Hi Philip,

Thanks for that note. As it happens I see what you mean. I was just
doing some preliminary testing on MOTA when I started having problems
with the SAPI voice I was using.

What happened is I switched to Acapela Heather, probably my favorite
SAPI voice, when the game began locking up and the speech was very
sluggish. As soon as I switched to a different voice like Realspeak
Tom the problems went away. So obviously it was the SAPI voice I was
using. I'm glad to know using IDispatch would resolve this problem.

Cheers!

On 5/6/13, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
>
> Just a couple of tips that apply whether you choose the speech markup or
> not:
>
> 1. Avoid the direct interface from C++ to Sapi. Use IDispatch. This is a
> little harder, but when you call Sapi directly from the provided C++ API a
> lot of commercial voices don't work for whatever reason. Early versions of
> the tts_voice implementation in BGT did this, and I had to rewrite the code
>
> from scratch to use IDispatch. Now it works everywhere.
>
> 2. I do recommend you take the time to fiddle with variants, at least if you
>
> want to have a completely reliable method of setting the rate and volume
> etc. With the tags you have to supply them each time you invoke speak, which
>
> adds unnecessary overhead. In short, the settings are apparently not
> persistent across speak method calls. I had to do this for pitch as it is
> the only way, but I am very thankful that I didn't have to do it for rate
> and volume as well. BGT now uses IDispatch calls for all Sapi communication,
>
> and it works really well and was definitely worth the time fiddling with the
>
> variants.
>
> Good luck.
>
> Kind regards,
>
> Philip Bennefall

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