[MUD-Dev] [TECH] Voice in MO* - Phoneme Decomposition and Reconstruction
John Buehler
johnbue at msn.com
Tue May 21 09:59:26 CEST 2002
Daniel Harman writes:
> I think the xbox hardware is just an evolution of their gamevoice
> hardware (www.gamevoice.com). Gamevoice is a little control box
> with multiple channel switches and macroing control through speech
> recognition. It doesn't do text to speech, but I have met some
> Everquest players who use it.
> I must admit that although I own one, I've never actually used it
> to talk to people. I have my pc in the lounge and don't want to
> disturb other in my appartment any more than necessary. The other
> aspect of having real speech in these games is that only one
> person can talk at once. For someone who can type reasonably fast,
> speech is likely more a handicap than an enabler.
With real speech, multiple people can be talking at once, and their
voices can overlap and be perfectly intelligible. I'm ignoring
technical issues relating to delivery of the speech. A modern PC
can trivially handle the output of multiple overlapping sound
streams. It wasn't clear from your statement where you believe
multiple voices breaks down.
Speech input permits two control channels, versus the single channel
of the keyboard. With keyboard-only control, I have to slice up its
use between verbal statements and character control. In times of
intense character control, I don't say much. Nobody does. Just
running along in the wilderness in a game can be dangerous if you
choose to make a joke to somebody that takes more than a few seconds
to complete. You're running in a straight line all that while and
you could easily run off a cliff or into a wandering monster.
I type plenty fast, and speech would be a HUGE win for me. The
downside is, as you've suggested, in circumstances where talking
aloud is a potential problem for others near you.
JB
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