Voice
Anonymous
22 Mar 2004, 03:14Is there a way to change the voice used in speak or a place to download another one?
Anonymous
22 Mar 2004, 03:29Please 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.
But if you can help please do.
Alex
22 Mar 2004, 16:30If 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.
Go to Control Panel, then Speech, then Text to Speech, and choose a voice from the Voice selection box.
Sephiroth
22 Mar 2004, 17:12I 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
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, 19:09It 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
If it says SAPI4, you can upgrade to SAPI5 here: http://www.axeuk.com/quest/speech.htm
Anonymous
22 Mar 2004, 21:55okay 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
' "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, 22:33the error comes from this part :
I'll inspect it further to look why it's wrong
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, 22:38it seems it's only a formatting problem :
replace your define section with this one :
then open your whole file with QDK, save it with a new name, and you'll get a totally correct formatting...
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, 22:40Quest 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:
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, 22:20the 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
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, 00:15That 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, 08:26They 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, 21:38okay im getting ready to buy qdk
, but im wondering if it will still write things that it wont read.