Highly advanced question - customizable sound effects

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
Wanted to know if there was a way with GameSalad that would do customizable sounds with a persons name.

For example, the player starts the game and it welcomes them; "Welcome back John." "Good to see you again Doctor", etc.

I think I already know the answer to this, however, if this is completely impossible with GameSalad, what programming language would be required to accomplish this?

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    That would require a text to speech program be integrated with GameSalad. That's a good idea. Voice recognition and text to speech would allow development for visually/hearing impaired people.
  • cbtcbt Member Posts: 644
    You could easily make inputted text get spelled, but, text to speech is nearly impossible. (But, still possible)
  • old_kipperold_kipper Member Posts: 1,420
    I would sham it up. Have the player select from a few options or have the device foist a name/insult on the player and then recall it based on a save attribute. 'You Know Jack' takes an approach that very much works, and combines insults with good writing that could be more personalised to a player. If someone fresh were to come to the game it might be fun to have the blind machine questioning them for confirmation of ID. Play to the weaknesses of the system in this case and have fun writing around them.

    If you want to get serious there are libraries in quiet a lot of languages for speech recog, but you are in deep and it will take a real long time and effort. IBM put millions into it and Apple has done a lot, but most systems are pretty weak. If you look at some of the commercial systems out there it still takes time and the right conditions for the system to learn.

    For text to speech you really need a lot of arrays, and that GS lacks. Combining phonemes is not just a matter of ordering them based on sequence. There are inflections and a parsing system needed unless you want the voice to be very, very dull. Lots of work.

    With some ogg files of short length you can build quite a wide range of responses that can give quite a creepy effect. I've played with this and used a model of text adventure games as a guide for the logic and responses. It can be quite effective.

    kipper
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