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This is Monty's jam. Why not? What's wrong with impressive technology? And I'll tell you one thing right off. Gaming. What if you wanted to have a seemingly n
by Applejinx 8y ago
This is Monty's jam. Why not? What's wrong with impressive technology? And I'll tell you one thing right off.
Gaming.
What if you wanted to have a seemingly normal game, but when played, you discovered that the characters have seemingly infinite dialogue trees? Tens of thousands of hours of voice performances. What if you could code up a game especially because it became possible to do something like that? What if you had lines delivered in ten different tones of voice and the modulation of that was relevant to gameplay? So it'd seem a little like normal gaming voice acting, except that maybe you'd be getting nonverbal cues and not know why you were reacting differently or getting more tense, except the 'other people' in the game were acting subtly differently.
Yes. Yes there are lots of ways to use this type of thing (also, I'll note that game engines like using Xiph tech already, Godot uses .ogg already)
Absolutely there's a use case for this. Many.
- jononor 8y agoHeavy progress is being made with neural networks for personalized and controllable text-to-speech (TTS). This makes it more and more feasible to generate the speech audio on the fly. Which is a risk to professional voice actors, but a huge opportunity for indie game developers.
- est31 8y agoTTS would in fact be better than having the samples recorded and then compressed and sent to the game. You could maybe even do procedurally generated voices speaking procedurally generated text. The quality of TTS is already better than the quality of that codec.