[MUD-Dev] online voice communication

Ted L. Chen tedlchen at yahoo.com
Fri Nov 29 18:28:54 CET 2002


Amanda Walker

> This is a problem; so is delay.  Speech -> phoneme -> speech will
> produce much more of a delay than a simple FFT -> twiddle -> IFFT
> (which is what Xbox Live and most other voice masking systems
> use).  Hearing your own speech with a delay is really, really
> disconcerting, and conversing with a delay is as well, since it
> interferes with the normal timeouts for conversational cues.  Now,
> it's possible to learn to live with this, but it takes practice
> and is not particularly "natural".

True, delay is cumbersome.  Although, if you're strictly not showing
your character while you speak, you can always mute your own voice.
There's still delay and overlapping during conversations, but like
you said, it's livable.

If you need to show your character speaking though, one possible way
is to distance the player from the character.  Instead of the player
being the character, have the player whipser into the character's
ear the dialogue which you wish to speak.  Of course, that's not
natural :) But, just think of it as you having to remind the
character what his or her lines are.  And it let's you hear the line
in the 'incredible hulks' voice, and not your own squeaky one.

It works best if you can setup the expectation for the player of a
dialogue exchange.  That is, they've been exposed to the give-take
exchanges in TV and Movies.  If you can leverage that idea, then
they're more willing to accept the fact that they can't all speak at
once and must wait for the other to finish.

TLC



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