Discussion:
[Audyssey] USA Games News 3/18/2010
Thomas Ward
2010-03-18 17:21:21 UTC
Permalink
USA Games News

March 18, 2010

Introduction

Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.

Genesis Engine

As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.

Mysteries of the Ancients

Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.

Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can

answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.

Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
Charles Rivard
2010-03-18 17:32:40 UTC
Permalink
Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-18 17:57:52 UTC
Permalink
Hi Charles,
Sure. As long as it is on topic for the list you send it to I don't
have any particular objection with it being sent to another list.

Cheers!
Post by Charles Rivard
Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
Hayden Presley
2010-03-18 23:55:58 UTC
Permalink
Hi,
I am glad we're getting Heather back. Karen's not all that bad, but I, was a
MOTA BETA owner since Beta 4, have gotten used to that one.
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, March 18, 2010 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News 3/18/2010

Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-19 00:28:34 UTC
Permalink
Hi,
Yeah, that was a pretty popular feature request for beta 11. I guess a
lot of people were turned off by Karen and wanted me to upload Heather
to the web site or return it to the game. I figured since that many
people were interested in having it I would make it the default game
voice for beta 11. Plus I recently got my hands on the Sapi 5 version
of Acapela Heather, not the Nextup.com version, and I've noticed it
works better. it isn't quite as fussy as the version I was using, and
makes less verbal mistakes. So you are actually getting a better voice
recording as well.

Cheers!
Philip Bennefall
2010-03-19 06:21:06 UTC
Permalink
Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?

Kind regards,

Philip Bennefall
Bryan Peterson
2010-03-19 09:56:11 UTC
Permalink
I tend to agree with you Philip, but the problem is that professional voice
talent is hardly inexpensive. The lady who does the actual Angela sound
clips charged a considerable amount just for doing those clips. It would
cost even more for actual speech of the sort you're thinking of. I agree it
would sound more esthetically pleasing but it may not be financially
feasible unless it could be absolutely guaranteed that Thomas would get his
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of little
chunks that they try to fit together to form the particular phrase in
question and these engines are far from perfect. A real lady would be able
to emphasise her words so that you really feel for what she is saying and
can put it in teh context of the game so to speak, rather than the dry and
unemotional tts voice equivalent. I guess what I'm trying to say is, in a
game where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like Mota
I think it would be highly benefitial for the end product to use an actual
voiceover artist. Again, you would only do these recordings when you feel
that it's not very likely that the general set of words and phrases will
change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Philip Bennefall
2010-03-19 10:02:02 UTC
Permalink
Hi Bryan,

A valid point indeed, and one which I certainly considered before I decided
to hire voice actors for all of my games; except for the parts I can do here
in my own studio. I feel, however, that the chances of a purchase increase
with every little detail of quality featured in the game - especially that
of the main output voice, as that is what the user will hear possibly for
hours on end. My filosophy is this, rather spend a little extra and get
everything as good as it can possibly be as you then stand out above the
rest, and are thus likely to get more sales in the end.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional voice
talent is hardly inexpensive. The lady who does the actual Angela sound
clips charged a considerable amount just for doing those clips. It would
cost even more for actual speech of the sort you're thinking of. I agree it
would sound more esthetically pleasing but it may not be financially
feasible unless it could be absolutely guaranteed that Thomas would get his
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of
little chunks that they try to fit together to form the particular phrase
in question and these engines are far from perfect. A real lady would be
able to emphasise her words so that you really feel for what she is
saying and can put it in teh context of the game so to speak, rather than
the dry and unemotional tts voice equivalent. I guess what I'm trying to
say is, in a game where the text is so dynamic so that a real human voice
would be impossible such as Entombed I can put up with tts, but in a game
like Mota I think it would be highly benefitial for the end product to
use an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words and
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Bryan Peterson
2010-03-19 10:09:38 UTC
Permalink
Oh I tend to agree, but I guess it depends on how much extra you're willing
to do. And seeing as how this wasn't even Thomas' project to begin with and
the amount of trouble it's brought down on him in the four years he's been
working on it it's definitely understandable why he just wants to get it out
the door. But now that I think of it I don't think Thomas ever intended to
use real human speech beyond what was necessary for Angela herself. I tend
to agree that real human speech is more pleasing to hear, but I can't
honestly say that I'll be able to do that when I start working on games.
Sometimes it's not even a matter of being willing or unwilling but what you
can and can't actually afford. Like I said, professional voice talent is
hardly inexpensive so sometimes some people literally can't afford the extra
money, even if they would prefer to use human speech. Thomas does after all
have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on
your end users if you use an actual voice talent in the final product.
Since you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are
inevitably going to be present in every concatenated tts voice. When I
say concatenated in this case I do not mean your game sound files but
rather the way that the actual voice is constructed, there are hundreds
of little chunks that they try to fit together to form the particular
phrase in question and these engines are far from perfect. A real lady
would be able to emphasise her words so that you really feel for what
she is saying and can put it in teh context of the game so to speak,
rather than the dry and unemotional tts voice equivalent. I guess what
I'm trying to say is, in a game where the text is so dynamic so that a
real human voice would be impossible such as Entombed I can put up with
tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only
do these recordings when you feel that it's not very likely that the
general set of words and phrases will change much. As an example,
imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Philip Bennefall
2010-03-19 10:13:53 UTC
Permalink
Hi Bryan,

Again, these are all factors that must be taken into consideration. I do not
know any of the underlying circumstances, I was refering merely to the game
itself and the impact I think it would have on it. Then whether this is
actually possible or not isn't for me to judge.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're
willing to do. And seeing as how this wasn't even Thomas' project to begin
with and the amount of trouble it's brought down on him in the four years
he's been working on it it's definitely understandable why he just wants
to get it out the door. But now that I think of it I don't think Thomas
ever intended to use real human speech beyond what was necessary for
Angela herself. I tend to agree that real human speech is more pleasing to
hear, but I can't honestly say that I'll be able to do that when I start
working on games. Sometimes it's not even a matter of being willing or
unwilling but what you can and can't actually afford. Like I said,
professional voice talent is hardly inexpensive so sometimes some people
literally can't afford the extra money, even if they would prefer to use
human speech. Thomas does after all have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I
appreciate the convenience of using synthetic speech while the game is
in intensive development (e.g. when you have a million things changing
from day to day), but in my mind you make a much more professional
impression on your end users if you use an actual voice talent in the
final product. Since you are using concatenated audio files anyway,
this would not be a difficult thing to do as it would just be a matter
of replacing the tts version of each file with the real woman's voice.
To me, this gives the game a much nicer atmosphere and an over-all
nicer feel, as I personally tend to get rather irritated with the
little glitches that are inevitably going to be present in every
concatenated tts voice. When I say concatenated in this case I do not
mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines
are far from perfect. A real lady would be able to emphasise her words
so that you really feel for what she is saying and can put it in teh
context of the game so to speak, rather than the dry and unemotional
tts voice equivalent. I guess what I'm trying to say is, in a game
where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like
Mota I think it would be highly benefitial for the end product to use
an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words
and phrases will change much. As an example, imagine Q9 with NeoSpeech
Paul?
Kind regards,
Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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please send E-mail to Gamers-owner at audyssey.org.
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Bryan Peterson
2010-03-19 10:23:47 UTC
Permalink
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:13 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
Again, these are all factors that must be taken into consideration. I do
not know any of the underlying circumstances, I was refering merely to the
game itself and the impact I think it would have on it. Then whether this
is actually possible or not isn't for me to judge.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're
willing to do. And seeing as how this wasn't even Thomas' project to
begin with and the amount of trouble it's brought down on him in the four
years he's been working on it it's definitely understandable why he just
wants to get it out the door. But now that I think of it I don't think
Thomas ever intended to use real human speech beyond what was necessary
for Angela herself. I tend to agree that real human speech is more
pleasing to hear, but I can't honestly say that I'll be able to do that
when I start working on games. Sometimes it's not even a matter of being
willing or unwilling but what you can and can't actually afford. Like I
said, professional voice talent is hardly inexpensive so sometimes some
people literally can't afford the extra money, even if they would prefer
to use human speech. Thomas does after all have a wife and son to
support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the
user will hear possibly for hours on end. My filosophy is this, rather
spend a little extra and get everything as good as it can possibly be as
you then stand out above the rest, and are thus likely to get more sales
in the end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that
Thomas would get his money's worth. And in our market that's not a
guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I
appreciate the convenience of using synthetic speech while the game is
in intensive development (e.g. when you have a million things changing
from day to day), but in my mind you make a much more professional
impression on your end users if you use an actual voice talent in the
final product. Since you are using concatenated audio files anyway,
this would not be a difficult thing to do as it would just be a matter
of replacing the tts version of each file with the real woman's voice.
To me, this gives the game a much nicer atmosphere and an over-all
nicer feel, as I personally tend to get rather irritated with the
little glitches that are inevitably going to be present in every
concatenated tts voice. When I say concatenated in this case I do not
mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines
are far from perfect. A real lady would be able to emphasise her words
so that you really feel for what she is saying and can put it in teh
context of the game so to speak, rather than the dry and unemotional
tts voice equivalent. I guess what I'm trying to say is, in a game
where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like
Mota I think it would be highly benefitial for the end product to use
an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words
and phrases will change much. As an example, imagine Q9 with NeoSpeech
Paul?
Kind regards,
Philip Bennefall
---
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Phil Vlasak
2010-03-19 11:01:29 UTC
Permalink
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
Philip Bennefall
2010-03-19 11:11:14 UTC
Permalink
Hi Phil,

I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
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Thomas Ward
2010-03-19 11:26:04 UTC
Permalink
Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.
Kind regards,
Philip Bennefall
Philip Bennefall
2010-03-19 11:46:46 UTC
Permalink
Hi Thomas,

WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to scratch
anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at all,
and go the professional equipment root all the way. I have set up a decent
studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an invaluable
asset. This way, I get top knotch audio for all of my newer games and never
have to worry about using noise reduction, pop/click removal or any other
such techniques.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:26 PM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.
Kind regards,
Philip Bennefall
---
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Thomas Ward
2010-03-19 12:09:57 UTC
Permalink
Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.

Cheers!
Post by Philip Bennefall
Hi Thomas,
WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to scratch
anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at all,
and go the professional equipment root all the way. I have set up a decent
studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an invaluable
asset. This way, I get top knotch audio for all of my newer games and never
have to worry about using noise reduction, pop/click removal or any other
such techniques.
Kind regards,
Philip Bennefall
Philip Bennefall
2010-03-19 12:21:41 UTC
Permalink
Hi Thomas,

This is very true. This is why I decided to stop bothering with it at all
and spend that little extra to get people with the proper equipment.
Sometimes, very rarely, if I find an exceptionally good voice artist who
lacks the gear I'll ask them to find a local studio in their area and book
them into that. Often, however, people are offended because I cannot use
their work even though I attempt to explain to them that I'm not
unappreciative or ungreatful for their offer to record for free, but that
the gear just doesn't cut it in the end.

As for music, I do a bit of that myself and I get very good sounds out of my
studio, but my talent is not yet up to the standard that I expect in my
games and so I hire pros to do it instead. I write mostly orchestral and
Scandinavian folk music, but only as a hobby. For the time being...

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 1:09 PM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.
Cheers!
Post by Philip Bennefall
Hi Thomas,
WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to scratch
anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at all,
and go the professional equipment root all the way. I have set up a decent
studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an invaluable
asset. This way, I get top knotch audio for all of my newer games and never
have to worry about using noise reduction, pop/click removal or any other
such techniques.
Kind regards,
Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Charles Rivard
2010-03-19 17:11:21 UTC
Permalink
And the tools! ain't! cheap! (grin)
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 7:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Been there done that. As you say it doesn't really work. Goldwave and
Soundforge are great tools, but every time you edit a file using the
handy sound filters you might get rid of the background noise you also
lose some sound quality as well. What you end up with sounds almost as
bad as what you started with if not somewhat worse like being too
tinny, muffled, whatever. There really isn't a way to get a
professional recording out of substandard equipment. I know that all
too well.
For example, many on here know in addition to a game developer I'm
also something of a musician. I can play keyboard, guitar, and drums.
Thing is though all of my gear is budget quality stuff. So even though
I have the talent to record my own game music it wouldn't sound as
good as a professional could do. I don't have the right gear for a
professional recording, and I know it. Whenever I record my keyboard
it sounds good from a budget home musician's point of view, but the
sound faunts sound like crap compared to something a musician with a
keyboard that costs 10 times more than mine. Got the talent, but not
the tools.
Cheers!
Post by Philip Bennefall
Hi Thomas,
WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to scratch
anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at all,
and go the professional equipment root all the way. I have set up a decent
studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an invaluable
asset. This way, I get top knotch audio for all of my newer games and never
have to worry about using noise reduction, pop/click removal or any other
such techniques.
Kind regards,
Philip Bennefall
---
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Gamers-unsubscribe at audyssey.org.
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Thomas Ward
2010-03-20 01:30:11 UTC
Permalink
Hi Charles,
You got that right. My keyboard is a $350 keyboard I purchased a
couple of years ago, which sounds ok, but definitely isn't up to
recording my own game music. A professional musician has an electric
piano that costs somewhere in the range of $3000 to $5000, and has
some truly awesome sound faunts. My little budget job doesn't even
come close.
Post by Charles Rivard
And the tools! ain't! cheap! (grin)
---
In God we trust.
shaun everiss
2010-03-20 04:12:23 UTC
Permalink
well give it a few years and I may inheret a slow del 2.8 with a sb live in it.
no idea how it came with one of those but thats close to pro right there.
Post by Thomas Ward
Hi Charles,
You got that right. My keyboard is a $350 keyboard I purchased a
couple of years ago, which sounds ok, but definitely isn't up to
recording my own game music. A professional musician has an electric
piano that costs somewhere in the range of $3000 to $5000, and has
some truly awesome sound faunts. My little budget job doesn't even
come close.
Post by Charles Rivard
And the tools! ain't! cheap! (grin)
---
In God we trust.
---
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Thomas Ward
2010-03-20 14:20:38 UTC
Permalink
Hi Shaun,

Not on your life. Close to pro my buttt. You got to be joking me right?

First, of all the SB Live line of cards are old technology.
Yesterday's technology, and now are considered one of Creative's low
budget value sound cards. Definitely not the bleeding edge high end
sound cards they use to be back in the late 90's or so. If you want to
talk pro grade sound card something like the X-Fi would be more on the
list of higher end cards for musicians and sound designers.

Second, Creative Labs has been considerably falling behind in quality
and standards, and if you pay for one of their high priced cards you
are buying the name not the quality. I've had a number of their Audegy
cards totally fail after a couple of months of use, and I have a
friend who invested in an X-Fi only to find it was defective right out
of the box, and had to exchange it for a replacement one that worked.
So Creative is no longer the be all or end all of sound cards.

Third, you do realise that a Del with a 2.8 GHZ processor is on the
low end of processor speed and power these days? My Compaq laptop
purchased two years ago has a 3.6 GHZ Intel processor in it, and even
that is a bit slow compared to what I could purchase now. So it is
not even remotely in the "pro" catagory you speak of.

Cheers!
Post by shaun everiss
well give it a few years and I may inheret a slow del 2.8 with a sb live in it.
no idea how it came with one of those but thats close to pro right there.
shaun everiss
2010-03-21 04:28:37 UTC
Permalink
hmmm yeah I've never had anything more powerfull than a soundmax or some low end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp sounding than the roland stuff.
although the later keyboards are ok.
Post by Thomas Ward
Hi Shaun,
Not on your life. Close to pro my buttt. You got to be joking me right?
First, of all the SB Live line of cards are old technology.
Yesterday's technology, and now are considered one of Creative's low
budget value sound cards. Definitely not the bleeding edge high end
sound cards they use to be back in the late 90's or so. If you want to
talk pro grade sound card something like the X-Fi would be more on the
list of higher end cards for musicians and sound designers.
Second, Creative Labs has been considerably falling behind in quality
and standards, and if you pay for one of their high priced cards you
are buying the name not the quality. I've had a number of their Audegy
cards totally fail after a couple of months of use, and I have a
friend who invested in an X-Fi only to find it was defective right out
of the box, and had to exchange it for a replacement one that worked.
So Creative is no longer the be all or end all of sound cards.
Third, you do realise that a Del with a 2.8 GHZ processor is on the
low end of processor speed and power these days? My Compaq laptop
purchased two years ago has a 3.6 GHZ Intel processor in it, and even
that is a bit slow compared to what I could purchase now. So it is
not even remotely in the "pro" catagory you speak of.
Cheers!
Post by shaun everiss
well give it a few years and I may inheret a slow del 2.8 with a sb live in it.
no idea how it came with one of those but thats close to pro right there.
---
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Thomas Ward
2010-03-22 02:14:20 UTC
Permalink
Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH
Post by shaun everiss
hmmm yeah I've never had anything more powerfull than a soundmax or some low
end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp sounding
than the roland stuff.
although the later keyboards are ok.
shaun everiss
2010-03-22 04:01:31 UTC
Permalink
aah.
I always like to stay up to date.
I have a realtech hd card but am not impressed with the stripped down card on my laptop.
sure it is sounding real good for what it is but in games like sod I have to set everything off the card because it doesn't run everything well.
In one part of teraformas sounds don't work well at all.
I suspect that my card has reduced internal memmory.
I have been brought up on yamaha, sb16 and other such cards.
A basic card for me that looks good could be the soundmax, no fx but a built in eq makes up for that the realtech hd and the realtech ac97 are ok cards.
I've heard about m audio, but hmmm.
Its not like I can go fully pro though I am happy with the lack of buzz and hiss on my end.
Still like the analog cards as they seem to run smoother.
but enough of this I think.
Post by Thomas Ward
Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH
Post by shaun everiss
hmmm yeah I've never had anything more powerfull than a soundmax or some low
end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp sounding
than the roland stuff.
although the later keyboards are ok.
---
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If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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Muhammed Deniz
2010-03-22 19:03:16 UTC
Permalink
Real tech is crap! that's what I have.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "shaun everiss" <shaun.e at xtra.co.nz>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Monday, March 22, 2010 4:01 AM
Subject: Re: [Audyssey] Mota and tts
Post by shaun everiss
aah.
I always like to stay up to date.
I have a realtech hd card but am not impressed with the stripped down card on my laptop.
sure it is sounding real good for what it is but in games like sod I have
to set everything off the card because it doesn't run everything well.
In one part of teraformas sounds don't work well at all.
I suspect that my card has reduced internal memmory.
I have been brought up on yamaha, sb16 and other such cards.
A basic card for me that looks good could be the soundmax, no fx but a
built in eq makes up for that the realtech hd and the realtech ac97 are ok
cards.
I've heard about m audio, but hmmm.
Its not like I can go fully pro though I am happy with the lack of buzz
and hiss on my end.
Still like the analog cards as they seem to run smoother.
but enough of this I think.
Post by Thomas Ward
Hi Shaun,
I'm not really sure what sound cards are currently on top. Despite
what I've said about Creative going down hill I know the Creative Labs
Audigy 4 Pro is a pretty good sound card for games and music, and does
have a lot of good reviews. In terms of other brands I've heard Asus
has some good high-def sound cards, but have not any experience with
them. Another brand that seams to be popular, but I don't have
experience with, is M-Audio.
HTH
Post by shaun everiss
hmmm yeah I've never had anything more powerfull than a soundmax or some low
end yamaha cards so something like that is semi top.
So creative is not the top.
what is, maybe roland or yamaha the yamaha synths are less sharp sounding
than the roland stuff.
although the later keyboards are ok.
---
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Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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---
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If you have any questions or concerns regarding the management of the list,
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Thomas Ward
2010-03-22 20:47:56 UTC
Permalink
Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.
Post by Muhammed Deniz
Real tech is crap! that's what I have.
Muhammed Deniz
2010-03-22 21:02:34 UTC
Permalink
Plus ergo is rubbish, and if you want the best computer just get your own
one built. I think Hp's should be perchesed or maybe a toshiba.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Monday, March 22, 2010 8:47 PM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.
Post by Muhammed Deniz
Real tech is crap! that's what I have.
---
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shaun everiss
2010-03-22 23:48:32 UTC
Permalink
oh for the old days when even toshiba valued their laptops.
it used to be decent yamaha opl2 opl3 fm and xg cards.
now its soundmax and realtech.
Post by Thomas Ward
Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.
Post by Muhammed Deniz
Real tech is crap! that's what I have.
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Muhammed Deniz
2010-03-23 16:09:20 UTC
Permalink
Hi Thomas,
You are seriously a cool man! Both of us agree on these points.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "shaun everiss" <shaun.e at xtra.co.nz>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Monday, March 22, 2010 11:48 PM
Subject: Re: [Audyssey] Mota and tts
Post by shaun everiss
oh for the old days when even toshiba valued their laptops.
it used to be decent yamaha opl2 opl3 fm and xg cards.
now its soundmax and realtech.
Post by Thomas Ward
Hi,
My thoughts exactly. I've never been a real big fan of the Real Tech
sound cards. They are in my opinion cheap give away sound cards that
all too often get stuck in laptops for no other reason than the
manufacturer can buy them dirt cheap and pon them off on their
customers. They definitely are not anywhere near the pro level sound
cards I'm usually use to.
Post by Muhammed Deniz
Real tech is crap! that's what I have.
---
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Philip Bennefall
2010-03-19 11:46:46 UTC
Permalink
Hi Thomas,

WhenI first started out with Pb-games and Pb Soundscape I also worked a lot
with people who eere using 25, 50 and 75 dollar things, and no matter how
good their acting skills were, it took a considerable amount of time to
clean up the recordings and the result were seldom completely up to scratch
anyway which just made for an impossible situation in the end. So with
Blastbay I decided to simply not use recordings made with such gear at all,
and go the professional equipment root all the way. I have set up a decent
studio here at home that I use frequently in my gaming work and also in
other audio productions that I do, and this has proven to be an invaluable
asset. This way, I get top knotch audio for all of my newer games and never
have to worry about using noise reduction, pop/click removal or any other
such techniques.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:26 PM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.
Kind regards,
Philip Bennefall
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Bryan Peterson
2010-03-19 11:28:56 UTC
Permalink
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay
people for their work but demand in return that anyone who does voice work
for me has access to professional recording equipment. This way, I
maintain a consisstant high quality standard in all of my productions,
because the people with whom I have been in contact and have offered to do
voice work for free have certainly been good actors some of them, but most
if not all are using budget headset or internal microphones which I do not
wish to use in the Blastbay titles. This, I think, is a matter of
preference though and one should of course not exclude the other.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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Thomas Ward
2010-03-19 11:37:15 UTC
Permalink
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
Bryan Peterson
2010-03-19 11:45:03 UTC
Permalink
Needless to say this so-called "budget equipment" is what most people are
likely to have.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:37 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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shaun everiss
2010-03-19 21:38:00 UTC
Permalink
yeah I have a recorder which sounds real budget.
at some point I may be able to pull a second desktop with a couple analog soundcards in which will work however.
I have a good headphone set, about 200 bucks worth of that and a good field recorder also a good 40 buck headset mic combo which is ok for what it is.
sertainly no noise on my end from anything.
ofcause there is a phone in the room so.
Needless to say this so-called "budget equipment" is what most people are likely to have.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message ----- From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:37 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Bryan Peterson
2010-03-19 11:45:03 UTC
Permalink
Needless to say this so-called "budget equipment" is what most people are
likely to have.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:37 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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please send E-mail to Gamers-owner at audyssey.org.
dark
2010-03-19 11:43:41 UTC
Permalink
I myself use an r09 with sterrio external mikes, though i can plug in a good
quality mike if needed). Sinse this is also the machine I use for recording
read articals for my research, I can confirm it tends to sound fairly good
quality. My only issue is that it's a pain to use for podcasts and game
reviews owing to the need to play on sterrio speakers. It's great for solo
voice stuff though.

In fact, I have already recorded some voice samples for a game using it
which is intended to be a professional project (though I'll say no more
here).

Beware the grue!

dark.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:28 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut
the cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay
people for their work but demand in return that anyone who does voice
work for me has access to professional recording equipment. This way, I
maintain a consisstant high quality standard in all of my productions,
because the people with whom I have been in contact and have offered to
do voice work for free have certainly been good actors some of them, but
most if not all are using budget headset or internal microphones which I
do not wish to use in the Blastbay titles. This, I think, is a matter of
preference though and one should of course not exclude the other.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio
sites who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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All messages are archived and can be searched and read at
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please send E-mail to Gamers-owner at audyssey.org.
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-19 11:37:15 UTC
Permalink
Hi Bryan,
That's right. That's what we call budget equipment. It is inexpensive
semi-professional equipment good enough for a podcast or doing home
recordings, but isn't up to professional recording standards. If you
have ever listened to professional recordings of voice work they tend
to be reallly really good. There is a major difference between a
microphone that costs $500 and a budget microphone that costs maybe
$25 like daylight and dark. There isn't any doubt which is the
superior tool for the job. Unfortunately, most people don't have that
kind of high quality recording equipment just laying around unless
they do it professionally,or have really high standards for equipment.
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
dark
2010-03-19 11:43:41 UTC
Permalink
I myself use an r09 with sterrio external mikes, though i can plug in a good
quality mike if needed). Sinse this is also the machine I use for recording
read articals for my research, I can confirm it tends to sound fairly good
quality. My only issue is that it's a pain to use for podcasts and game
reviews owing to the need to play on sterrio speakers. It's great for solo
voice stuff though.

In fact, I have already recorded some voice samples for a game using it
which is intended to be a professional project (though I'll say no more
here).

Beware the grue!

dark.
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:28 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut
the cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay
people for their work but demand in return that anyone who does voice
work for me has access to professional recording equipment. This way, I
maintain a consisstant high quality standard in all of my productions,
because the people with whom I have been in contact and have offered to
do voice work for free have certainly been good actors some of them, but
most if not all are using budget headset or internal microphones which I
do not wish to use in the Blastbay titles. This, I think, is a matter of
preference though and one should of course not exclude the other.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio
sites who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
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shaun everiss
2010-03-19 21:30:38 UTC
Permalink
hmmm I do have good mics headset wise that have produced good audio but i am no wiz.
I have a laptop with a hd audio card and not much else I don't have all the cool gear actually should I have had that I probably wouldn't be able to install it all here.
my desk is quite full
most of it with the drives I use for backup.
and my speaker system but hmph.
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay people for their work but demand in return that anyone who does voice work for me has access to professional recording equipment. This way, I maintain a consisstant high quality standard in all of my productions, because the people with whom I have been in contact and have offered to do voice work for free have certainly been good actors some of them, but most if not all are using budget headset or internal microphones which I do not wish to use in the Blastbay titles. This, I think, is a matter of preference though and one should of course not exclude the other.
Kind regards,
Philip Bennefall
----- Original Message ----- From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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Thomas Ward
2010-03-19 11:26:04 UTC
Permalink
Hi Philip,
That's been my experience as well. Both of the young women who were
originally going to help with MOTA, as far as voice acting goes, had
decent voices and acting skills. The problem was they didn't have
access to professional recording equipment, and I spent a lot of time
trying to filter out background noise, hums, hisses, and crackles out
of the recordings. Good voice talent, but budget recording equipment
for the job. I'm not complaining, but it certainly would have helped
if they had access to professional recording equipment too.
I did, however, pay for the voice talent for Angela Carter and my
sound files came in mint condition. Not a pop, hiss, crackle, or
background hum to be found on the files. They were all 44100 KHZ 16
byt stereo and they sound like they just came off of a cd. Point is
you get what you pay for, and for voice talent you almost always have
to pay something to get that degree of professional quality voice work
done. So I think if I do this at all I'll probably go the voice actor
or actress too.
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.
Kind regards,
Philip Bennefall
Bryan Peterson
2010-03-19 11:28:56 UTC
Permalink
Ah I see. So I doubt a Logitech USB microphone with Gold Wave would cut the
cracker. That's what I use, not that I do much recording these days.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:11 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Phil,
I see your point, however my personal practise so far has been to pay
people for their work but demand in return that anyone who does voice work
for me has access to professional recording equipment. This way, I
maintain a consisstant high quality standard in all of my productions,
because the people with whom I have been in contact and have offered to do
voice work for free have certainly been good actors some of them, but most
if not all are using budget headset or internal microphones which I do not
wish to use in the Blastbay titles. This, I think, is a matter of
preference though and one should of course not exclude the other.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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Bryan Peterson
2010-03-19 11:24:53 UTC
Permalink
I've done three podcasts on BCT myself so I know what you mean. I was
actually slated to do some voice work for BSC Games' Castle Quest before the
project was scrapped. That would have been a volunteer job but it would have
been a lot of fun.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:01 AM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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shaun everiss
2010-03-19 21:27:59 UTC
Permalink
well all I can record voices for anyone that wants em I have time.
on the subject of voices
any idea where jaffar has got to I know I have been selected to do recording for his video/audio game based on treasure island.
I got things sent at him last year, got a notification in november that I was gona get on a private beta list but since then nothing.
he is not even on msn I can't even send email at him, that is the email goes but nothing comes back.
Not that I mind to much but if he has gone away well.
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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please send E-mail to Gamers-owner at audyssey.org.
Philip Bennefall
2010-03-19 11:11:14 UTC
Permalink
Hi Phil,

I see your point, however my personal practise so far has been to pay people
for their work but demand in return that anyone who does voice work for me
has access to professional recording equipment. This way, I maintain a
consisstant high quality standard in all of my productions, because the
people with whom I have been in contact and have offered to do voice work
for free have certainly been good actors some of them, but most if not all
are using budget headset or internal microphones which I do not wish to use
in the Blastbay titles. This, I think, is a matter of preference though and
one should of course not exclude the other.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:01 PM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
Bryan Peterson
2010-03-19 11:24:53 UTC
Permalink
I've done three podcasts on BCT myself so I know what you mean. I was
actually slated to do some voice work for BSC Games' Castle Quest before the
project was scrapped. That would have been a volunteer job but it would have
been a lot of fun.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Phil Vlasak" <phil at pcsgames.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:01 AM
Subject: Re: [Audyssey] Mota and tts
Post by Phil Vlasak
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
---
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If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-19 11:08:38 UTC
Permalink
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
Bryan Peterson
2010-03-19 11:27:30 UTC
Permalink
He did use his wife for Troopanum 1.6 and then an English girl named Lea
James I believe for Troopanum 2.0. Beyond that I notice he generally used
his own voice for most of his games.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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list,
please send E-mail to Gamers-owner at audyssey.org.
Charles Rivard
2010-03-19 15:19:17 UTC
Permalink
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Bryan Peterson
2010-03-19 17:36:54 UTC
Permalink
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Muhammed Deniz
2010-03-19 17:38:05 UTC
Permalink
The voice in 2.0 was this half british voice.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Charles Rivard" <wooferess at sbcglobal.net>; "Gamers Discussion list"
<gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:36 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Bryan Peterson
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Bryan Peterson
2010-03-19 17:51:31 UTC
Permalink
NO, it was definitely all British.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Muhammed Deniz" <muhammed31 at googlemail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:38 AM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Muhammed Deniz
The voice in 2.0 was this half british voice.
Contact info.
muhammed31 at googlemail.com
muhammed123456 at hotmail.co.uk
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Charles Rivard" <wooferess at sbcglobal.net>; "Gamers Discussion list"
<gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:36 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Bryan Peterson
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Hayden Presley
2010-03-19 21:51:30 UTC
Permalink
Hi,
It mentions exactly who it is, and said she was from The United Kingdom.
Read the documentation, Muhammed.
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Friday, March 19, 2010 12:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts

The voice in 2.0 was this half british voice.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Charles Rivard" <wooferess at sbcglobal.net>; "Gamers Discussion list"
<gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:36 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Bryan Peterson
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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If you want to leave the list, send E-mail to
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please send E-mail to Gamers-owner at audyssey.org.
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Charles Rivard
2010-03-19 22:19:30 UTC
Permalink
It does? See how long it's been since I looked?
---
In God we trust.
----- Original Message -----
From: "Hayden Presley" <hdpresley at hotmail.com>
To: "'Gamers Discussion list'" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:51 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Hayden Presley
Hi,
It mentions exactly who it is, and said she was from The United Kingdom.
Read the documentation, Muhammed.
Best Regards,
Hayden
-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Friday, March 19, 2010 12:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
The voice in 2.0 was this half british voice.
Contact info.
muhammed31 at googlemail.com
muhammed123456 at hotmail.co.uk
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Charles Rivard" <wooferess at sbcglobal.net>; "Gamers Discussion list"
<gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:36 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Bryan Peterson
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
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Hayden Presley
2010-03-20 00:07:32 UTC
Permalink
Hahahahaha...that happens forall us us. I don't rememberthe last time I read
it myself.
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, March 19, 2010 5:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts

It does? See how long it's been since I looked?
---
In God we trust.
----- Original Message -----
From: "Hayden Presley" <hdpresley at hotmail.com>
To: "'Gamers Discussion list'" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:51 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Hayden Presley
Hi,
It mentions exactly who it is, and said she was from The United Kingdom.
Read the documentation, Muhammed.
Best Regards,
Hayden
-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Friday, March 19, 2010 12:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
The voice in 2.0 was this half british voice.
Contact info.
muhammed31 at googlemail.com
muhammed123456 at hotmail.co.uk
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Charles Rivard" <wooferess at sbcglobal.net>; "Gamers Discussion list"
<gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:36 PM
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Bryan Peterson
It was his wife in Troopanum 1.6 and earlier but not 2.0.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:19 AM
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
Post by Charles Rivard
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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If you want to leave the list, send E-mail to
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Hayden Presley
2010-03-20 00:09:48 UTC
Permalink
Hi Thomas,
When you mean "the yoongwoman sounds pretty hot", are you talking about
Troopnam or Troopaam 2?
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, March 19, 2010 10:19 AM
To: Gamers Discussion list
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts

I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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please send E-mail to Gamers-owner at audyssey.org.
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James Dietz
2010-03-20 01:21:40 UTC
Permalink
Troop 1 had his wife. Troop 2 had some woman credited in the readme. I
haven't played troop 2 since I lost my activation (more like the
machine it belonged to). THat'd be a fun trip down memory lane.
Post by Philip Bennefall
Hi Thomas,
When you mean "the yoongwoman sounds pretty hot", are you talking about
Troopnam or Troopaam 2?
Best Regards,
Hayden
-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-
bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, March 19, 2010 10:19 AM
To: Gamers Discussion list
Subject: [Audyssey] the voice for troopanum2 - Re: Mota and tts
I believe that you are right. It was his wife.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 6:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a
guy
with
only himself and/or a furry little child to support to be able to
afford
to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or
that of
a
close friend as I understand it. I don't know how often, if ever,
that
he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
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Thomas Ward
2010-03-20 01:36:02 UTC
Permalink
Hi,
I was actually refering to Troopenum 2. I don't own Troopenum 1
although I think I demoed it way back when I was first getting into
audio games.
Post by Philip Bennefall
Hi Thomas,
When you mean "the yoongwoman sounds pretty hot", are you talking about
Troopnam or Troopaam 2?
Best Regards,
Hayden
Hayden Presley
2010-03-20 05:19:13 UTC
Permalink
Hi,
Ah...yes, that was Lee James that did that one.
Best Regards,
Haden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, March 19, 2010 8:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the voice for troopanum2 - Re: Mota and tts

Hi,
I was actually refering to Troopenum 2. I don't own Troopenum 1
although I think I demoed it way back when I was first getting into
audio games.
Post by Philip Bennefall
Hi Thomas,
When you mean "the yoongwoman sounds pretty hot", are you talking about
Troopnam or Troopaam 2?
Best Regards,
Hayden
---
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Bryan Peterson
2010-03-19 11:27:30 UTC
Permalink
He did use his wife for Troopanum 1.6 and then an English girl named Lea
James I believe for Troopanum 2.0. Beyond that I notice he generally used
his own voice for most of his games.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 5:08 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
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list,
please send E-mail to Gamers-owner at audyssey.org.
Phil Vlasak
2010-03-19 11:01:29 UTC
Permalink
Hi Bryan and Philip,
I don't have the budget to pay people to record their voice for my games.
So I ask for volunteers and give them credit in the instructions file.
There are several blind people who volunteered for my Sarah game.
Just think of all those people on ACB radio and other on-line radio sites
who do radio shows for free.
Then there are those who are doing podcasts on Blind Cool Tech right now.
I am sure some of them would be willing to do recordings.
I offer a free game registration to those who help me.
Phil
Thomas Ward
2010-03-19 11:08:38 UTC
Permalink
Hi,
Didn't Justin use his wife's voice for Troopenum? I'm not sure about
that, but whoever did the voice work did a darn good job of it. The
young woman who did the voice overs for Troopenum sounds pretty hot,
and she sounded very professional to boot. Definitely can't complain
about that voice for the game.
However, finding good professional voice talent is hard to find as you
pointed out. The need time to record the voice overs, have to have the
right voice for the job, and not expect much in return as payment.
That's a pretty unlikely set of job descriptions, and is hard to come
by. You pretty much have to have the money or know someone willing to
do that sort of thing for free.
Post by Bryan Peterson
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
Bryan Peterson
2010-03-19 10:23:47 UTC
Permalink
Oh I don't disagree with you. It's just that it's one thing for a guy with
only himself and/or a furry little child to support to be able to afford to
use professional voice talent in his projects and quie another for someone
with a wife and kids to support. True Justin Daubenmire of BSC Games
generally uses human speech but he usually uses his own voice or that of a
close friend as I understand it. I don't know how often, if ever, that he's
actually able to pay those who lend their voices to his titles.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:13 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
Again, these are all factors that must be taken into consideration. I do
not know any of the underlying circumstances, I was refering merely to the
game itself and the impact I think it would have on it. Then whether this
is actually possible or not isn't for me to judge.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're
willing to do. And seeing as how this wasn't even Thomas' project to
begin with and the amount of trouble it's brought down on him in the four
years he's been working on it it's definitely understandable why he just
wants to get it out the door. But now that I think of it I don't think
Thomas ever intended to use real human speech beyond what was necessary
for Angela herself. I tend to agree that real human speech is more
pleasing to hear, but I can't honestly say that I'll be able to do that
when I start working on games. Sometimes it's not even a matter of being
willing or unwilling but what you can and can't actually afford. Like I
said, professional voice talent is hardly inexpensive so sometimes some
people literally can't afford the extra money, even if they would prefer
to use human speech. Thomas does after all have a wife and son to
support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the
user will hear possibly for hours on end. My filosophy is this, rather
spend a little extra and get everything as good as it can possibly be as
you then stand out above the rest, and are thus likely to get more sales
in the end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that
Thomas would get his money's worth. And in our market that's not a
guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I
appreciate the convenience of using synthetic speech while the game is
in intensive development (e.g. when you have a million things changing
from day to day), but in my mind you make a much more professional
impression on your end users if you use an actual voice talent in the
final product. Since you are using concatenated audio files anyway,
this would not be a difficult thing to do as it would just be a matter
of replacing the tts version of each file with the real woman's voice.
To me, this gives the game a much nicer atmosphere and an over-all
nicer feel, as I personally tend to get rather irritated with the
little glitches that are inevitably going to be present in every
concatenated tts voice. When I say concatenated in this case I do not
mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines
are far from perfect. A real lady would be able to emphasise her words
so that you really feel for what she is saying and can put it in teh
context of the game so to speak, rather than the dry and unemotional
tts voice equivalent. I guess what I'm trying to say is, in a game
where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like
Mota I think it would be highly benefitial for the end product to use
an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words
and phrases will change much. As an example, imagine Q9 with NeoSpeech
Paul?
Kind regards,
Philip Bennefall
---
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Muhammed Deniz
2010-03-21 20:42:18 UTC
Permalink
If I would of got the microphone fixed, then I would help you Philip for
free.
Contact info.
email:
muhammed31 at googlemail.com
msn:
muhammed123456 at hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're
willing to do. And seeing as how this wasn't even Thomas' project to begin
with and the amount of trouble it's brought down on him in the four years
he's been working on it it's definitely understandable why he just wants
to get it out the door. But now that I think of it I don't think Thomas
ever intended to use real human speech beyond what was necessary for
Angela herself. I tend to agree that real human speech is more pleasing to
hear, but I can't honestly say that I'll be able to do that when I start
working on games. Sometimes it's not even a matter of being willing or
unwilling but what you can and can't actually afford. Like I said,
professional voice talent is hardly inexpensive so sometimes some people
literally can't afford the extra money, even if they would prefer to use
human speech. Thomas does after all have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I
appreciate the convenience of using synthetic speech while the game is
in intensive development (e.g. when you have a million things changing
from day to day), but in my mind you make a much more professional
impression on your end users if you use an actual voice talent in the
final product. Since you are using concatenated audio files anyway,
this would not be a difficult thing to do as it would just be a matter
of replacing the tts version of each file with the real woman's voice.
To me, this gives the game a much nicer atmosphere and an over-all
nicer feel, as I personally tend to get rather irritated with the
little glitches that are inevitably going to be present in every
concatenated tts voice. When I say concatenated in this case I do not
mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines
are far from perfect. A real lady would be able to emphasise her words
so that you really feel for what she is saying and can put it in teh
context of the game so to speak, rather than the dry and unemotional
tts voice equivalent. I guess what I'm trying to say is, in a game
where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like
Mota I think it would be highly benefitial for the end product to use
an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words
and phrases will change much. As an example, imagine Q9 with NeoSpeech
Paul?
Kind regards,
Philip Bennefall
---
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Philip Bennefall
2010-03-19 10:13:53 UTC
Permalink
Hi Bryan,

Again, these are all factors that must be taken into consideration. I do not
know any of the underlying circumstances, I was refering merely to the game
itself and the impact I think it would have on it. Then whether this is
actually possible or not isn't for me to judge.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:09 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
Oh I tend to agree, but I guess it depends on how much extra you're
willing to do. And seeing as how this wasn't even Thomas' project to begin
with and the amount of trouble it's brought down on him in the four years
he's been working on it it's definitely understandable why he just wants
to get it out the door. But now that I think of it I don't think Thomas
ever intended to use real human speech beyond what was necessary for
Angela herself. I tend to agree that real human speech is more pleasing to
hear, but I can't honestly say that I'll be able to do that when I start
working on games. Sometimes it's not even a matter of being willing or
unwilling but what you can and can't actually afford. Like I said,
professional voice talent is hardly inexpensive so sometimes some people
literally can't afford the extra money, even if they would prefer to use
human speech. Thomas does after all have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I
appreciate the convenience of using synthetic speech while the game is
in intensive development (e.g. when you have a million things changing
from day to day), but in my mind you make a much more professional
impression on your end users if you use an actual voice talent in the
final product. Since you are using concatenated audio files anyway,
this would not be a difficult thing to do as it would just be a matter
of replacing the tts version of each file with the real woman's voice.
To me, this gives the game a much nicer atmosphere and an over-all
nicer feel, as I personally tend to get rather irritated with the
little glitches that are inevitably going to be present in every
concatenated tts voice. When I say concatenated in this case I do not
mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines
are far from perfect. A real lady would be able to emphasise her words
so that you really feel for what she is saying and can put it in teh
context of the game so to speak, rather than the dry and unemotional
tts voice equivalent. I guess what I'm trying to say is, in a game
where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like
Mota I think it would be highly benefitial for the end product to use
an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words
and phrases will change much. As an example, imagine Q9 with NeoSpeech
Paul?
Kind regards,
Philip Bennefall
---
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dark
2010-03-19 11:33:55 UTC
Permalink
On the voice acting front, I do wonder if people in the community can help.

I myself am not a professional, but do have a fair amount of stage
experience and my own recorder, and would be happy to do any voicing Tom,
philip or others needed to further audio game developement, and wouldn't
charge at all.

As I said a while ago in my audeasy artical, it's in everyone's interest
that games sound good, and this very much includes the players.

Yes, this does mean contributing free talent to a commercial project, ----
but unless the voice acting requirements were such that it took me a
considderable amount of time to reccord, I really wouldn't mind that at all.

Beware the grue!

Dark.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on
your end users if you use an actual voice talent in the final product.
Since you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are
inevitably going to be present in every concatenated tts voice. When I
say concatenated in this case I do not mean your game sound files but
rather the way that the actual voice is constructed, there are hundreds
of little chunks that they try to fit together to form the particular
phrase in question and these engines are far from perfect. A real lady
would be able to emphasise her words so that you really feel for what
she is saying and can put it in teh context of the game so to speak,
rather than the dry and unemotional tts voice equivalent. I guess what
I'm trying to say is, in a game where the text is so dynamic so that a
real human voice would be impossible such as Entombed I can put up with
tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only
do these recordings when you feel that it's not very likely that the
general set of words and phrases will change much. As an example,
imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Phil Vlasak
2010-03-19 11:48:59 UTC
Permalink
Hi Folks,
I know that Bavisoft went to a local college acting class and asked them to
do the recordings for Grisly Gulch.
Most colleges have a recording studio if they have a radio station.
When I was in New Jersey, I was able to use the Library for the Blind's
recording studio for a few of my earlier games.
They used it to broadcast a radio reading service in the 1990's.
Phil
shaun everiss
2010-03-19 21:34:56 UTC
Permalink
well I sertainly don't have a whole load of stuff.
however I have a clear mic with no buzz.
I have ok software I have audacity and someone gave me studio recorder which has a few nice things.
I can sertainly fiddle with some audio but I also hate hiss.
I have some smaller cheaper mics but they do not buzz at all.
my laptop has almost no noise.
Post by dark
On the voice acting front, I do wonder if people in the community can help.
I myself am not a professional, but do have a fair amount of stage experience and my own recorder, and would be happy to do any voicing Tom, philip or others needed to further audio game developement, and wouldn't charge at all.
As I said a while ago in my audeasy artical, it's in everyone's interest that games sound good, and this very much includes the players.
Yes, this does mean contributing free talent to a commercial project, ----
but unless the voice acting requirements were such that it took me a considderable amount of time to reccord, I really wouldn't mind that at all.
Beware the grue!
Dark.
----- Original Message ----- From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I decided to hire voice actors for all of my games; except for the parts I can do here in my own studio. I feel, however, that the chances of a purchase increase with every little detail of quality featured in the game - especially that of the main output voice, as that is what the user will hear possibly for hours on end. My filosophy is this, rather spend a little extra and get everything as good as it can possibly be as you then stand out above the rest, and are thus likely to get more sales in the end.
Kind regards,
Philip Bennefall
----- Original Message ----- From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
I tend to agree with you Philip, but the problem is that professional voice talent is hardly inexpensive. The lady who does the actual Angela sound clips charged a considerable amount just for doing those clips. It would cost even more for actual speech of the sort you're thinking of. I agree it would sound more esthetically pleasing but it may not be financially feasible unless it could be absolutely guaranteed that Thomas would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message ----- From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the convenience of using synthetic speech while the game is in intensive development (e.g. when you have a million things changing from day to day), but in my mind you make a much more professional impression on your end users if you use an actual voice talent in the final product. Since you are using concatenated audio files anyway, this would not be a difficult thing to do as it would just be a matter of replacing the tts version of each file with the real woman's voice. To me, this gives the game a much nicer atmosphere and an over-all nicer feel, as I personally tend to get rather irritated with the little glitches that are inevitably going to be present in every concatenated tts voice. When I say concatenated in this case I do not mean your game sound files but rather the way that the actual voice is constructed, there are hundreds of little chunks that they try to fit together to form the particular
phrase in question and these engines are far from perfect. A real lady would be able to emphasise her words so that you really feel for what she is saying and can put it in teh context of the game so to speak, rather than the dry and unemotional tts voice equivalent. I guess what I'm trying to say is, in a game where the text is so dynamic so that a real human voice would be impossible such as Entombed I can put up with tts, but in a game like Mota I think it would be highly benefitial for the end product to use an actual voiceover artist. Again, you would only do these recordings when you feel that it's not very likely that the general set of words and phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?
Post by dark
Post by Philip Bennefall
Post by Philip Bennefall
Kind regards,
Philip Bennefall
---
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Thomas Ward
2010-03-19 11:52:12 UTC
Permalink
Hi Philip,
Not only that, but if the game is one in an entire series of games
each time you create a new game in the series you'll always have some
of the necessary voice work on hand to get you started. The next game
in the series won't cost as much as you probably won't have to record
things like numbers, the main menu, etc. All of that will be done the
first time round. All you will have to have done is any content that
is unique or new to the game.
As I'm an avid Tomb Raider fan I intend to create a series of Tomb
Hunter games that have a number of quests or adventures featuring
Angela Carter just as Tomb Raider has a number of adventures/quest
with Lara Croft. Sooner or later the sounds, music, and any voice
talent I pay for will get cheaper just because I'll have most of what
I need already paid for during previous games in the series.
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I decided
to hire voice actors for all of my games; except for the parts I can do here
in my own studio. I feel, however, that the chances of a purchase increase
with every little detail of quality featured in the game - especially that
of the main output voice, as that is what the user will hear possibly for
hours on end. My filosophy is this, rather spend a little extra and get
everything as good as it can possibly be as you then stand out above the
rest, and are thus likely to get more sales in the end.
Kind regards,
Philip Bennefall
Bryan Peterson
2010-03-19 10:09:38 UTC
Permalink
Oh I tend to agree, but I guess it depends on how much extra you're willing
to do. And seeing as how this wasn't even Thomas' project to begin with and
the amount of trouble it's brought down on him in the four years he's been
working on it it's definitely understandable why he just wants to get it out
the door. But now that I think of it I don't think Thomas ever intended to
use real human speech beyond what was necessary for Angela herself. I tend
to agree that real human speech is more pleasing to hear, but I can't
honestly say that I'll be able to do that when I start working on games.
Sometimes it's not even a matter of being willing or unwilling but what you
can and can't actually afford. Like I said, professional voice talent is
hardly inexpensive so sometimes some people literally can't afford the extra
money, even if they would prefer to use human speech. Thomas does after all
have a wife and son to support.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on
your end users if you use an actual voice talent in the final product.
Since you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are
inevitably going to be present in every concatenated tts voice. When I
say concatenated in this case I do not mean your game sound files but
rather the way that the actual voice is constructed, there are hundreds
of little chunks that they try to fit together to form the particular
phrase in question and these engines are far from perfect. A real lady
would be able to emphasise her words so that you really feel for what
she is saying and can put it in teh context of the game so to speak,
rather than the dry and unemotional tts voice equivalent. I guess what
I'm trying to say is, in a game where the text is so dynamic so that a
real human voice would be impossible such as Entombed I can put up with
tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only
do these recordings when you feel that it's not very likely that the
general set of words and phrases will change much. As an example,
imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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dark
2010-03-19 11:33:55 UTC
Permalink
On the voice acting front, I do wonder if people in the community can help.

I myself am not a professional, but do have a fair amount of stage
experience and my own recorder, and would be happy to do any voicing Tom,
philip or others needed to further audio game developement, and wouldn't
charge at all.

As I said a while ago in my audeasy artical, it's in everyone's interest
that games sound good, and this very much includes the players.

Yes, this does mean contributing free talent to a commercial project, ----
but unless the voice acting requirements were such that it took me a
considderable amount of time to reccord, I really wouldn't mind that at all.

Beware the grue!

Dark.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:02 AM
Subject: Re: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Bryan,
A valid point indeed, and one which I certainly considered before I
decided to hire voice actors for all of my games; except for the parts I
can do here in my own studio. I feel, however, that the chances of a
purchase increase with every little detail of quality featured in the
game - especially that of the main output voice, as that is what the user
will hear possibly for hours on end. My filosophy is this, rather spend a
little extra and get everything as good as it can possibly be as you then
stand out above the rest, and are thus likely to get more sales in the
end.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional
voice talent is hardly inexpensive. The lady who does the actual Angela
sound clips charged a considerable amount just for doing those clips. It
would cost even more for actual speech of the sort you're thinking of. I
agree it would sound more esthetically pleasing but it may not be
financially feasible unless it could be absolutely guaranteed that Thomas
would get his money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on
your end users if you use an actual voice talent in the final product.
Since you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are
inevitably going to be present in every concatenated tts voice. When I
say concatenated in this case I do not mean your game sound files but
rather the way that the actual voice is constructed, there are hundreds
of little chunks that they try to fit together to form the particular
phrase in question and these engines are far from perfect. A real lady
would be able to emphasise her words so that you really feel for what
she is saying and can put it in teh context of the game so to speak,
rather than the dry and unemotional tts voice equivalent. I guess what
I'm trying to say is, in a game where the text is so dynamic so that a
real human voice would be impossible such as Entombed I can put up with
tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only
do these recordings when you feel that it's not very likely that the
general set of words and phrases will change much. As an example,
imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
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Philip Bennefall
2010-03-19 10:02:02 UTC
Permalink
Hi Bryan,

A valid point indeed, and one which I certainly considered before I decided
to hire voice actors for all of my games; except for the parts I can do here
in my own studio. I feel, however, that the chances of a purchase increase
with every little detail of quality featured in the game - especially that
of the main output voice, as that is what the user will hear possibly for
hours on end. My filosophy is this, rather spend a little extra and get
everything as good as it can possibly be as you then stand out above the
rest, and are thus likely to get more sales in the end.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Bryan Peterson" <bpeterson2000 at cableone.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:56 AM
Subject: Re: [Audyssey] Mota and tts
Post by Bryan Peterson
I tend to agree with you Philip, but the problem is that professional voice
talent is hardly inexpensive. The lady who does the actual Angela sound
clips charged a considerable amount just for doing those clips. It would
cost even more for actual speech of the sort you're thinking of. I agree it
would sound more esthetically pleasing but it may not be financially
feasible unless it could be absolutely guaranteed that Thomas would get his
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of
little chunks that they try to fit together to form the particular phrase
in question and these engines are far from perfect. A real lady would be
able to emphasise her words so that you really feel for what she is
saying and can put it in teh context of the game so to speak, rather than
the dry and unemotional tts voice equivalent. I guess what I'm trying to
say is, in a game where the text is so dynamic so that a real human voice
would be impossible such as Entombed I can put up with tts, but in a game
like Mota I think it would be highly benefitial for the end product to
use an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words and
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Thomas Ward
2010-03-19 10:58:03 UTC
Permalink
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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If you have any questions or concerns regarding the management of the list,
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Philip Bennefall
2010-03-19 11:05:43 UTC
Permalink
Hi Thomas,

I would suggest a website called www.voices.com. I have found some truly
incredible actors and actresses on there, and they are not overly expensive.
You simply post your job (usually with a word count and a script sample), or
if the script is short you post the whole thing and then you will literally
get hundreds of auditions within the first couple of days. You can then
browse through these, listening to people actually reading your script and
comparing their quotes, and finally you just pick up the phone and give the
chosen person a buzz.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:58 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the list,
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Thomas Ward
2010-03-19 11:11:51 UTC
Permalink
Hi Philip,
Thanks for the info. I'll check it out.

Cheers!
Post by Philip Bennefall
Hi Thomas,
I would suggest a website called www.voices.com. I have found some truly
incredible actors and actresses on there, and they are not overly expensive.
You simply post your job (usually with a word count and a script sample), or
if the script is short you post the whole thing and then you will literally
get hundreds of auditions within the first couple of days. You can then
browse through these, listening to people actually reading your script and
comparing their quotes, and finally you just pick up the phone and give the
chosen person a buzz.
Kind regards,
Philip Bennefall
Thomas Ward
2010-03-19 11:11:51 UTC
Permalink
Hi Philip,
Thanks for the info. I'll check it out.

Cheers!
Post by Philip Bennefall
Hi Thomas,
I would suggest a website called www.voices.com. I have found some truly
incredible actors and actresses on there, and they are not overly expensive.
You simply post your job (usually with a word count and a script sample), or
if the script is short you post the whole thing and then you will literally
get hundreds of auditions within the first couple of days. You can then
browse through these, listening to people actually reading your script and
comparing their quotes, and finally you just pick up the phone and give the
chosen person a buzz.
Kind regards,
Philip Bennefall
dark
2010-03-19 11:35:52 UTC
Permalink
As I said Tom, ---- I'd be quite willing myself.

Beware the grue!

Dark.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:58 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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All messages are archived and can be searched and read at
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shaun everiss
2010-03-19 21:25:41 UTC
Permalink
well obviously I couldn't do any of the female voices but I could do other voice work free of charge.
Usually even if I work for people I rarely do it for cash, getting free games, mp3s and other things usually food is all I care for cash only if it takes me somethingl like 3 weeks to do one little thing but not for a couple days job and sertainly if i really like it.
Post by Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
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If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Philip Bennefall
2010-03-19 11:05:43 UTC
Permalink
Hi Thomas,

I would suggest a website called www.voices.com. I have found some truly
incredible actors and actresses on there, and they are not overly expensive.
You simply post your job (usually with a word count and a script sample), or
if the script is short you post the whole thing and then you will literally
get hundreds of auditions within the first couple of days. You can then
browse through these, listening to people actually reading your script and
comparing their quotes, and finally you just pick up the phone and give the
chosen person a buzz.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 11:58 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Gamers-unsubscribe at audyssey.org.
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
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If you have any questions or concerns regarding the management of the list,
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dark
2010-03-19 11:35:52 UTC
Permalink
As I said Tom, ---- I'd be quite willing myself.

Beware the grue!

Dark.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 10:58 AM
Subject: Re: [Audyssey] Mota and tts
Post by Thomas Ward
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Charles Rivard
2010-03-19 15:10:38 UTC
Permalink
Would that be expensive for Thomas? What would be the return on his
investment? Thanks.
---
In God we trust.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of little
chunks that they try to fit together to form the particular phrase in
question and these engines are far from perfect. A real lady would be able
to emphasise her words so that you really feel for what she is saying and
can put it in teh context of the game so to speak, rather than the dry and
unemotional tts voice equivalent. I guess what I'm trying to say is, in a
game where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like Mota
I think it would be highly benefitial for the end product to use an actual
voiceover artist. Again, you would only do these recordings when you feel
that it's not very likely that the general set of words and phrases will
change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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please send E-mail to Gamers-owner at audyssey.org.
Philip Bennefall
2010-03-19 15:38:56 UTC
Permalink
Hi Charles,

It would cost a bit; that's for sure, but it would give the benefit of
having a game that sounds a lot more professional and more pleasant to
listen to for the user since a real human has ten times more emotion than a
speech synthesizer.

Kind regards,

Philip Bennefall
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 4:10 PM
Subject: Re: [Audyssey] Mota and tts
Post by Charles Rivard
Would that be expensive for Thomas? What would be the return on his
investment? Thanks.
---
In God we trust.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of
little chunks that they try to fit together to form the particular phrase
in question and these engines are far from perfect. A real lady would be
able to emphasise her words so that you really feel for what she is
saying and can put it in teh context of the game so to speak, rather than
the dry and unemotional tts voice equivalent. I guess what I'm trying to
say is, in a game where the text is so dynamic so that a real human voice
would be impossible such as Entombed I can put up with tts, but in a game
like Mota I think it would be highly benefitial for the end product to
use an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words and
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Bryan Peterson
2010-03-19 17:51:14 UTC
Permalink
That's exactly my point.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Charles Rivard" <wooferess at sbcglobal.net>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 9:10 AM
Subject: Re: [Audyssey] Mota and tts
Post by Charles Rivard
Would that be expensive for Thomas? What would be the return on his
investment? Thanks.
---
In God we trust.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 1:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of
little chunks that they try to fit together to form the particular phrase
in question and these engines are far from perfect. A real lady would be
able to emphasise her words so that you really feel for what she is
saying and can put it in teh context of the game so to speak, rather than
the dry and unemotional tts voice equivalent. I guess what I'm trying to
say is, in a game where the text is so dynamic so that a real human voice
would be impossible such as Entombed I can put up with tts, but in a game
like Mota I think it would be highly benefitial for the end product to
use an actual voiceover artist. Again, you would only do these recordings
when you feel that it's not very likely that the general set of words and
phrases will change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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Hayden Presley
2010-03-20 00:22:40 UTC
Permalink
Hi,
<Horrified>! Neo Speak Paul? In Q9? Shutter! I have little enough tolerance
for that voice as it is.
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Philip Bennefall
Sent: Friday, March 19, 2010 1:21 AM
To: Gamers Discussion list
Subject: [Audyssey] Mota and tts

Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate the

convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file

with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far

from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game

so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?

Kind regards,

Philip Bennefall


---
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Bryan Peterson
2010-03-19 09:56:11 UTC
Permalink
I tend to agree with you Philip, but the problem is that professional voice
talent is hardly inexpensive. The lady who does the actual Angela sound
clips charged a considerable amount just for doing those clips. It would
cost even more for actual speech of the sort you're thinking of. I agree it
would sound more esthetically pleasing but it may not be financially
feasible unless it could be absolutely guaranteed that Thomas would get his
money's worth. And in our market that's not a guarantee.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Philip Bennefall" <philip at blastbay.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Friday, March 19, 2010 12:21 AM
Subject: [Audyssey] Mota and tts
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate
the convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to
day), but in my mind you make a much more professional impression on your
end users if you use an actual voice talent in the final product. Since
you are using concatenated audio files anyway, this would not be a
difficult thing to do as it would just be a matter of replacing the tts
version of each file with the real woman's voice. To me, this gives the
game a much nicer atmosphere and an over-all nicer feel, as I personally
tend to get rather irritated with the little glitches that are inevitably
going to be present in every concatenated tts voice. When I say
concatenated in this case I do not mean your game sound files but rather
the way that the actual voice is constructed, there are hundreds of little
chunks that they try to fit together to form the particular phrase in
question and these engines are far from perfect. A real lady would be able
to emphasise her words so that you really feel for what she is saying and
can put it in teh context of the game so to speak, rather than the dry and
unemotional tts voice equivalent. I guess what I'm trying to say is, in a
game where the text is so dynamic so that a real human voice would be
impossible such as Entombed I can put up with tts, but in a game like Mota
I think it would be highly benefitial for the end product to use an actual
voiceover artist. Again, you would only do these recordings when you feel
that it's not very likely that the general set of words and phrases will
change much. As an example, imagine Q9 with NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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Thomas Ward
2010-03-19 10:58:03 UTC
Permalink
Hi Philip,
Yes, I know exactly what you mean. I've had two people interested in
doing the voice work for the game, but both pulled out last minute and
weren't able to do it. That's why we ended up with Acapela
Heather.However, I really think when we near final production I'll
look for someone else to do the voice overs.
As far as your points about synthetic speech I definitely can't argue
with that assessment. No matter how good the synthetic speech is it
really lacks emotion and often makes mistakes. So yes I'm interested
in a human voice actor myself, but having problems finding one who
will see it through to the end.
Post by Philip Bennefall
Hi Thomas,
I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?
Kind regards,
Philip Bennefall
---
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If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the list,
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Philip Bennefall
2010-03-19 06:21:06 UTC
Permalink
Hi Thomas,

I would like to make a small suggestion for Mota, if I may. I appreciate the
convenience of using synthetic speech while the game is in intensive
development (e.g. when you have a million things changing from day to day),
but in my mind you make a much more professional impression on your end
users if you use an actual voice talent in the final product. Since you are
using concatenated audio files anyway, this would not be a difficult thing
to do as it would just be a matter of replacing the tts version of each file
with the real woman's voice. To me, this gives the game a much nicer
atmosphere and an over-all nicer feel, as I personally tend to get rather
irritated with the little glitches that are inevitably going to be present
in every concatenated tts voice. When I say concatenated in this case I do
not mean your game sound files but rather the way that the actual voice is
constructed, there are hundreds of little chunks that they try to fit
together to form the particular phrase in question and these engines are far
from perfect. A real lady would be able to emphasise her words so that you
really feel for what she is saying and can put it in teh context of the game
so to speak, rather than the dry and unemotional tts voice equivalent. I
guess what I'm trying to say is, in a game where the text is so dynamic so
that a real human voice would be impossible such as Entombed I can put up
with tts, but in a game like Mota I think it would be highly benefitial for
the end product to use an actual voiceover artist. Again, you would only do
these recordings when you feel that it's not very likely that the general
set of words and phrases will change much. As an example, imagine Q9 with
NeoSpeech Paul?

Kind regards,

Philip Bennefall
Dennis
2010-03-19 00:03:28 UTC
Permalink
will you not support the mac?
----- Original Message -----
From: "Hayden Presley" <hdpresley at hotmail.com>
To: "'Charles Rivard'" <wooferess at sbcglobal.net>; "'Gamers Discussion list'"
<gamers at audyssey.org>
Sent: Thursday, March 18, 2010 7:55 PM
Subject: Re: [Audyssey] USA Games News 3/18/2010
Post by Hayden Presley
Hi,
I am glad we're getting Heather back. Karen's not all that bad, but I, was a
MOTA BETA owner since Beta 4, have gotten used to that one.
Best Regards,
Hayden
-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, March 18, 2010 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News 3/18/2010
Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
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Thomas Ward
2010-03-20 22:42:31 UTC
Permalink
Hi Dennis,
As I outlined in my news letter we may eventually support the Mac, but
for technical reasons we have no immediate plans to support the Mac at
this time.

One of the main reasons we aren't going to support the Mac is because
of the fact Mac OS really doesn't have anything that compares to
DirectX. Oh, there is SDL, but it lacks many features of DirectX which
means Mac ports of our titles would lack features of the Windows
release. As a result it is likely that Mac users would prefer to buy
the Windows release and run it on their Mac's via Bootcamp or
something similar. I don't think it is fair to the customer to pay the
same price for software for their Mac, and not get all of the same
features that Windows users have just because their platform doesn't
support that feature currently.

The other reason is market size. We recently ran a survey of the
accessible games community and discovered considerably fewer Mac users
than Windows users. From that standpoint alone the Mac simply isn't
cost effective for an accessible game developer right now. The fact is
the accessible games community is a pretty small minority market as it
is, and we do well enough to sell to a Windows market. The market
potential for Mac customers is considerably smaller and probably not
going to be worth the time and expensive of rewriting a large portion
of our games to run on that platform.

The final reason is the fact I currently don't own a Mac myself. This
means I'd have to borrow one from my in-laws to work on the project
which isn't necessarily a workable solution since my brother-in-law
uses it for work. So considering the fact I have to rewrite a certain
portion of my games, recompile them, and test them on the Mac I'd
probably have to purchase one specifically for the purpose. I'm cash
strapped at the moment so that's something I'd put off until I have
the money to invest in.

So inconclusion it isn't a mattr of wanting too or not wanting too.
I'd love to create more games for Mac and even Linux myself, but after
researching it I've discovered it is pretty complicated, APIs like SDL
have a long ways to go before they are equal to DirectX, and they are
small minority markets to begin with. I am a Linux user myself, use it
daily, but I prefer Windows for games just because the games that are
developed, that can be developed, are better. Same holds true for Mac
unfortunately.


HTH
Bryan Peterson
2010-03-20 22:23:37 UTC
Permalink
At least not right at first. Apparently there's no easy way to do this.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Dennis" <dennisl1982 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 6:03 PM
Subject: Re: [Audyssey] USA Games News 3/18/2010
Post by Dennis
will you not support the mac?
----- Original Message -----
From: "Hayden Presley" <hdpresley at hotmail.com>
To: "'Charles Rivard'" <wooferess at sbcglobal.net>; "'Gamers Discussion
list'" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 7:55 PM
Subject: Re: [Audyssey] USA Games News 3/18/2010
Post by Hayden Presley
Hi,
I am glad we're getting Heather back. Karen's not all that bad, but I, was a
MOTA BETA owner since Beta 4, have gotten used to that one.
Best Regards,
Hayden
-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, March 18, 2010 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News 3/18/2010
Tom: Is this OK to share with other gaming and not gaming lists?
Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
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Thomas Ward
2010-03-23 14:58:18 UTC
Permalink
Hi Bryan,
Actually, I'd say cross-platform development of games is more a matter
of finding comprable cross-platform game programming APIs rather than
how hard or easy it is. Oh, if I want to use SDL for cross-platform
development then it is easy enough to create Mac, Linux, and Windows
games, but you lose a good deal of features available in a pro game
API like DirectX in the process. Something like SDL is for all intents
and purposes a case of choosing the lowest common denominator verses
platform specific tools and APIs that can give your game product
truly outstanding performance and special features. Mac and Linux game
APIs are a good generation behind what's available for the Windows
platform that is a huge disadvantage for those platforms.
There are commercial APIs such as FMOD Ex that closes the gap between
Windows and Mac rather nicely, but then again it is a commercial
third-party product. As I am all to aware there are licenses involved
with something like FMOD that aren't really well suited for a small
game studio like USA Games. It is expensive enough to license FMOD for
one platform, but if you license it for multiple platforms the price
goes up dramatically making it not financially feasable. There has to
be a large enough Mac or Linux market out there for accessible games
to make the use of FMOD and other commercial cross-platform APIs
finantially viable alternatives to the free native APIs.
So in the end you might have to settle on something decent like OpenAL
that is good, but not particularly over the top. However, as the past
couple of days has shown XAudio2 is emerging as a rather revolutionary
and powerful API for Windows and the XBox. So I think as XAudio2
continues to be developed creating games with XAudio2 may offer me,
the game developer, more advanced features and render some truly
amazing audio environments. With something like OpenAL it will just
offer me somewhat basic and rather generic audio support. In a feature
by feature run down XAudio2 probably is the superior and more logical
choice for future audio games. So cross-platform games, using
cross-platform APIs, will only hold the games back from obtaining
their maximum potential. At least that's how I see things currently.
Now, I do know Draconis Entertainment is working on porting their
games to Mac, but our situations are slightly different. Currently
Draconis Entertainment's games such as Aliens in the Outback don't
require a lot of high end features. For audio basically all they need
to do is have some simple stereo panning and the ability to change the
pitch of the starships as they land. Joystick support in Aliens in the
Outback was always pretty generic so SDL probably could handle similar
joystick support as the existing game now. Basically, what I am saying
is Draconis can slide by on Mac's existing APIs because they aren't
looking for or particularly need cutting edge audio and input support
for a majority of their existing titles.
However, I'm trying to create the next generation of audio games with
highly professional 3d audio, support special game controllers, and
basically pull out all the stops. Mac APIs don't really impress me,
and aren't up to handling the kinds of games I want to begin creating
in the next couple of years. For that reason cross-platform
development isn't necessarily feasable in all cases.

Cheers!
Post by Bryan Peterson
At least not right at first. Apparently there's no easy way to do this.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
James Dietz
2010-03-23 16:54:05 UTC
Permalink
I'm glad you're making progress. THough I voted for mac compatibility
I'm glad to sacrifice it for a fun and enjoyablefinished product.
Keep it up.

James
Post by Philip Bennefall
Hi Bryan,
Actually, I'd say cross-platform development of games is more a matter
of finding comprable cross-platform game programming APIs rather than
how hard or easy it is. Oh, if I want to use SDL for cross-platform
development then it is easy enough to create Mac, Linux, and Windows
games, but you lose a good deal of features available in a pro game
API like DirectX in the process. Something like SDL is for all intents
and purposes a case of choosing the lowest common denominator verses
platform specific tools and APIs that can give your game product
truly outstanding performance and special features. Mac and Linux game
APIs are a good generation behind what's available for the Windows
platform that is a huge disadvantage for those platforms.
There are commercial APIs such as FMOD Ex that closes the gap between
Windows and Mac rather nicely, but then again it is a commercial
third-party product. As I am all to aware there are licenses involved
with something like FMOD that aren't really well suited for a small
game studio like USA Games. It is expensive enough to license FMOD for
one platform, but if you license it for multiple platforms the price
goes up dramatically making it not financially feasable. There has to
be a large enough Mac or Linux market out there for accessible games
to make the use of FMOD and other commercial cross-platform APIs
finantially viable alternatives to the free native APIs.
So in the end you might have to settle on something decent like OpenAL
that is good, but not particularly over the top. However, as the past
couple of days has shown XAudio2 is emerging as a rather revolutionary
and powerful API for Windows and the XBox. So I think as XAudio2
continues to be developed creating games with XAudio2 may offer me,
the game developer, more advanced features and render some truly
amazing audio environments. With something like OpenAL it will just
offer me somewhat basic and rather generic audio support. In a feature
by feature run down XAudio2 probably is the superior and more logical
choice for future audio games. So cross-platform games, using
cross-platform APIs, will only hold the games back from obtaining
their maximum potential. At least that's how I see things currently.
Now, I do know Draconis Entertainment is working on porting their
games to Mac, but our situations are slightly different. Currently
Draconis Entertainment's games such as Aliens in the Outback don't
require a lot of high end features. For audio basically all they need
to do is have some simple stereo panning and the ability to change the
pitch of the starships as they land. Joystick support in Aliens in the
Outback was always pretty generic so SDL probably could handle similar
joystick support as the existing game now. Basically, what I am saying
is Draconis can slide by on Mac's existing APIs because they aren't
looking for or particularly need cutting edge audio and input support
for a majority of their existing titles.
However, I'm trying to create the next generation of audio games with
highly professional 3d audio, support special game controllers, and
basically pull out all the stops. Mac APIs don't really impress me,
and aren't up to handling the kinds of games I want to begin creating
in the next couple of years. For that reason cross-platform
development isn't necessarily feasable in all cases.
Cheers!
Post by Bryan Peterson
At least not right at first. Apparently there's no easy way to do this.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-23 17:38:54 UTC
Permalink
Hi James,
Thanks. I'm glad to have people see it from that point of view.
Besides Mac users aren't totally left in the cold. They can run games
if they are willing to run Windows side by side on their Mac system.
As they have to do this anyway for a majority of accessible games I
don't see this as a major imposition for Mac users. Less convenient
perhaps, but is a workable solution.
I'm glad you're making progress. Though I voted for mac compatibility
I'm glad to sacrifice it for a fun and enjoyablefinished product.
Keep it up.
James
Thomas Ward
2010-03-19 00:28:34 UTC
Permalink
Hi,
Yeah, that was a pretty popular feature request for beta 11. I guess a
lot of people were turned off by Karen and wanted me to upload Heather
to the web site or return it to the game. I figured since that many
people were interested in having it I would make it the default game
voice for beta 11. Plus I recently got my hands on the Sapi 5 version
of Acapela Heather, not the Nextup.com version, and I've noticed it
works better. it isn't quite as fussy as the version I was using, and
makes less verbal mistakes. So you are actually getting a better voice
recording as well.

Cheers!
Thomas Ward
2010-03-18 17:57:52 UTC
Permalink
Hi Charles,
Sure. As long as it is on topic for the list you send it to I don't
have any particular objection with it being sent to another list.

Cheers!
Post by Charles Rivard
Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
Hayden Presley
2010-03-18 23:55:58 UTC
Permalink
Hi,
I am glad we're getting Heather back. Karen's not all that bad, but I, was a
MOTA BETA owner since Beta 4, have gotten used to that one.
Best Regards,
Hayden

-----Original Message-----
From: gamers-bounces at audyssey.org [mailto:gamers-bounces at audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, March 18, 2010 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games News 3/18/2010

Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
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You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Hayri Tulumcu
2010-03-19 17:10:26 UTC
Permalink
Hello Thomas, now when we're talking about professional equipment, so check
file that I've made from a VST synthesizer, which I have and the synth is called Nexus. To le
about reFX then go to:
www.refx.com
Here are the audio sample:
http://www.sendspace.com/file/qgy2ka
Enjoy.
Travis Siegel
2010-03-23 11:51:12 UTC
Permalink
I'd like to urge folks to keep in mind while discussing cross platform development tools that they're just that cross platform.
Windows has it's native apis which are loads better than sdl, sfml, or any of the others mentioned here.
I'd also like to point out that mac has core audio, and other apis that are the same way.
Anyone using the native mac apis would get just as fully exposed to the features windows apis provide,
but those programs would be mac only, just as direct x is windows only.
But, the point is that mac does have it's own set of apis for doing things.
The problem is that mac still has a long way to go on it's integrated development (called collectively the x tools) before they will be
100 percent accessible to those of us who use screen readers for our computer usage.
That's not to say it can't be done, only that's considerably more difficult to use native mac apis with the apple provided development tools to make an equivalent game.
However, it *can* be done, if you have some sighted assistance (which most of us do not)
and a great deal of knowledge of how cocoa and objective C++ works.
On the other hand, all the comments about cross platform game developing is quite correct.
Give me some c++ code for a game like troopanum, and using sfml
I could have a cross platform version available in a week or less.
Give me a month or so, and some sighte help from someone who knows the apple developer tools,
and I can provide you something like shades of doom, sara, or even toc, and you'd be blown away by it's richness of environment.
Unfortunately, what's lacking here is the sighted help, and the knowledge of the cocoa environment, so I at least can't do this out of the box.
(well, I could do the troopanum game, but not the other)
If you want a sample of what apple can do with their apis, check out the dinosaur game that comes with any mac purchase.
My kids love it, and it's definitely full of stereo sound effects, great video animations, and all sorts of eye candy for keeping the little ones entertained.
However, this was produced by folks who knew the apple environment inside and out, so it's not really a fair comparison of what *we* can do, only what *can* be done.
Hope this helps clarify a little bit.
Thomas Ward
2010-03-24 11:19:33 UTC
Permalink
Hi all,
Travis is correct. I mean if it is a matter of comparing core native
Windows development APIs to core native Mac development APIs it is
quite possible to create some fairly advanced accessible Mac games.
However, it can be a programming nightmare because Windows native APIs
and Mac native game APIs are completely different from a programming
standpoint. That's why it is helpful to find some intermediate
cross-platform API like SFML to create some common programming
interface between Mac and Windows. Problem is that SFML and SDL aren't
really as good as the native Mac or Windows development APIs which was
my original point in all this.
If you want to write Mac games, specifically for a Mac, then you could
do it using native Mac APIs which are generally pretty good. if you
want Windows based games you can create them using native Windows
APIs. However, you can't create a game for both without either
rewriting a good portion of your program to support those native APIs,
or you settle for an open source cross-platform solution that doesn't
necessarily deliver the same features or quality. I could easily
create a game like STFC using SDL that would be perfectly fine since
it doesn't really need anything more than basic keyboard and audio
support. However, for a realistic first person game such as Shades of
Doom I'd want something with better input and audio support that SDL
just doesn't have. So as a result you might want to use one of the
native APIs that would offer better features and better performance.
Sometimes there isn't any other way but to support two completely
different APIs to perform the same task such as rendering text to
speech. On Windows there is Sapi, and Mac has the Apple Speech
Framework. Both are good APIs, basically do the same thing, but are
supported in completely different ways from a programming standpoint.
I've heard there are some open source libraries that act as a common
wrapper for Sapi and Mac's Speech Framework, but without it you have
completely two different APIs to support. A developer can end up
investing a lot of time and energy trying to program, debug, and
support what are two completely different versions of the same
software. Which i for one don't really want to deal with at this time.

Cheers!
Post by Travis Siegel
I'd like to urge folks to keep in mind while discussing cross platform
development tools that they're just that cross platform.
Windows has it's native apis which are loads better than sdl, sfml, or any
of the others mentioned here.
I'd also like to point out that mac has core audio, and other apis that are the same way.
Anyone using the native mac apis would get just as fully exposed to the
features windows apis provide,
but those programs would be mac only, just as direct x is windows only.
But, the point is that mac does have it's own set of apis for doing things.
The problem is that mac still has a long way to go on it's integrated
development (called collectively the x tools) before they will be
100 percent accessible to those of us who use screen readers for our computer usage.
That's not to say it can't be done, only that's considerably more difficult
to use native mac apis with the apple provided development tools to make an
equivalent game.
However, it *can* be done, if you have some sighted assistance (which most of us do not)
and a great deal of knowledge of how cocoa and objective C++ works.
On the other hand, all the comments about cross platform game developing is quite correct.
Give me some c++ code for a game like troopanum, and using sfml
I could have a cross platform version available in a week or less.
Give me a month or so, and some sighte help from someone who knows the apple
developer tools,
and I can provide you something like shades of doom, sara, or even toc, and
you'd be blown away by it's richness of environment.
Unfortunately, what's lacking here is the sighted help, and the knowledge of
the cocoa environment, so I at least can't do this out of the box.
(well, I could do the troopanum game, but not the other)
If you want a sample of what apple can do with their apis, check out the
dinosaur game that comes with any mac purchase.
My kids love it, and it's definitely full of stereo sound effects, great
video animations, and all sorts of eye candy for keeping the little ones
entertained.
However, this was produced by folks who knew the apple environment inside
and out, so it's not really a fair comparison of what *we* can do, only what
*can* be done.
Hope this helps clarify a little bit.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2010-03-18 17:21:21 UTC
Permalink
USA Games News

March 18, 2010

Introduction

Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.

Genesis Engine

As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.

Mysteries of the Ancients

Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.

Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can

answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.

Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
Charles Rivard
2010-03-18 17:32:40 UTC
Permalink
Tom: Is this OK to share with other gaming and not gaming lists? Thanks.
---
In God we trust.
----- Original Message -----
From: "Thomas Ward" <thomasward1978 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, March 18, 2010 12:21 PM
Subject: [Audyssey] USA Games News 3/18/2010
Post by Thomas Ward
USA Games News
March 18, 2010
Introduction
Hello gamers,
Welcome to another edition of the USA Games news letter. I know it
has been a very long time since our last issue, and truth is there
hasn't been much to say over the last couple
of months or so. Mostly we have been involved in rewriting the core of
our Genesis engine
which has been a massive undertaking. More about that later.
However, we finally have some good news on the way. It looks like
2010 is going to be a
more productive year for us, and we are finally going to start
delivering some of the titles
we promised. That is certainly some good news in deed. So without
further comment let's get
straight to the news.
Genesis Engine
As many of you may recall back in early December we decided to
rewrite our game engine,
Genesis 3D, from scratch in C++. The rewrite was suppose to resolve
several ongoing issues
with Mysteries of the Ancients such as: problems with newer 64 byt
Windows platforms,
improve system performance, resolve some bugs do to Managed DirectX
itself, to simplify the
installation of the game, and possibly create cross-platform versions
for Mac and Linux. To
a large degree our rewrite that attempts to meet all of these design
goals was a success
over all. However, during the course of development we discovered that
supporting
cross-platform versions of our engine and games isn't technically or
financially feasible at
this time.
For one thing there really is no standardized way to program an
application for Mac,
Linux, and Windows. Each of these platforms have there own unique
libraries, tool kits, etc
we call APIs that are often as different from each other as the
operating systems
themselves. This obviously makes it difficult to write anything that
can be compiled and run
on another operating system without some degree of rewriting some part
of your program to
support the new platform. While there are game APIs specifically
designed to help create
cross-platform games such as OpenAL, SFML, SDL, etc these APIs don't
meet the same standards
of DirectX or XNA, and lack features I would otherwise get by using
a more professional
API like DirectX.
To explain this situation better imagine writing a game such as
Raceway where you want
to support special game controllers such as a racing wheel with force
feedback support.
While SDL, SFML, and DirectX all have reasonable support for standard
devices like mice and
keyboards the same can't be said about specialized game controllers
like racing wheels. SDL,
for example, has very generic joystick support that often doesn't work
at all on Linux and
Mac, and has no support for specialized game controllers such as a
racing wheel with force
feedback ability. This obviously is somewhat of a disadvantage as I
can't provide the same
degree of features on Mac and Linux releases that I could on Windows releases.
Another case in point is DirectSound verses something like OpenAL.
OpenAL is a decent audio
API for Mac, I can't argue that, but at the same time it lacks
features I could get with
DirectSound. One very simple example is a stereo pan control. In games
like Mysteries of the
Ancients the sounds only need to be panned left and right. This is a
simple process with
DirectSound as it has a function for this. With OpenAL it was designed
with 3d audio support
in mind and it lacks a basic pan control which is over kill for a game
like Mysteries of the
Ancients. So in other words with OpenAL I have to use the 3d audio
processing weather I need
it or not. This is hardly ideal for a side-scroller.
There are plenty of other technical issues I could mention here,
but I won't. Needless
to say creating cross-platform games is less than ideal for the
developer or the end
customer alike. There are, however, commercial routes I could take
such as licensing
Transgaming's Cedega and Cider cross-platform engines, but this is
also expensive. Before I
go that route I'd have to be sure I'd get my money back on the
investment, and from what
I've seen so far the Mac and Linux markets are still too small to make
this financially
feasible. Writing accessible games doesn't make much money as it is
without the cost of
investing in expensive cross-platform tools for a small minority
market within a small
minority market.
Cross-platform issues aside the engine itself is coming along very
well. I've
successfully rewritten the engine in C++. I have dropped support for
the .NET Framework,
and have rewritten the game as a native Win32 application with support
for DirectX 8 and the
FMOD Ex API. This should resolve most bugs/issues present in MOTA beta
10 and earlier, and
will greatly simplify the game installation for new customers. Since
it uses native Windows
libraries it should install and run on Windows XP or higher right out
of the box so to
speak
As I write this the core of the engine itself is almost finished.
This excludes tools
such as a level editor, which I still have to write, but the core of
the engine itself is
about done. What this means is that I'll be able to release games like
Mysteries of the
Ancients beta 11 in the not too distant future.
Mysteries of the Ancients
Over the past couple of months I've frequently been asked
questions like "when will beta
11 be released" or "what new features will I be adding to beta 11."
Both of these are
difficult questions as both really depend on the completion of the
Genesis Engine first.
That has been my priority for the last three months, and obviously has
to come first.
Without the engine I wouldn't be able to create Mysteries of the
Ancients. However, I can
answer a few of these questions based on where I am right now with the project.
As far as when the game will be released I can't in truth give a
definitive answer to
that question. However, as the new Genesis Engine is ready to be used
for game development I
can say it will be pretty soon. I have already ported the game's code
over to the new engine
and have been playing around with it. There are some loose ends and
bugs to fix, but I'm
certainly getting there with it. I figure the game will be going to
the private test team
within the next couple of weeks.
As far as new features and content none are planned for beta 11.
The main reason is, of
course, that I'm still very much actively involved in getting the
engine together let alone
upgrading it. In fact, you may find beta 11 will temporarily have a
few less features as I
work the bugs and problems out of the new engine and try and get it up
to where we were with
beta 10 before we began the rewrite. Don't worry though any missing
features will be updated
and returned in later updates to the game. Although, It is likely I
will address all of
these during the private testing period.
Mostly the major changes are superficial changes such as instead
of Scansoft Karen I
have restored Acapela Heather as the voice of the game as per request.
I have made a few
keyboard changes such as speak strength is now on the s key instead of
the g key. As I've
said most of the changes you will notice are very miner and
superficial. The real changes
are at the game's core, in the engine, where you will likely notice
some improved system
performance if I did my job right. One thing about C++ it does allow a
game developer to
fine tune a game so that it takes full advantage of a systems
processor, memory, and
operating systems native libraries. All and all I do think you will
enjoy the results.
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesineractive.com
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
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