@number 154, thanks for the quick reply, I’m pleased I wasn’t the only one up early checking messages/posts haha. So I want to preface this post by saying we definitely don’t condone anyone using copyrighted materials of any kind in their games they create , be it sounds, music, characters, stories or anything else. Regarding your point about the use of sappie voices though, and I don’t claim to be an expert in the laws regarding synth copyright, but wouldn’t any recording say such as a YouTube playthrough of any audio game containing TTS or any other publicly accessible blind video with TTS be a breach of that copyright since the TTS is being publicly used? Again, I’m not asking to be a pain , but just wondering where the difference would be in sappie being used in a video clip on YouTube to sappie being used in a video clip in game? again if this is something that is prohibited by copyright we do not recommend anyone uses SAPPIE in this way. You mentioned some alternative speech which could be used in this way though, could you use pre-recorded jaws or NVDA TTS in a cut scene, or would that also be copyrighted? It’s not something we would use either way in our own games since we would use Sables built in features supplied in the event trigger systems if we ever used TTS in our cut scenes, but I was just asking as I was interested and thought others may be too.
@number 155. Thanks for the post. Regarding scripting, we appreciate this is something that some people do want to see, but as stated previously our focus with Sable is a set of tools where every part of the RPG audio game can be created with absolutely no coding or scripting , , allowing anyone regardless of programming knowledge full access to every aspect of creating their very own game. Regarding SAPPIE speech , you are right it is possible to detect when this has finished speaking for the purpose of firing sounds in game once speech has finished, but the poster was asking about adding SAPPIE to a pre-recorded cut scene, which is different since the cut scene is one big audio file. So say for instance you had a cut scene play with footsteps leading down a corridor with a door opening and slamming shut, there is no way of sable knowing when the door slamming sound is since its part of a singular audio track. So if you say wanted a long bit of spoken TTS which ended speaking at the point in the track where the door slamming is heard , even if sable had a way of you specifying when the TTS started although you could calculate when you needed the TTS to start so it ended at the exact point in the track of the door sound, that calculation would be worked out based on your own TTS speed and someone listening to the cut scene with TTS at double the speed or half the speed would have the TTS end either too soon or too late. Again, this isn’t an issue for in game sounds, but is a problem with cut scenes as there is no way of sable detecting when a certain sound happens within that audio trac, and because of differing TTS speeds it’s just not possible to know the point TTS would need to start in order to finish at the exact point in that audio. And keep the audio in sync with TTs throughout the cut scene for each different user playing your game.
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