[RELEASED] Speech and Ambient Sound Module - Updated CMANO 1.12 936.11

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Iwbtone
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Iwbtone »

I'm not at home now[8D]
i'll try again later.

Play official version 1.01
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »

I was thinking about this on the way home today, and doing my DeBono problem definition bit.

I'd like to go back to the idea behind SeaHag.

SeaHag is to add atmosphere to the simulation, which judging by the feedback so far it has done what it was meant to.

So the question is "Is SeaHag meant to say everything..?" - To be clear on this one here the answer is no.

If it has just finished saying "new contact" there is no value in saying it again, the primary reason I created it was mentioned in an earlier post where someone commented "I don't miss the incoming missiles anymore" whilst my concentration is elsewhere. In a time window if there was ANY new contact you want to know, one two three is not really the issue. So perhaps the issue there is that if more than one (new) contact appears in the time window the message should be "Multiple New Contacts Detected!" rather than robotic like announcement of each entry?

Setting the repeat protection to zero doesn't really serve any purpose, in fact is probably a drain on most systems, even having created it I leave it on at least 30 seconds. So unless anyone REALLY wants to hear absolutely everything ( in which case don't advance time at the higher rates ) for the sake of balancing atmosphere and stability the minimum I should allow in the code is 10 seconds repeat prevention, if anything on the basis that it takes about 10secs to say anything anyhow.

So rather than chasing this one as a bug - it is really a limitation. Even if the code were built into CMANO during a time advance at a rate of 15 minutes / 30 minutes I would actually make it say nothing on the grounds you cant react at that time base anyway.

So again I am back to the 10 sec minimum repeat prevention, I am going to say that this is the suggested use, anything less than that really doesn't offer too much value. I've currently left the code as is to not mess up anyone's sound / speech tables, but my gut feel is that I should hard code a 10 seconds minimum. [:(]
Iwbtone
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Iwbtone »


Tried again, this time not met frozen, so I think this is occasional issue, and pls don't misunderstand my reply before, SeaHag is really awesome !!![&o]

Totally agree with you , what seahag doning is to add actual "command" atmosphere via the background sound effect and speech for silent non-music CMANO, not a contact-repeat girl[:-]


edfathead
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RE: [RELEASED] Speech and Ambient Sound Module - V1.0d files attached

Post by edfathead »

Cool.
Win 8.1 (64)
i5 @3.5
24gb RAM
GTX 760 2gb
MaB1708
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by MaB1708 »

Logfile attached.
Thanks,
M

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
Attachments
2013117_19.49.17.txt
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sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »


Hi Martin,

There are two lines that check for new contact. The REPLACE line which is set at 0 repeat prevention time, because we always want the replace to work.

Then there is the FIND line which triggers the voice, this is set at 60 seconds repeat prevention by default.

You can change that setting - personally based on prior posts I wouldn't set a FIND entry on less than 10 seconds repeat prevention as discussed in IWBtone's postings as at 15 / 30 minute time acceleration rates its not adding value.


Regards

Sluggy
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »


How about this one [:'(]



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MaB1708
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by MaB1708 »

Thank you sluggy for your reply. If its setting and not my setup problem thats fine, now I can start to play with that hag a little.
Bests,
Martin

Hi Martin,

There are two lines that check for new contact. The REPLACE line which is set at 0 repeat prevention time, because we always want the replace to work.

Then there is the FIND line which triggers the voice, this is set at 60 seconds repeat prevention by default.

You can change that setting - personally based on prior posts I wouldn't set a FIND entry on less than 10 seconds repeat prevention as discussed in IWBtone's postings as at 15 / 30 minute time acceleration rates its not adding value.


Regards

Sluggy
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Mgellis
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Mgellis »

I tried it. So far it seems to work fine. Very cool! Please keep working on this.
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JohnSmith
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by JohnSmith »

CMNAO crashed for the first time, and it was right after using SeaHAG together with it. Not sure if that was the reason, but just posting a report here.
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JRyan
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by JRyan »

OK I got this working after many tries....First this is awesome! Works like a top. I can even change the voices etc..

I am embarrassed as to why it wasnt working but I never told it to START SeaHag...

Duh...
But By Grace Go I.......
smudge56
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by smudge56 »

Chorlton and the Wheelies ?

ORIGINAL: sluggy


How about this one [:'(]



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AKA - Smudge
Temple
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Temple »

I've just started using this with CMANO and it works great. I do have a question. Is there a way to suppress the saying of the player side's name with each message? It's taking Microsoft Anna a while to say "Peoples Republic of Palmyra Island" over and over again [:)]
Temple
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Temple »

Also I'm hearing the messages from all the sides in a scenario. Is this the way it's supposed to be? Or am I supposed to be doing something so I'm only hearing the side the player is playing?
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »

Yup [:D]
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »


If you have a look at the first post in the thread or the README.txt the info is in there.

If you are using Build 460onwards then it is automatically set to the correct side only.

Regards

Sluggy
smudge56
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by smudge56 »

Takes me back times of Jamie and his magic torch [:D]
AKA - Smudge
GBS
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RE: [RELEASED] Speech and Ambient Sound Module - Updated CMANO 460

Post by GBS »

I swear this happened... Tonight I am playing Trapped Under the Ice. I had Seahag running. When classifying an underwater contact Seahag said "Social Security Number" instead of SSN. I swear. Too funny. perhaps a bug?
"It is well War is so terrible lest we grow fond of it." -
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JRyan
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RE: [RELEASED] Speech and Ambient Sound Module - Updated CMANO 460

Post by JRyan »

ORIGINAL: GBS

I swear this happened... Tonight I am playing Trapped Under the Ice. I had Seahag running. When classifying an underwater contact Seahag said "Social Security Number" instead of SSN. I swear. Too funny. perhaps a bug?


Don't worry it has nothing to do with the NSA....er....
But By Grace Go I.......
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - Updated CMANO 460

Post by sluggy2010 »

Hehe - nice one! Not me though....

The Microsoft speech engine must have that built into the dictionary.

If you want it to say SSN instead then put a replace rule into SeaHag ( insert ( not overwrite ) at row three )

Enabled - Yes - obviously!
Min Verb - 1
Max Verb - 9
Prevent Repeat - 0
Replace - Replace
Text to look for - SSN
Reduce Char - Nothing
Replacement Text - S<space>S<space>N<space>
Continue

And that should do the trick
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