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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RandomTiger on September 07, 2003, 01:22:34 pm

Title: Fully working simulated speech checked in
Post by: RandomTiger on September 07, 2003, 01:22:34 pm
http://mysite.freeserve.com/thomasw.../fs2_open_r.rar

To use this you must run my latest launcher (http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/Launcher.rar) and check if SAPI works with your system. If it does then you can press the play button to hear it. There are better voices around (like in the SAPI SDK) but I've not found a general release pack with them in yet. To use speech ingame make sure all the sound boxes are checked. Speech will work (depending on the options you choose) in the techroom and in any MOD's that have printed dialog with no voice acting.

Dev stuff:

As I have checked it in the speech stuff should not compile meaning everyone can carry on without having to install SAPI SDK.
However whoever does the offical builds should take care to ensure FS2_SPEECH compile flag is set in the main and code project settings. I have put a #pragma message to remind you. If anyone gets any speech related compile problems then e-mail me and I'll sort it out as quick as I can.

Please report any bugs to bugzilla and me.
Title: Fully working simulated speech checked in
Post by: Inquisitor on September 07, 2003, 01:24:51 pm
note, this is not in 3.5.5, but his build should have everything 3.5.5 does.
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 07, 2003, 01:38:14 pm
Sorry, didnt know you were about to make a version, otherwise I would have made an effort to get it in sooner. People can still mess about with the exe Im just about to finish uploading:

http://mysite.freeserve.com/thomaswhittaker/c_code/freespace/fs2_open_r.rar
Title: Fully working simulated speech checked in
Post by: Inquisitor on September 07, 2003, 01:49:19 pm
If everyone yells, we'll just make that 3.5.6 :)
Title: Fully working simulated speech checked in
Post by: Rictor on September 07, 2003, 04:03:50 pm
And for us non-programmer types, where exactly can the Speech API be download from? Perhaps it would be better to include it with the Launcher or with the next version of fs_open since I doubt many people have it already..
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 07, 2003, 04:13:46 pm
Basically if you have XP and your soundcard supports SAPI (check speech tab in launcher) then it will just work.

You non-programmer types shouldnt be downloading the SAPI SDK unless you are particullary keen to try out other voices. If you are then a quick search in google or on microsofts website will do the trick.

XP seems to offer one voice 'Microsoft Sam', the worst of the lot, by default. I'm not sure about other OS's. I will try to find some more voices out there, today I found some but I think they were for SAPI 4 and dont seem to register as voices in any way I can find.
Title: Fully working simulated speech checked in
Post by: Rictor on September 07, 2003, 04:22:42 pm
I'm on Win98 and all I'm ineterested in doing is hearing some kind of voice. I know that there are other options avalable, but what would be the easiest way for me to get text-to-voice working on my system, without the intention of doing any programming or such?
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 07, 2003, 05:36:30 pm
Quote
Originally posted by Rictor
I'm on Win98 and all I'm ineterested in doing is hearing some kind of voice. I know that there are other options avalable, but what would be the easiest way for me to get text-to-voice working on my system, without the intention of doing any programming or such?


Download my launcher and check the speech tab. If the voice will play, it works.

Is your question about freespace or just text to speech in general?
Title: Fully working simulated speech checked in
Post by: Flipside on September 07, 2003, 05:45:45 pm
Got a slight problem here, I get speech ok in the launcher (Have the SDK), but nothing in game whatsoever (by way of simulated speech), is there something obvious I am missing, like I have to press a button to hear it or something?

Flipside :D

Athlon 1700+
Win XP
768Mb
GI Force 4 MX 440
Audigy Platinum Soundcard (EAX  Set - Do I need Direct3D sound?)
Title: Fully working simulated speech checked in
Post by: Rictor on September 07, 2003, 07:29:38 pm
I did download the Launcher. Thats why I asked. Under the speech tab, it says "Speech API not installed", and I am unable to click on the Test button or any other button within the tab (I can click Cancel, OK and all the "system" buttons). The thing is, the buttons aren't greyed out or anythiing, its just that clicking them produces no effect, and they don't have the "clicked" look when clicked.
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 08, 2003, 02:00:55 am
Rictor: That either means os sound card or OS (98?) doesnt support it.
You may well have to install something but I dont know what that is yet.
You could wait for me to figure it out or go look for yourself.
I know thats not very helpful, sorry :)

Flipside: Make sure you have all the boxes ticked, the techroom should work at the very least. Remember that the speech is only used when there arent any voice wav's.

Its also possible I've made a mistake, I had to put it in quite quick because I dont have much free time.

As I said, the techroom should work OK.
Will look into this tonight, let me know how you get on.
Title: Fully working simulated speech checked in
Post by: Fry_Day on September 08, 2003, 04:45:08 am
There is a redistributable voice-pack. It weighs (as far as I remember) around 50MB or so, though.

*point* -> http://www.microsoft.com/speech/download/sdk51/

Win95 isn't supported, and 128MB RAM is listed as recommended.
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 08, 2003, 06:33:13 am
Thanks, but I still hope to find a lightweight solution to this.
Seems a bit mad to have normal users installing a whole SDK.
However, for now it might be a good solution.

Rictor, if you install it could you give us some feedback and tell us if it works.
Title: Fully working simulated speech checked in
Post by: Flipside on September 08, 2003, 06:50:31 am
Ok, I've made sure all the checkboxes were ticked, but I'm still not getting any speech. I'll try a little more later on tonight and make sure I'm not doing anything silly, and let you know what happens :)

Flipside :D
Title: Fully working simulated speech checked in
Post by: J.F.K. on September 08, 2003, 06:57:29 am
Holy ****, it works! This is awesome! Wait a minute, I don't have one installed right now... does this work on in-mission text? That'd be soooooo kick-ass... :eek2:
Title: Fully working simulated speech checked in
Post by: Taristin on September 08, 2003, 07:06:11 am
I was using it... She's a bit drab, and has trouble saying reticle, and weapon, but she says Vasudan good enough...

I'll have to turn her speed up a bit though, 'cuz she wasn't talking fast enough to for the message speed...
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 08, 2003, 07:31:05 am
Not perfect no, good for free.
There are things we can do to make it sound better.
Perhaps we could get hold of better voices, some are really good.
Title: Fully working simulated speech checked in
Post by: ChronoReverse on September 08, 2003, 09:32:45 pm
Quite cool :yes:

Too bad the glowmaps and the new eye-candy (which I love) runs really slowly on my box.  I tried out Derelict with the sim-sound and it's so much nicer when you can hear the voice instead having to press F4 every so often.
Title: Fully working simulated speech checked in
Post by: Rictor on September 08, 2003, 10:56:02 pm
I have yet to try it out, sorry. I'll try it tommorow.
Title: Fully working simulated speech checked in
Post by: Flipside on September 09, 2003, 03:33:00 am
Hmmmmmm... I might have to Email you about this RT, I'm am getting 'Mike' (the voice I am using) fine in the Launcher, but not at all in game. My first question to make sure I'm not doing something obviously wrong is, though I am using the latest version of the launcher, is there a specific version of the EXE I need to be using, I'm using Bobb's latest build with the thruster particles in.

Flipside :D
Title: Fully working simulated speech checked in
Post by: J.F.K. on September 09, 2003, 03:49:20 am
Quote
Originally posted by ChronoReverse
Quite cool :yes:

Too bad the glowmaps and the new eye-candy (which I love) runs really slowly on my box.  I tried out Derelict with the sim-sound and it's so much nicer when you can hear the voice instead having to press F4 every so often.


Ooh, that reminds me, I gotta check this on Inferno...
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 09, 2003, 04:43:59 am
You wont have much luck unless you use the exe provided in this thread:


http://mysite.freeserve.com/thomasw.../fs2_open_r.rar
Title: Fully working simulated speech checked in
Post by: Flipside on September 09, 2003, 05:04:03 am
D'oh, thought that was the source code for the modders, my bad, I just get a 404 from the website though :(

Flipside :D

Ok, edited the link in the Address bar and got the file :) Checking now :)

Sounds great! I wonder if theres any way to tell it to ignore 'dollar' and the letter afterwards when reading the briefings though :) Still, as you said earlier, for free, it's great!
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 09, 2003, 05:33:32 am
No, code is in cvs.
Should have made link more clear.
Have put it at top of thread now
Title: Fully working simulated speech checked in
Post by: Taristin on September 09, 2003, 04:25:40 pm
Aside from the mispronunciation of Reticle (sounds french), and Weapon (Wee-pun), it's good.
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 09, 2003, 05:20:04 pm
At the weekend I will attempt to get hold of a win98 machine with a sound card (mine doesnt have one) and work out what you have to install to get it to work. It could simply be a case of having sapi.dll in the same dir. Will post if I have any luck.

If anyone has 2000 I could do with knowing if it works.

As far as saying words wrong I believe there is some way to setup custom sounds for words that could help us sort this out.
Title: Fully working simulated speech checked in
Post by: Taristin on September 09, 2003, 06:20:52 pm
I'm on win2k. Works like a dream. :)
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 10, 2003, 03:00:27 am
Thanks :)

Todo list:

1. Get working on win98
2. Get more voices to choose from (without  downloading whole SDK)
Title: Fully working simulated speech checked in
Post by: Raven2001 on September 10, 2003, 08:12:09 am
Excuse me for my ignorance, but what is simulated speech, how does it work?? what can we do with it??
Title: Fully working simulated speech checked in
Post by: Flipside on September 10, 2003, 08:36:52 am
RT has managed to get the Microsoft Speech program (with the SDK kit at the moment) to read your mission briefings and in-game messages to you now, so it relieves the burden of voice acting to smaller mods :)

Flipside :D
Title: Fully working simulated speech checked in
Post by: redmenace on September 10, 2003, 09:51:55 am
Now the real question, can we implement speach recognition into the build. Doesn't Microsoft have something like that for windows as well. And actually, there are free ones out there also.
Title: Fully working simulated speech checked in
Post by: Lightspeed on September 10, 2003, 10:15:40 am
and... if i may ask... what would you do with speech recognition? :lol: :rolleyes:
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 10, 2003, 11:16:26 am
I believe SAPI has that kind of capibility but what would you want it for?
Title: Fully working simulated speech checked in
Post by: Flipside on September 10, 2003, 11:32:23 am
I'll be honest, most of these programs take so long to figure out what you are saying, that it's quicker to hit the 'H' key rather than say 'Next Hostile' or whatever (and that is without Game sound in the background to add to the confusion). Also, they take up quite a lot of precious CPU time, which is starting to run a bit thin on the ground at the moment, and probably will continue to be so until HT&L rears it's headz :)
Also, the possibilities for mistakes are boundless, all you need is an ingame voice to say 'Cover the Behemoth until she can use her JUMP DRIVE' or something and you could be in a whole world of embarassing :)

Flipside :D
Title: Fully working simulated speech checked in
Post by: redmenace on September 10, 2003, 12:59:33 pm
Well I thought it would be interesting to be fighting and to say a message and have it typed and sent. Like "Red Leader Standing By" and " Unlock S-Foils in to attack position."  But ya I see difficulty with the scripted wave files interfering with the recognition System. Mainly I would like to have this for multiplayer chat. It takes to long currently to send messages. You have to type it in while hoping not to be destroyed. I am not sure though, did the retail of fs2 allow people to communicate with voice?
Title: Fully working simulated speech checked in
Post by: Flaser on September 10, 2003, 01:10:02 pm
Quote
Originally posted by redmenace
Well I thought it would be interesting to be fighting and to say a message and have it typed and sent. Like "Red Leader Standing By" and " Unlock S-Foils in to attack position."  But ya I see difficulty with the scripted wave files interfering with the recognition System. Mainly I would like to have this for multiplayer chat. It takes to long currently to send messages. You have to type it in while hoping not to be destroyed. I am not sure though, did the retail of fs2 allow people to communicate with voice?


It did. You just had to hold the comm button and send a message with microphone.

On the other hand, this thing could be quite bandwidth demanding, so it wasn't too feasible to play.
Title: Fully working simulated speech checked in
Post by: Fry_Day on September 10, 2003, 02:00:18 pm
It's one thing to get speech recognition, which is offered by the speech SDK, and another, more difficult task, to create a lexicographical parser that creates commands the AI can understand from text that isn't specially formatted. Besides, Speech recognition is a total processor hog. Getting it done in real time requires a >1.3GHz processor dedicated to the task, to do decently
Title: Fully working simulated speech checked in
Post by: RandomTiger on September 10, 2003, 02:02:04 pm
Multiplayer stuff isnt really revelent for fs2_open anyway.
Still, interesting idea.
Title: Fully working simulated speech checked in
Post by: Flipside on September 10, 2003, 02:07:55 pm
Besides, 'all' that seems to be asked for is a 'record and transmit' system, identical to the one in the Original FS2, but possibly with better compression. (Ogg strikes back). I still don't hold with these systems personally, it's ok'ish on DSL, pointless on Modem and even on LAN you can often walk to the other computer in time to hear your message arrive....
'Look out, that beam cannon is charging!' Never a good thing to hear as you watch the replay of your death :(

Flipside :D
Title: Fully working simulated speech checked in
Post by: SuperCoolAl on September 16, 2003, 02:31:27 pm
the fs2_open_r.rar link gives a 404. I really want this cos it will add an extra flavour to the DEM campaign.
Title: Fully working simulated speech checked in
Post by: SuperCoolAl on September 17, 2003, 01:23:25 am
ah un one of your posts the link works IT WORKS WOOHOO U ARE AWESOME!