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RE: [RELEASED] Speech and Ambient Sound Module - files attached

 
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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 2:33:45 AM   
Iwbtone

 

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I'm not at home now
i'll try again later.

Play official version 1.01

(in reply to sluggy2010)
Post #: 61
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 7:58:37 AM   
sluggy2010

 

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I was thinking about this on the way home today, and doing my DeBono problem definition bit.

I'd like to go back to the idea behind SeaHag.

SeaHag is to add atmosphere to the simulation, which judging by the feedback so far it has done what it was meant to.

So the question is "Is SeaHag meant to say everything..?" - To be clear on this one here the answer is no.

If it has just finished saying "new contact" there is no value in saying it again, the primary reason I created it was mentioned in an earlier post where someone commented "I don't miss the incoming missiles anymore" whilst my concentration is elsewhere. In a time window if there was ANY new contact you want to know, one two three is not really the issue. So perhaps the issue there is that if more than one (new) contact appears in the time window the message should be "Multiple New Contacts Detected!" rather than robotic like announcement of each entry?

Setting the repeat protection to zero doesn't really serve any purpose, in fact is probably a drain on most systems, even having created it I leave it on at least 30 seconds. So unless anyone REALLY wants to hear absolutely everything ( in which case don't advance time at the higher rates ) for the sake of balancing atmosphere and stability the minimum I should allow in the code is 10 seconds repeat prevention, if anything on the basis that it takes about 10secs to say anything anyhow.

So rather than chasing this one as a bug - it is really a limitation. Even if the code were built into CMANO during a time advance at a rate of 15 minutes / 30 minutes I would actually make it say nothing on the grounds you cant react at that time base anyway.

So again I am back to the 10 sec minimum repeat prevention, I am going to say that this is the suggested use, anything less than that really doesn't offer too much value. I've currently left the code as is to not mess up anyone's sound / speech tables, but my gut feel is that I should hard code a 10 seconds minimum.


< Message edited by sluggy -- 11/8/2013 9:14:10 AM >

(in reply to Iwbtone)
Post #: 62
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 11:05:56 AM   
Iwbtone

 

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Tried again, this time not met frozen, so I think this is occasional issue, and pls don't misunderstand my reply before, SeaHag is really awesome !!!

Totally agree with you , what seahag doning is to add actual "command" atmosphere via the background sound effect and speech for silent non-music CMANO, not a contact-repeat girl



(in reply to sluggy2010)
Post #: 63
RE: [RELEASED] Speech and Ambient Sound Module - V1.0d ... - 11/8/2013 11:29:34 AM   
edfathead

 

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Cool.

< Message edited by edfathead -- 11/8/2013 12:33:37 PM >

(in reply to sluggy2010)
Post #: 64
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 6:40:32 PM   
MaB1708

 

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Logfile attached.
Thanks,
M


quote:

Can you post the logfile to the board so I can check this one.

Regards

Sluggy

quote:

ORIGINAL: MartinB

One question, though: I just had 4 "New contact"-messages in short order (timestamps are 23:49:03 for the first two and 23:49:19 for the next two). Only the first has been read aloud. I was looking at the hag and thought it has to do with "prevent repeats sec", but this is at 0 already for "new contact". What am I missing?
Thanks,
Martin


Attachment (1)

(in reply to sluggy2010)
Post #: 65
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 10:36:35 PM   
sluggy2010

 

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Hi Martin,

There are two lines that check for new contact. The REPLACE line which is set at 0 repeat prevention time, because we always want the replace to work.

Then there is the FIND line which triggers the voice, this is set at 60 seconds repeat prevention by default.

You can change that setting - personally based on prior posts I wouldn't set a FIND entry on less than 10 seconds repeat prevention as discussed in IWBtone's postings as at 15 / 30 minute time acceleration rates its not adding value.


Regards

Sluggy

(in reply to MaB1708)
Post #: 66
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 10:38:44 PM   
sluggy2010

 

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How about this one






Attachment (1)

(in reply to coolts)
Post #: 67
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/9/2013 4:44:24 PM   
MaB1708

 

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From: Freiburg(Germany)
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Thank you sluggy for your reply. If its setting and not my setup problem thats fine, now I can start to play with that hag a little.
Bests,
Martin


quote:

Hi Martin,

There are two lines that check for new contact. The REPLACE line which is set at 0 repeat prevention time, because we always want the replace to work.

Then there is the FIND line which triggers the voice, this is set at 60 seconds repeat prevention by default.

You can change that setting - personally based on prior posts I wouldn't set a FIND entry on less than 10 seconds repeat prevention as discussed in IWBtone's postings as at 15 / 30 minute time acceleration rates its not adding value.


Regards

Sluggy

(in reply to sluggy2010)
Post #: 68
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/10/2013 2:55:50 AM   
Mgellis


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I tried it. So far it seems to work fine. Very cool! Please keep working on this.

(in reply to MaB1708)
Post #: 69
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/10/2013 6:30:55 PM   
JohnSmith


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CMNAO crashed for the first time, and it was right after using SeaHAG together with it. Not sure if that was the reason, but just posting a report here.

(in reply to sluggy2010)
Post #: 70
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/10/2013 8:09:04 PM   
JRyan


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OK I got this working after many tries....First this is awesome! Works like a top. I can even change the voices etc..

I am embarrassed as to why it wasnt working but I never told it to START SeaHag...

Duh...

(in reply to sluggy2010)
Post #: 71
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/10/2013 8:48:52 PM   
smudge56

 

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Chorlton and the Wheelies ?


quote:

ORIGINAL: sluggy


How about this one







(in reply to sluggy2010)
Post #: 72
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/11/2013 3:06:03 AM   
Temple

 

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I've just started using this with CMANO and it works great. I do have a question. Is there a way to suppress the saying of the player side's name with each message? It's taking Microsoft Anna a while to say "Peoples Republic of Palmyra Island" over and over again


< Message edited by Temple -- 11/11/2013 4:06:46 AM >

(in reply to smudge56)
Post #: 73
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/11/2013 3:09:30 AM   
Temple

 

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Also I'm hearing the messages from all the sides in a scenario. Is this the way it's supposed to be? Or am I supposed to be doing something so I'm only hearing the side the player is playing?

(in reply to Temple)
Post #: 74
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/11/2013 5:09:44 AM   
sluggy2010

 

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Yup

(in reply to smudge56)
Post #: 75
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/11/2013 5:10:50 AM   
sluggy2010

 

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If you have a look at the first post in the thread or the README.txt the info is in there.

If you are using Build 460onwards then it is automatically set to the correct side only.

Regards

Sluggy

(in reply to Temple)
Post #: 76
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/11/2013 7:38:36 PM   
smudge56

 

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Takes me back times of Jamie and his magic torch

(in reply to sluggy2010)
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RE: [RELEASED] Speech and Ambient Sound Module - Update... - 11/12/2013 1:35:40 AM   
GBS

 

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I swear this happened... Tonight I am playing Trapped Under the Ice. I had Seahag running. When classifying an underwater contact Seahag said "Social Security Number" instead of SSN. I swear. Too funny. perhaps a bug?

(in reply to sluggy2010)
Post #: 78
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 11/12/2013 2:21:41 AM   
JRyan


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quote:

ORIGINAL: GBS

I swear this happened... Tonight I am playing Trapped Under the Ice. I had Seahag running. When classifying an underwater contact Seahag said "Social Security Number" instead of SSN. I swear. Too funny. perhaps a bug?



Don't worry it has nothing to do with the NSA....er....

(in reply to GBS)
Post #: 79
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 11/12/2013 7:15:52 AM   
sluggy2010

 

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Hehe - nice one! Not me though....

The Microsoft speech engine must have that built into the dictionary.

If you want it to say SSN instead then put a replace rule into SeaHag ( insert ( not overwrite ) at row three )

Enabled - Yes - obviously!
Min Verb - 1
Max Verb - 9
Prevent Repeat - 0
Replace - Replace
Text to look for - SSN
Reduce Char - Nothing
Replacement Text - S<space>S<space>N<space>
Continue

And that should do the trick

(in reply to GBS)
Post #: 80
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/12/2013 12:58:31 PM   
coolts


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From: Auf Wiedersehen, Pet
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quote:

ORIGINAL: sluggy


How about this one







Egads! My arch enemy!!!!

_____________________________

"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix

(in reply to sluggy2010)
Post #: 81
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/12/2013 9:21:25 PM   
Topper

 

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This is just cool. Thanks. Now to get her to say "Vampire Vampire Vampire!"

(in reply to coolts)
Post #: 82
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 11/14/2013 6:17:27 PM   
GBS

 

Posts: 903
Joined: 7/3/2002
From: Southeastern USA
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quote:

ORIGINAL: sluggy

Hehe - nice one! Not me though....

The Microsoft speech engine must have that built into the dictionary.

If you want it to say SSN instead then put a replace rule into SeaHag ( insert ( not overwrite ) at row three )

Enabled - Yes - obviously!
Min Verb - 1
Max Verb - 9
Prevent Repeat - 0
Replace - Replace
Text to look for - SSN
Reduce Char - Nothing
Replacement Text - S<space>S<space>N<space>
Continue

And that should do the trick



Sorry Sluggy, Ive been away. Where do I find this row "3"? Thanks.

(in reply to sluggy2010)
Post #: 83
RE: [RELEASED] Speech and Ambient Sound Module - Update... - 11/14/2013 9:14:34 PM   
sluggy2010

 

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Here ya go - shows how to add a row to the voice section

Click on / highlight row 3 before clicking the Insert Row button

And then test - if this works for you then click save settings in SeaHag




Attachment (1)

< Message edited by sluggy -- 11/14/2013 10:21:37 PM >

(in reply to GBS)
Post #: 84
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/16/2013 8:09:07 AM   
chemkid

 

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.

< Message edited by chemkid -- 4/25/2018 7:19:01 AM >


_____________________________


(in reply to sluggy2010)
Post #: 85
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/23/2013 2:37:52 PM   
Mgellis


Posts: 2054
Joined: 8/18/2007
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I love this program. Thank you for writing it.

Some suggestions, either for the next version or for anyone doing their own tweaks...

Text to look for:

"ready"
"fire"
"flood"
"seal"
"extinguish"
"lost"
"attack"
"wait"

I also increased the volume on the background hum to 25, although this may not be necessary if you are not in your 50s and slightly hard-of-hearing. (Too much Aerosmith in my misspent youth...well, present...hey, don't judge me!)




(in reply to chemkid)
Post #: 86
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/23/2013 4:38:19 PM   
CV60


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I use to date that girl!

quote:

ORIGINAL: coolts


quote:

ORIGINAL: sluggy


How about this one







Egads! My arch enemy!!!!


(in reply to coolts)
Post #: 87
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/24/2013 2:46:37 PM   
Mgellis


Posts: 2054
Joined: 8/18/2007
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quote:

ORIGINAL: coolts

Cool addition and now working on 8.1.

Please, can you make that hideous Popeye Seahag characters face on the app go away? Even the sexiest voice-over is spoiled when you glance over and see that grinning thing ;)

Reminds me of an account manager I had with a really sexy Irish accent. She could sell me anything. Then one of my colleagues said, "She's probably an old woman. A fat old woman with a hairy chin wart and a dog". That spoiled that little daydream.


Suggestion for next version of the program...make the image customizable...people can give Sea Hag whatever face they desire...like Hatsune Miku! :)

(in reply to coolts)
Post #: 88
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 12/24/2013 12:32:22 PM   
SAMiV2

 

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From: Finland
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I'm planning on purchasing this simulation game and earlier i have read about this speech and ambient sound module addon for this game.
I'm wondering, if this module still works with the latest C:MANO version or not? I'd very much like to try this addon once i have bought it, which i'm about to do very soon i think.

(in reply to Mgellis)
Post #: 89
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 12/24/2013 2:29:09 PM   
bomber1949

 

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SAMiV

I can confirm that Sluggy's excellent sound Module works fine with the very latest release of Command and along with the now added more sound effects from within the simulation itself the module certainly adds an immersive feel to an already polished simulation (which continues to be buffed) with some of the best Customer support and feedback of any game/Sim that I know of well that is in my opinion, I don't think you will be disappointed with your purchase and the sound Module will certainly enhance it further still "fantastic simulation" I love it.



< Message edited by bomber49 -- 12/24/2013 3:32:56 PM >

(in reply to SAMiV2)
Post #: 90
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