Text-to-speech support


Crazy_Dragon

 

Posted

I would like to use my OS tts engine to read dialogs in game. If I have several installed voices, it would be nice if it can chose a proper voice, ie use a female voice for Ghost Widow.
User should be able to configure if it affects just cut scenes, npc dialogs in MA, all npc dialogs or even team speak.




Story arcs: �Viva la Represi�n! (#2327) | Mysterious Virus (#11762) | Four Horsemen of the 2012 Apocalypse (#531874) | Deadly Dragon | White Slime
My story on union.virtueverse.com

 

Posted

The game is set to a "comic book" feel, speech and thaught bubbles are set there to stay. if they wanted real voice acting and/or players to speak they would have implemented that at the start of the game.

Besides, trying to configure the game to add speech in will be really difficult to start with.


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

[ QUOTE ]
The game is set to a "comic book" feel, speech and thaught bubbles are set there to stay. if they wanted real voice acting and/or players to speak they would have implemented that at the start of the game.

Besides, trying to configure the game to add speech in will be really difficult to start with.

[/ QUOTE ]
I don't think that's what he is asking for TBH. I suspect he wants to use the Text To Speech service that comes with windows for those people who either cannot see or cannot read (though I'm not saying that the OP is either). You can code web sites to have a screen reader version of the text, normally using CSS. It wouldn't be impossible to add the required tags to the game text based on the fact that it seems to use a form of simple HTML already.

True it would be a lot of work for a purpose that wouldn't actually make the game easier for minorities to use, but it is a possibility.


 

Posted

Basically, like the TTS support in UT2004? That was a handy thing to have, and I can read just fine.

I'm all for it for function's sake, even if it's just restricted to one channel at a time (I dread to think how horrific it would be listening to the TTS engine reading more than one channel... ear pain).

/signed.


Sam: "My mind is a swirling miasma of scintillating thoughts and turgid ideas."
Max: "Me too."

Stuff

 

Posted

[ QUOTE ]
If I have several installed voices, it would be nice if it can chose a proper voice

[/ QUOTE ]

I can just imagine the amount of people giving GW a deep manly voice or giving some other "Main characters" Microsoft Sam voices for an Arby 'n' the Chief effect


 

Posted

Um, well, at least chat channels would be "extractable" through a third party program, since herostats already do that, but the mission text might be harder. I'd rather have some proper pre-rendered cut-scenes with voice overs.


 

Posted

Well, I doubt that people with less than AT&T natural voices would find it very useful. But since the CSS standard already supports stuff like stress level, pitch, gender, voice family, speed etc, it wont be harder for binders, story designers and developers to markup text for voice than it is for color.
A combination of AT&T hifi voices with the possibilities of CSS would be very nice.




Story arcs: �Viva la Represi�n! (#2327) | Mysterious Virus (#11762) | Four Horsemen of the 2012 Apocalypse (#531874) | Deadly Dragon | White Slime
My story on union.virtueverse.com

 

Posted

The in game text is only broadly HTML compatible, it uses similar or identical tags (<br> <font> etc) It is by no means CSS compatible. So to add voice data to each and every text in the game would be a huge undertaking. I doubt it will ever happen.


 

Posted

adding voice like that is just like asking to make the game cell-shade, it's a hell to do and who would use it......


 

Posted

1) True cel-shading is nothing more than a form of flat shading.

2, and more on-topic) I take it you have actual experience in this area? I doubt it. :\


Sam: "My mind is a swirling miasma of scintillating thoughts and turgid ideas."
Max: "Me too."

Stuff