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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 ... - 11/6/2013 12:55:07 PM   
Dimitris


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quote:

ORIGINAL: sluggy
Just to put things into perspective this is about a thousand lines of code now - har de har har so much for speech in 5 lines :)


Par for the course in the dev trade.

The _real_ tragedy is when the client is willing to pay only for the "5 lines of code"

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 1:01:52 PM   
MikeGER

 

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i just tested the SeaHaq-Beta1.exe ...and now it works (i hear the ambient humming)

THX ! Sluggy for the fast responce and bringing this immersive addon to the community

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Post #: 32
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 1:34:33 PM   
sluggy2010

 

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hehe yeah - or the you're standing next to the salesmen when he tells the client that its only five lines of code and you know its a thousand



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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 4:29:32 PM   
FERdeBOER

 

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This is simply amazing and should be in the game by default.

Works great and I can finally "forget" the game, as I will be alerted when something happens.


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Post #: 34
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 5:59:47 PM   
JSF


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Downloaded and started SeaHag. But I cannot check Default Speech Grid or Default Sound Grid, both are light Grey.

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 6:51:38 PM   
JSF


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Found it, now it works.

Great Job!!!

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Post #: 36
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 8:59:30 PM   
sluggy2010

 

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As we seem to have reached a stable version - any chance of a "sticky" for the message?

Regards

Sluggy

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 9:08:06 PM   
airwinger63


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quote:

ORIGINAL: airwinger63

Evening,

I get the following error when I try to run the execute file, seahag.exe is not a valid Win32 application. I'm running Windows XP w/ SP-3 installed on a Asus Px6D58 motherboard with an Intel i7 950 @ 3.07.

Airwinger63



Evening,

I downloaded your 1.0d and installed the updated MS Speech files. Works great now. Thanks for what you’re doing. Now if you just point me in the of some speech files that sound life a nice Russian female that just finished off 5 packs of Camels cigarettes, I’ll be all set for a while.

V/R

Airwinger63


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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 9:25:54 PM   
sluggy2010

 

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how about a hot Dutch Euro chick who has chewed on one too many Gauloises?

http://ttsdownload.com/acapelasamples/Jasmijn.wav


Best source of voices I found were at http://www.nextup.com/





< Message edited by sluggy -- 11/6/2013 10:26:11 PM >

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Post #: 39
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 9:54:49 PM   
jomni


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No speech for me.

Are there presets for the speech tab? Or do I have to make one myself?
Would love to have a sample config file or something.



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Post #: 40
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 11:21:56 PM   
sluggy2010

 

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Hi Jomni

Did you click the two default buttons then -Save settings?

And if on XP did you install the MSoft update?

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/6/2013 11:39:19 PM   
jomni


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Honestly, I couldn't find those buttons. Must take another look. Any hints.

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 1:06:11 AM   
sluggy2010

 

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....from the instructions on the first post.......

Installation -

Copy the .exe and the sound files to a directory.
Start SeaHag and for the first time only click Default Speech and Default Sounds then click save settings.

At present ( pre B452 ) you will need to enter the side ( case sensitive ) into the side selection box then click start SeaHag.
After Beta 452 I will change it to autodetect as the side selection options will be logged.


Quickstart -

Run SeaHag and set the player side - NOTE THIS IS CASE SENSITIVE!!! Or you will get the announcement of both sides.

Only for the first time....Click DEFAULT SOUND GRID and DEFAULT SPEECH GRID, then click SAVE SETTINGS.


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Post #: 43
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 1:39:14 AM   
jomni


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So that means since I missed that "first time screen", I am not able to switch back to default as I already messed with my own settings. Looks like I have to extract the stuff again.

< Message edited by jomni -- 11/7/2013 2:40:43 AM >


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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 1:49:48 AM   
sluggy2010

 

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erm.... no...

The buttons are on the right hand side of the seahag window... paste a screen dump of what you get displayed

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Post #: 45
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 2:15:18 AM   
jomni


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quote:

ORIGINAL: sluggy

erm.... no...

The buttons are on the right hand side of the seahag window... paste a screen dump of what you get displayed


I'm at work. Will check it out when I get a chance.

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 8:52:48 AM   
Marder

 

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Works perfectly under Win dows 8.1 x64! Thanks for adding immersion to this greaat sim!

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Post #: 47
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 9:10:21 AM   
Dimitris


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quote:

ORIGINAL: FERdeBOER
This is simply amazing and should be in the game by default.


Oh we'll talk

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Post #: 48
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 10:08:29 AM   
sluggy2010

 

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Glad you all found it useful

< Message edited by sluggy -- 11/7/2013 11:29:07 AM >

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 3:36:35 PM   
Iwbtone

 

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This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 4:08:03 PM   
coolts


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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.

< Message edited by coolts -- 11/7/2013 5:45:03 PM >


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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 5:18:12 PM   
Dimitris


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quote:

ORIGINAL: Iwbtone
This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial


Is this related to this utility?

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 5:38:31 PM   
pandoraefretum

 

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Sounds like a trivial point, but I actually agree with you, coolts, re. Popeye Seahag!!
I am pretty happy with the Audrey 16 voice I purchased; it's impressive though it could still be improved.


< Message edited by pandoraefretum -- 11/7/2013 6:38:58 PM >

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 6:03:35 PM   
MaB1708

 

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Thank you Sluggy for making this brilliant utility available for XP-users and .NET4.0 now. Installation and setup took 3 minutes...done.
Great job for a great sim!

Martin

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Post #: 54
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 7:38:50 PM   
MaB1708

 

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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

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Post #: 55
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 8:37:10 PM   
sluggy2010

 

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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




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Post #: 56
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/7/2013 8:38:56 PM   
sluggy2010

 

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Will look at this, but I use a stream not a file-lock on purpose to not lock the file - will try this end.



Regards

Sluggy


quote:

ORIGINAL: Iwbtone

This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial


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Post #: 57
RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 12:51:08 AM   
Iwbtone

 

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quote:

ORIGINAL: sluggy

Will look at this, but I use a stream not a file-lock on purpose to not lock the file - will try this end.



Regards

Sluggy


quote:

ORIGINAL: Iwbtone

This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial




Just find the frozen accidentally, I tried again , could go to the end without running seahag when large time compression, will the frozen be caused by it ? time passing too fast , my girl's speech can't catch up with those many new contact, has a delay ?

< Message edited by Iwbtone -- 11/8/2013 1:55:09 AM >

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 1:05:41 AM   
rwenstrup

 

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Simply excellent Sluggy...Thanks!

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RE: [RELEASED] Speech and Ambient Sound Module - files ... - 11/8/2013 1:40:40 AM   
sluggy2010

 

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out of interest is there a repeat restriction on the rule generating the message ?

The reason the repeat restriction is there is to prevent this kind of race condition, The time is the clock time between the last message and the current attempt to speak. Even when running at 15 or 30 mins in the simulator SeaHag will only speak if the "find" rule time limit has expired. SeaHag speaks synchronously but plays ambient sounds asynchronously. This means that sounds may be triggered at the same time and will continue until finished in the background , but for speech the program will wait until the line is spoken - this was by design to stop voice spam.

Which message is being spoken and what is its repeat prevention time?

and which version of command ?

Regards

Sluggy



< Message edited by sluggy -- 11/8/2013 2:41:51 AM >

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