Baseball and Synthesized Announcing

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  • e0820
    MVP
    • Jan 2003
    • 2070

    #1

    Baseball and Synthesized Announcing

    Just wondering why baseball games do not have a feature to type in a name and have the announcers say the name? This was brought up in another thread but Im hoping that someone in the programming world will see this and look into the technology. I found something through careerbuilder that says everything you type. Why cant games do the same? If they could get this in a game they could have play by play without repetitive sayings and every player you create would have a name instead of being called RF, that guy or number 7.

    here is the link
    http://www.careerbuilder.com/monk-e-mail/
    Last edited by e0820; 01-26-2006, 08:43 PM.
  • Blzer
    Resident film pundit
    • Mar 2004
    • 42520

    #2
    Re: Baseball and Synthesized Announcing

    A user on this forum named Scooter3 has been addressing the same topic before. My guess is that it's still inconsistent with emphasis and a humanesque feel to the voices. That, and it's probably a lot of memory that would be consumed (but now that they're progressing to next-gen, that will probably be an irrelevant issue).

    Like I said... it's not too fluid quite yet. I'm playing with the link that you gave me, and while there are better text-to-speech synthesizers, it's just not ready yet.
    Last edited by Blzer; 01-26-2006, 11:18 PM.
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    • Patman
      Rookie
      • Oct 2002
      • 374

      #3
      Re: Baseball and Synthesized Announcing

      even in those cases there is usually (I believe) robust programming underneath it that works through parsing out the text, context of text usage, or even classification of names that has to be done... you can't also just throw together arbitrary syllables together... so there has to be a lot of smoothing and other little things to make the words sound right... that's going to take up a lot of resources for a standard program... remember, they are working with a whole freaking server for this thing and its still not great... so you have the issue of a proprietary system which would cost a lot for a game company to license, your pro talent would rather eat your brain than submit to one of these things, if you had to inhouse your program you'd need A LOT of resources... beyond the programmers you'd need to hire experienced linguists... and then you have to throw the resulting stuff onto a disk that has to fit a lot of other stuff on there.
      UMass-Lowell River Hawks
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      UMass-Lowell B.S. Math '04

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