a voice/syntisizer API in games ?
Can this be done ?
Is there any finished and portabal - with some dececnt sound ?
I am makeing a RPG (my team and me that is ) - and we got a ton's of text that woud definatly not fit on a DVD - even in ogg/mp3 - so we touth that we coud write an voicee syntisizer API - the problem is - nobody has done this before in my team - so any tutorials on the net - any info ?
Please - whe are at the dead end hear ;)
Well I know that Microsoft has a voice synthesizer API in it's list of Win32 APIs. I don't know if it would be appropriate for use in a game, but it might be worth checking out.
There are some audio compression schemes designed for use with speech which can get a lot better compression than ogg/mp3. You could try checking one of them out.
More than a DVD of ogg/mp3 is a lot of audio, though, especially since you can compress voice better than full music in most cases. Do you really have more than 50 hours of speech in your game?
j
More than a DVD of ogg/mp3 is a lot of audio, though, especially since you can compress voice better than full music in most cases. Do you really have more than 50 hours of speech in your game?
j
Not sure if this is along the lines of what you were thinking, but this article was pretty good. Text-to-speech. It uses the Microsoft text-to-speech API, which is OK, but it certainly can use improvement. As far as quality goes, it sounds like a robot in a movie, real machine like.
There may be new voices since i last used this, but i'm not sure. It's fun to play with for a bit at any rate.
One other thing I might suggest is doing a bit of reading on phonemes (I think this is the word i'm thinking of) and things like that. If you have a complete collection of all the phonemes for each character you could combine them to form words yourself, these phonemes (I believe there may be a little over 200, to produce english speech at least) if recorded for each of your characters could produce almost limitless in-game speech where your speech would be in the form of strings rather than recorded sound snippets. Hope this helped.
There may be new voices since i last used this, but i'm not sure. It's fun to play with for a bit at any rate.
One other thing I might suggest is doing a bit of reading on phonemes (I think this is the word i'm thinking of) and things like that. If you have a complete collection of all the phonemes for each character you could combine them to form words yourself, these phonemes (I believe there may be a little over 200, to produce english speech at least) if recorded for each of your characters could produce almost limitless in-game speech where your speech would be in the form of strings rather than recorded sound snippets. Hope this helped.
Quote:Original post by jdi
There are some audio compression schemes designed for use with speech which can get a lot better compression than ogg/mp3. You could try checking one of them out.
More than a DVD of ogg/mp3 is a lot of audio, though, especially since you can compress voice better than full music in most cases. Do you really have more than 50 hours of speech in your game?
j
I don't know how much of sound is it - buth it's about 98 pages of FULL text (font size 10 :) ) and more to come - when you add music, and not to mention graphiks .....
And where woud I find people for 98 pages of talking ?? My mony project status is preaty low.
Quote:
Well I know that Microsoft has a voice synthesizer API in it's list of Win32 APIs. I don't know if it would be appropriate for use in a game, but it might be worth checking out.
Win32 only :( , sounds preaty crapy ;)
Quote:
One other thing I might suggest is doing a bit of reading on phonemes (I think this is the word i'm thinking of) and things like that. If you have a complete collection of all the phonemes for each character you could combine them to form words yourself, these phonemes (I believe there may be a little over 200, to produce english speech at least) if recorded for each of your characters could produce almost limitless in-game speech where your speech would be in the form of strings rather than recorded sound snippets. Hope this helped.
Hmm.... I did think of this before - and i agree - it woud be ok Buth I (and the rest of the guys from my team) are not that expirienced in lanunge - especialy in english - sou we coud use any tutorials there are.
Has anybody tryed this ?
Didn't half-life include a text-to-speech engine built-in? Have any other engines included such features?
>> Didn't half-life include a text-to-speech engine built-in?
No, although it did sound like that. The voices you heard that had the synthesized sound to it were all in wav files. You can check them out yourself.
No, although it did sound like that. The voices you heard that had the synthesized sound to it were all in wav files. You can check them out yourself.
Unreal Tournament 2004 includes a voice synth redistributable (I believe it is microsofts) and has the option to do text->speech . I'm pretty sure UT2k4 runs on linux, so they must have some alternate solution that runs there (I don't think they would have just disabled that feature). Maybe looking into it would help you find a multi-OS solution(even if it is writing a wrapper and using different libraries for each OS).
I would not be able to listen to 98 pages of computer robot talk.....
I think you should cut the script down and record speech
I think you should cut the script down and record speech
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