Voice

Anonymous
22 Mar 2004, 03:14
Is there a way to change the voice used in speak or a place to download another one?

Anonymous
22 Mar 2004, 03:29
Please keep in mind when answering me, I am a new to all of this and don't understand programmer language.




But if you can help please do.

Alex
22 Mar 2004, 16:30
If Quest is using SAPI5, you can change the voice from Control Panel. (You can find out if Quest is using SAPI5 from the About window).

Go to Control Panel, then Speech, then Text to Speech, and choose a voice from the Voice selection box.

Sephiroth
22 Mar 2004, 17:12
I found where to change the default voice in control panel but i dont see anything about SAPI5 in the about window.

I will try changing the voice and see what happens but right now my comp only has one so i have to get more

Alex
22 Mar 2004, 19:09
It should say which version of SAPI it's using at the bottom of the scrollable box (the one that starts "MOD Playback uses ModPlug Player...").

If it says SAPI4, you can upgrade to SAPI5 here: http://www.axeuk.com/quest/speech.htm

Anonymous
22 Mar 2004, 21:55
okay thanks. i have another problem now. when i try to run my game with quest it gives me an overflow error. here is my game can anyone tell me what is wrong?

' "Burning Plague"
' Created with QDK 3.52 - UNREGISTERED VERSION

!include <q3ext.qlb>

define game <Burning Plague>
asl-version <350>
gametype singleplayer
start <Town Street>
game author <Richard>
game info <Created with QDK 3.52 - UNREGISTERED EVALUATION VERSION.>
background <black>
foreground <yellow>
startscript {
speak <Please insert your name.>
msg <Please insert your name:>
enter <Propername>
msg <Hello #Propername#, and welcom to|cr Burning Plague|cy>
speak <Hello #propername#, and welcome to BURNING PLAGUE.>
wait <Press any key>
msg <A sickness has come unto the simple mining town of Tarabon, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town's gaurd a few short days away from death, the burden of decending into the mines and purging the wellspring of whatever evil has settled there falls to you. Can you prevail within the depths of Tarabon, or will you too fall victom to the perils of the |n|cr|s50BURNING PLAGUE|s00>
}
define variable <experience>
type numeric
value <0>
end define
define variable <health>
type numeric
value <5>
onchange if ( health <= 0 ) then playerlose
end define
define variable <money>
type numeric
value <200>
display <gold piece(s)>
end define
define variable <Propername>
type numeric
end define
end define

define synonyms
end define

define room <Entrance to the mine>
look <A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistleing of the wind, complete silence fills the small clearing within the mountains.>
end define

define room <Town Street>
look <The streets are littered with dead and dying people. You see houses all around you, but no sign of life in any of them. There are two shops that are still open, a weapon shop and an armor shop.|n|n(W)eapon Shop|n(A)rmor Shop|n(M)ine Entrance>
command <w> goto <Weapon shop>
command <a> goto <Armor shop>
command <m> goto <Entrance to the mine>
end define

define room <Weapon shop>

define object <stick>
take
hidden
end define

define object <dagger>
hidden
end define

define object <short sword>
hidden
end define

define object <light mace>
hidden
end define

define object <long sword>
hidden
end define

define object <glaive>
hidden
end define

define object <Bastard sword>
hidden
end define

define object <great axe>
hidden
end define

define object <dire flail>
hidden
end define

define object <two bladed sword>
hidden
end define

define object <Store Keeper>
look <He is a short old man with a long red beard. He has a strong face covered with scars from years of battle.>
speak choose <weapon shop>
prefix <the>
displaytype <person>
gender <he>
end define

end define

define room <Armor shop>
end define

define room <mine lvl1>
end define

define room <mine lvl 2>
end define

define room <mine lvl 3>
end define

define room <mine lvl 4>
end define

define room <mine lvl 5>
end define

define room <mine lvl 6>
end define

define room <Temp>
end define

define procedure <puz1>

end define

define text <intro>

end define

define text <win>

end define

define text <lose>

end define

define selection <weapon shop>
choice <nothing>
choice <Buy> if flag <have weapon> then {
say <You can only have one weapon at a time.>
speak <You can only have one weapon at a time.>
}
else choose <Buy>
end define
define selection <buy>
choice <stick 100> if ( %money% >= 100 ) then {if ask <Are you sure you wan to buy this?> then {
dec <%money%; 100>
show <stick>
give <stick>
}
} else {
say <You dont have enough gold for that!>
speak <You dont have enough gold for that!>
}
end define

Anonymous
22 Mar 2004, 22:33
the error comes from this part :

define selection <buy>
choice <stick 100> if ( %money% >= 100 ) then {if ask <Are you sure you wan to buy this?> then {
dec <%money%; 100>
show <stick>
give <stick>
}
} else {
say <You dont have enough gold for that!>
speak <You dont have enough gold for that!>
}

end define


I'll inspect it further to look why it's wrong

Anonymous
22 Mar 2004, 22:38
it seems it's only a formatting problem :

replace your define section with this one :

define selection <buy>
choice <stick 100> if ( %money% >= 100 ) then {
if ask <Are you sure you wan to buy this?> then {
dec <%money%; 100>
show <stick>
give <stick>
}
}
else {
say <You dont have enough gold for that!>
speak <You dont have enough gold for that!>
}
end define


then open your whole file with QDK, save it with a new name, and you'll get a totally correct formatting...

Alex
22 Mar 2004, 22:40
Quest doesn't like " } else { ". QDK ought not to write it (but really, Quest ought to accept it).

The braces are looking a bit odd anyway, so I suggest this as a tidied-up version:


define selection <buy>
choice <stick 100> {
if ( %money% >= 100 ) then {
if ask <Are you sure you wan to buy this?> then {
dec <%money%; 100>
show <stick>
give <stick>
}
}
else {
say <You dont have enough gold for that!>
speak <You dont have enough gold for that!>
}
}
end define

Farvardin
23 Mar 2004, 22:20
the last code I provided came out from QDK...
anyway in the game there is still errors when buying something without money.

Otherwise I've just tried the voice tool, it's funny ;)

MatCauthon137
25 Mar 2004, 00:15
That is an interesting point. Here is another multi-million dollar question for you. If you have the version of Quest that allows you to build stand-alone games, will that allow the user to be able to hear the voices. I guess in essence what I am asking, is will the end-user of the game need to download and install SAPI5, or any version of SAPI for that matter in order for them to hear the voices in my stand-alone game?

Alex
25 Mar 2004, 08:26
They would still need to install SAPI if they didn't already have it, but you could include it in your game's setup file.

Sephiroth
25 Mar 2004, 21:38
okay im getting ready to buy qdk :D , but im wondering if it will still write things that it wont read.