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Speech Converter fix for Type Delay in RPing


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#1
Kirku9

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I was wondering if it was possible to create an external program for nwn2 which would be able to take spoken text that a PC says, 'read' it, and convert it into spoken words (say, the character's voice), which would then be sent back into the game and spoken in the place of/along with the floating text. The idea comes with desiring an alternate way for PCs to interact with each other in multiplayer games, because typing text really really doesn't work with more than two people around because it ruins pace and you have to read it all. Plus it would be cool if characters could talk. It would also need a lot of voice volunteer work, probably reading the entire dictionary or something equally ridiculous. But it's an idea. Alternately, a person could speak into their mic and the program replaces their voice and words into the characters voice and sends it to play in the program, leaving no type delay (and resolving the issue for using your own voice, if yours sounds nothing like your character's, or you're playing the opposite sex).

The second method could record the person's voice and with use of a slider and male/female option, allow them to convert their own voice (while preserving the tones), hence allowing them to create their own character voice. Of course, you'd have to only allow them to be able to set the tone when concerning a specific character so it's always the same for it, and be able to save it.

Just two ideas for fixing the type delay problem when roleplaying. I'm no programmer, but I'd be interested in working with people (if it's even possible) to create this or something like it. If you have other more practical suggestions also post them here.

Modifié par Kirku9, 27 janvier 2011 - 09:56 .


#2
SkywingvL

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The next CE release will include a text to speech option (off by default), which uses the system voice synthesizer to announce chat text spoken along with player logon and logoff events.

However, this support is extremely rudimentary (doesn't have any support for picking a voice gender yet, mostly because most systems only have one voice installed by default anyway), and may sound a bit more on the robotic side than something you would find truly immersive.

This functionality is likely going to be more practically useful if you want to know when someone is trying to get ahold of you when you're AFK.

Note that the CE has speaker gender information available to a nominal degree, at least for players and creatures in the same area (cross area shouts from NPCs might be received without any way to figure out the gender involved), so if someone wants to do the work to write code to pick a voice based on a given gender with the Microsoft Speech API, it would be easy to plug in.

Modifié par SkywingvL, 29 janvier 2011 - 09:03 .


#3
c i p h e r

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Edit: nvm.

Modifié par ç i p h é r, 30 janvier 2011 - 06:12 .


#4
lorendroll

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What about realistic internal voice chat system? I'm dreaming about a system where characters voice would spread only in location where they are.