I don't know how you build a voicing engine, and it's not realy necessary, but a dynamic voice system would give mappers the ability to create custom messages like "Warning, Reactor overloading. Evacuation neccesary!"
I thought that it's easier to utilize a TTS Engine to synthesize <b>all</b> spoken responses rather than record each individually.
Think of the interface responses for the commander / orders for the marines. The voices available today might not be available tomorrow, and everything needs to be re-recorded or changed to bed-in the new speakers to not cause a rift in continuity.
Also, for the sake of continuity, it simply would feel better if a mapper would be able to access a system that outputs the same voice as commanders and marines hear wherever the he wants.
Though, granted, I don't know how you would build one.
Depends. I've heard high quality engines especialy build for announcements in large structures. I'd use one for my own computer, but I cant spend 500 Bucks and more on such software, therefore I'm using the windows one and I still get a fair quality out of it.
That stuff used in Unreal Tournament (and therefore in America's Army) is crap, by the way.
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<a href="http://www.festvox.org/voicedemos.html" target="_blank">http://www.festvox.org/voicedemos.html</a>
Think of the interface responses for the commander / orders for the marines.
The voices available today might not be available tomorrow, and everything needs to be re-recorded or changed to bed-in the new speakers to not cause a rift in continuity.
Also, for the sake of continuity, it simply would feel better if a mapper would be able to access a system that outputs the same voice as commanders and marines hear wherever the he wants.
Though, granted, I don't know how you would build one.
That stuff used in Unreal Tournament (and therefore in America's Army) is crap, by the way.