic where SAPI voices would be out of place.

On 1/24/12, dark d...@xgam.org wrote:

I'm not sure Jim.

sinse obviously Homer though a cartoon character is intended as a human
being, albeit a rather stupid one at times,  therefore to me would be
just the same as using the voice of Luke Skywalker, Captain Picard, the
Terminator or any other character from a tv program or film.

If your game includes those characters, it's best if you can have their
voices, however your game might be an original project and include 
entirely

new! characters which imho have to have their own voices.

Look at Airik the clerric. Airik is a distinct person with his own voice 
(in

fact Bryan P's voice), and now if anyone else wanted to write a game with
Airik, it'd make sense that they have to have Bryan.

That was why in Tdv, Munawar returned to play the agent from 
Treasurehunt,

sinse that agents' voice was! effectively munawars.

Does that make sense?

Myself I'd view most game characters as just as real as characters in a
film, play, or any other form of artistic expression, and obviously then 
you

want them as well portrayed as possible.

Fair enough if you prefer sapi for everything Jim, I just find that a 
rather

strange preference myself for the above reason.

Beware the grue!

Dark.


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Re: [Audyssey] game speech

2012-01-23 Thread dark

Hi charles.

I agree, but Funnily enough I'm the opposite way around with synths,   
but being english I would be.


I have no care whether the letter R is pronounced, but do like long A's and 
short o's, --- -indeed with the English pronunciation of hot you could never 
mistake it for heart simply because the O is shorter and deeper. That is why 
i use orphius Alan as my main Hal voice, and realspeak daniel as my sapi 
voice.


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard wee1s...@fidnet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 23, 2012 12:39 PM
Subject: [Audyssey] game speech


While I prefer human speech in games, I don't mind a good quality SAPI 
voice that has the proper accent.  It's a personal preference, but when 
the word are is to be pronounced, I want to hear are, not ah, 
heart instead of hot, and so on.  There's an R there, so pronounce it. 
enter, not enTuh.  Also, I saw it instead of I sore it.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Monday, January 23, 2012 3:45 AM
Subject: [Audyssey] Hi Dark





I don't know, for some reason hearing the same human speech over and over 
in a game bothers me.  But hearing the same sapi5 voice over and over 
does not.


Now if I had sight and saw a human on the screen, I would expect to hear 
human speech.  But when I had sight, nothing on the screen looked 
anything like a human.


BFN

Jim

The voices in my head may not be real, but they have some darned good 
ideas!


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

2012-01-23 Thread BRYAN PETERSON
Interestingly enough I prefer the UK English version of the Elloquence
synthesizer. I don't know, I  just could never stand the American one.
But as far as synthes in games go I'm pretty set in my ways. Sapi for
status info is fine, but never, and I mean never, should synthes be
used for actual characters unless, and that being the key word, they
happen to be robot or computer characters. To be qite frank tat's
probably the biggest reason I can never manage to maintain my interest
in the Sarah game.

On 1/23/12, dark d...@xgam.org wrote:
 Hi charles.

 I agree, but Funnily enough I'm the opposite way around with synths, 
 but being english I would be.

 I have no care whether the letter R is pronounced, but do like long A's and

 short o's, --- -indeed with the English pronunciation of hot you could never

 mistake it for heart simply because the O is shorter and deeper. That is why

 i use orphius Alan as my main Hal voice, and realspeak daniel as my sapi
 voice.

 Beware the grue!

 Dark.
 - Original Message -
 From: Charles Rivard wee1s...@fidnet.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 23, 2012 12:39 PM
 Subject: [Audyssey] game speech


 While I prefer human speech in games, I don't mind a good quality SAPI
 voice that has the proper accent.  It's a personal preference, but when
 the word are is to be pronounced, I want to hear are, not ah,
 heart instead of hot, and so on.  There's an R there, so pronounce it.

 enter, not enTuh.  Also, I saw it instead of I sore it.

 ---
 Shepherds are the best beasts, but Labs are a close second.
 - Original Message -
 From: Jim Kitchen j...@kitchensinc.net
 To: dark Gamers@audyssey.org
 Sent: Monday, January 23, 2012 3:45 AM
 Subject: [Audyssey] Hi Dark




 I don't know, for some reason hearing the same human speech over and over

 in a game bothers me.  But hearing the same sapi5 voice over and over
 does not.

 Now if I had sight and saw a human on the screen, I would expect to hear

 human speech.  But when I had sight, nothing on the screen looked
 anything like a human.

 BFN

 Jim

 The voices in my head may not be real, but they have some darned good
 ideas!

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

2012-01-23 Thread Thomas Ward
Hi Charles,

Yeah, that is a personal preference thing. I remember originally when
I designed MOTA I used Real Speak Caren because I love her voice and
Australian accent. However, you and a couple of others requested a
strict American female which I did. Although, I like Heather I still
think Caren sounds better, and its just a case of preference.

I can't remember which word it was but you e-mailed me and asked me
what Caren said. Wasn't it something like dart and you thought she
said dot?

I think I've listened to that voice so much I have grown accustom to
the accented words, gotten use to hearing shedule instead of schedule,
etc that would throw the average American off.

Cheers!


On 1/23/12, Charles Rivard wee1s...@fidnet.com wrote:
 While I prefer human speech in games, I don't mind a good quality SAPI voice
 that has the proper accent.  It's a personal preference, but when the word
 are is to be pronounced, I want to hear are, not ah, heart instead
 of hot, and so on.  There's an R there, so pronounce it. enter, not
 enTuh.  Also, I saw it instead of I sore it.

 ---
 Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] game speech

2012-01-23 Thread Thomas Ward
Hi Bryan,

Oh, I like the U.K. version of Eloquence as well. I like to leave it
set on Justin because I think he sounds better than Reed.

I also agree I can put up with almost any SAPI voice for menus and
things like that, but not for cutscenes and game commentary. One of
the things that bothers me about the wrestling game I'm working on is
commentary.

Right now any time you perform a move SAPI acts as a ring side
commintator. Ok, it works, but I can't get into it. I'd prefer a human
to actually call out the moves rather than SAPI.

Cheers!




On 1/23/12, BRYAN PETERSON bpeterson2...@cableone.net wrote:
 Interestingly enough I prefer the UK English version of the Elloquence
 synthesizer. I don't know, I  just could never stand the American one.
 But as far as synthes in games go I'm pretty set in my ways. Sapi for
 status info is fine, but never, and I mean never, should synthes be
 used for actual characters unless, and that being the key word, they
 happen to be robot or computer characters. To be qite frank tat's
 probably the biggest reason I can never manage to maintain my interest
 in the Sarah game.

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