Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: SF-Junky on December 23, 2019, 01:27:09 pm

Title: Text-to-speech
Post by: SF-Junky on December 23, 2019, 01:27:09 pm
How exactly do I make this work? Simply activating the respective flags in the launcher doesn't seem to do the trick. Using FSO 19.0.0 (RC1) to run my StormFront mod with the wx Launcher.
Title: Re: Text-to-speech
Post by: wookieejedi on December 23, 2019, 03:20:03 pm
You might have checked this already, but you also need to have the respective boxes checked for in-mission, techroom, etc in the audio section of wx Launcher.
Title: Re: Text-to-speech
Post by: Nightmare on December 23, 2019, 03:46:19 pm
I tried this too a while ago but it didn't seem to have any effect; the settings did not translate into the game (5.5g launcher).
Title: Re: Text-to-speech
Post by: SF-Junky on December 24, 2019, 05:14:19 am
You might have checked this already, but you also need to have the respective boxes checked for in-mission, techroom, etc in the audio section of wx Launcher.
Those are what I meant with "respective flags". Is there anything else? "Enable voice recognition" it is not.

I recently played Vassago's Dirge via Knossos and all worked fine. Maybe you have to change something in the mod itself. But I have no idea.

 :confused:
Title: Re: Text-to-speech
Post by: Nightmare on December 24, 2019, 05:31:48 am
Can tell only for 5.5g, but it is in a separate window, where you can adjust things like which voice is used, the volume and where TTS is happening.
Title: Re: Text-to-speech
Post by: SF-Junky on December 24, 2019, 11:11:11 am
Novachen told me via PM what's the problem. I use a customized comm beep in my mod. However, text-to-speech ignores only emptymsg.wav and CommNode.wav. So I just have to rename my customized beep for tts to work.
Title: Re: Text-to-speech
Post by: SF-Junky on December 26, 2019, 11:11:52 am
While we are at this, is there freeware software around which not only reads text but also saves it as an audio file? Or at least tells me how long it takes to read a piece of text?
Title: Re: Text-to-speech
Post by: Nightmare on December 26, 2019, 11:20:07 am
Ask/PM Darius about it, he made the VA for Solaris that way.
Title: Re: Text-to-speech
Post by: Trivial Psychic on December 27, 2019, 12:36:48 am
When trying to figure out how long the text-to-speech takes to read a line, I just copy and paste it into the old wx launcher.  There's a test box in there which reads off anything in it.  Just paste the text and hit the test button, then either count or use a stop-watch.  Unfortunately there's still one problem... there is a way to get the computer to read the TTS faster or slower, so you never know exactly how long it will play on someone else's computer if they've set their TTS to a different speed.
Title: Re: Text-to-speech
Post by: SF-Junky on December 27, 2019, 07:30:23 am
Good thing I've downloaded Solaris a while a go. About time I have a look at it. :) And maybe get in touch with Darius.

In the meantime, I use this site to find out how long tts needs to read my msgs: https://notevibes.com/
Title: Re: Text-to-speech
Post by: AdmiralRalwood on January 07, 2020, 09:47:00 am
Novachen told me via PM what's the problem. I use a customized comm beep in my mod. However, text-to-speech ignores only emptymsg.wav and CommNode.wav. So I just have to rename my customized beep for tts to work.
Or tell FSO the filename is a generic message beep (https://wiki.hard-light.net/index.php/Messages.tbl#.23Simulated_Speech_Overrides).