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

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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

Post by sluggy2010 »

Hi Jomni

Did you click the two default buttons then -Save settings?

And if on XP did you install the MSoft update?
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jomni
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by jomni »

Honestly, I couldn't find those buttons. Must take another look. Any hints.
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »



....from the instructions on the first post.......

Installation -

Copy the .exe and the sound files to a directory.
Start SeaHag and for the first time only click Default Speech and Default Sounds then click save settings.

At present ( pre B452 ) you will need to enter the side ( case sensitive ) into the side selection box then click start SeaHag.
After Beta 452 I will change it to autodetect as the side selection options will be logged.


Quickstart -

Run SeaHag and set the player side - NOTE THIS IS CASE SENSITIVE!!! Or you will get the announcement of both sides.

Only for the first time....Click DEFAULT SOUND GRID and DEFAULT SPEECH GRID, then click SAVE SETTINGS.

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

Post by jomni »

So that means since I missed that "first time screen", I am not able to switch back to default as I already messed with my own settings. Looks like I have to extract the stuff again.
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »

erm.... no...

The buttons are on the right hand side of the seahag window... paste a screen dump of what you get displayed
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jomni
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by jomni »

ORIGINAL: sluggy

erm.... no...

The buttons are on the right hand side of the seahag window... paste a screen dump of what you get displayed

I'm at work. Will check it out when I get a chance.
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Marder
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Marder »

Works perfectly under Win dows 8.1 x64! Thanks for adding immersion to this greaat sim!
Dimitris
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Dimitris »

ORIGINAL: FERdeBOER
This is simply amazing and should be in the game by default. [&o]

Oh we'll talk [:)]
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »

Glad you all found it useful
Iwbtone
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Iwbtone »

This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial
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coolts
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by coolts »

Cool addition and now working on 8.1.

Please, can you make that hideous Popeye Seahag characters face on the app go away? Even the sexiest voice-over is spoiled when you glance over and see that grinning thing ;)

Reminds me of an account manager I had with a really sexy Irish accent. She could sell me anything. Then one of my colleagues said, "She's probably an old woman. A fat old woman with a hairy chin wart and a dog". That spoiled that little daydream.
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Dimitris
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Dimitris »

ORIGINAL: Iwbtone
This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial

Is this related to this utility?
pandoraefretum
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by pandoraefretum »

Sounds like a trivial point, but I actually agree with you, coolts, re. Popeye Seahag!!
I am pretty happy with the Audrey 16 voice I purchased; it's impressive though it could still be improved.
MaB1708
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by MaB1708 »

Thank you Sluggy for making this brilliant utility available for XP-users and .NET4.0 now. Installation and setup took 3 minutes...done.
Great job for a great sim!

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

Post by MaB1708 »

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

Post by sluggy2010 »


Can you post the logfile to the board so I can check this one.

Regards

Sluggy
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

sluggy2010
Posts: 122
Joined: Wed Oct 02, 2013 1:09 am

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

Post by sluggy2010 »

Will look at this, but I use a stream not a file-lock on purpose to not lock the file - will try this end.



Regards

Sluggy

ORIGINAL: Iwbtone

This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial
Iwbtone
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by Iwbtone »

ORIGINAL: sluggy

Will look at this, but I use a stream not a file-lock on purpose to not lock the file - will try this end.



Regards

Sluggy

ORIGINAL: Iwbtone

This is so good, but I find game tends to frozen when I adjust time pass too fast , like 15 mins, I tested in the Air Ops tutorial

Just find the frozen accidentally, I tried again , could go to the end without running seahag when large time compression, will the frozen be caused by it ? time passing too fast , my girl's speech can't catch up with those many new contact, has a delay ?[:D]
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rwenstrup
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by rwenstrup »

Simply excellent Sluggy...Thanks!
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge."
sluggy2010
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RE: [RELEASED] Speech and Ambient Sound Module - files attached

Post by sluggy2010 »

out of interest is there a repeat restriction on the rule generating the message ?

The reason the repeat restriction is there is to prevent this kind of race condition, The time is the clock time between the last message and the current attempt to speak. Even when running at 15 or 30 mins in the simulator SeaHag will only speak if the "find" rule time limit has expired. SeaHag speaks synchronously but plays ambient sounds asynchronously. This means that sounds may be triggered at the same time and will continue until finished in the background , but for speech the program will wait until the line is spoken - this was by design to stop voice spam.

Which message is being spoken and what is its repeat prevention time?

and which version of command ?

Regards

Sluggy

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