Modding, Mission Design, and Coding > Help Wanted/Offering Help

Optimising Text-to-Speech narration so that it no longer sounds terrible 😉

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Iain Baker:
Hi there!

I’m sure we have all cringed at how poorly the text-to-speech system works in game (and in general – YouTube videos, I’m looking at you).
 
However, there are ways of improving it, and done correctly it can actually be quite effective. Feel free to take a look at my website to see examples. https://iainbakerfreelance.co.uk/
If anyone would like me to help with the text to speech optimisation of their mod please get in touch.

One question, is the text-to-speech software narrating the text that is on screen, or is it referencing a file somewhere? If so, would altering this file alter the text that appears on screen? I ask as optimising text for text-to-speech narration involves manually altering the text into a format that the software is better able to understand. This results in narration that sounds pretty decent, but if someone were to read the text it would look like gobbledygook ;-)

Ideally you would want the on screen text to be referencing one unaltered file, and the narration referencing a separate optimised file - or a pre-recorded MP3 file. You would then have on screen text that is readable and narration that is listenable.

Hope to hear from you soon  :)

General Battuta:
Unfortunately it's reading straight off the screen.

Mongoose:
You can have the in-mission dialog use different text than what you're using for text-to-speech, but that would entail pre-recording the audio and bundling it with your mod.

Nightmare:
And the benefit from having audio different from text would be... higher quality?

General Battuta:
Yes, it sounds like you can give the TTS something closer to a phonetic script to read so it doesn't get confused.

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