
VVonder
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New release is available: https://github.com/jason-kane/coh_npc_voices/releases/tag/v3.2 No big features -- mostly incremental improvements. Oh, it will try and send a /tell to itself, it isn't nefarious. It's the best way I have to determine your archetype, level, primary and secondary -- it sends a tell to yourself then catches the $variable expanded version in the chat log. I'm going to try and stick to adding polish and stability to the current features for the next release or two.
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The generic approach would look a little like Vortex (https://www.nexusmods.com/about/vortex/); each game would need just enough code to locate the right logs, tail them properly, differentiate the things that should be spoken from the things that can be ignored and choose voices for each speaker. I fiddled with reading from CoH memory instead or in additions to logs; I want to get current xp, arch/primary/secondary etc.. but I haven't gotten that working. I can send key presses to the game, I've only barely scratched the surface of the options that opens up.
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Demo of the latest version: I'm on the fence right now reg. the "You have defeated" messages. It's amusing enough I'll at least make it an option.
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Thanks; I'm making steady progress. Latest new stuff is https://github.com/jason-kane/coh_npc_voices/pull/12 I rewrote all (well, most) of the widgets to use customtkinter instead of vanilla tk/ttk. I added Azure and OpenAI voice support. Some simple quality of life things; like when you level up it says congrats and tells you what level you've just reached. Some more utility things, like the damage table, it's for the current session: (^ I've fixed the accuracy numbers and 'special' cosmetics); this is to provide you some hard numbers to decide on the best slotting based on your play style. I need to give the latest build two or three more game sessions to make sure it is stable and I'll cut a new release.
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In Yin TF: 2024-07-05 18:32:12 [Caption] <scale 1.75><color white><bgcolor FireBrick>Oh no... I didn't check to see who ELSE was in there with Alderman! I'm so sorry, TaskForceName! (should be the replace-with-taskforce-name variable)
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And in French, with less stuttered/jumpy but unfortunately very blurry video https://github.com/jason-kane/coh_npc_voices/releases/tag/v3.0 updated with new windows installer
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This again? This is the text to speech system, but with a translation layer. You select a language (Chinese, French, German, Japanese, Korean, Spanish), and it will translate every [NPC], [TEAM] and Tell message and speak it out loud. It's a bit of a parlor trick, but it may really open the game up to people with weak English.
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With apologies for raising a long dead thread from its grave; a good percentage of related searches land in this thread. I've got this more or less done; computer generated text-to-speech for all NPCs. It's all client side as an agent reading the chat log in real time. It doesn't block (obviously) so game play never waits for it to finish talking. The current version supports Windows TTS (the not great thing that comes with windows), Google text-to-speech, Amazon Polly and ElevenLabs. The theory is if you setup a bunch of different services and save the resulting sound files locally then your usage will stay down in/near the free tiers. Curiously enough the timing for cut-scenes works out really well in most cases. Shockingly better than would be expected. I also decided to 'speak' player messages in the team channel. That feels pretty good. Some in-game events are audibly highlighted -- badge awards, players joining/leaving the team. Demo vid so you can hear; it's gotten better since I made this clip a few days ago. It now does a much better job making voices more distinct. I have made some minimal efforts at a windows installer: https://github.com/jason-kane/coh_npc_voices/releases/tag/v2.0.0 If it doesn't work for some reason please let me know. If you have previous installed it you will probably have to delete the "voices.db" file since I haven't bothered to implement a proper migration.
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New demo; much better voice quality and some visibility of the UI. It can now use (all at once) ElevenLabs, Amazon Polly, Google Text-to-Speech and Windows TTS. Yeah, you can't actually hear me talking for a lot of this because I didn't balance the volume very well. Bonus. I still have some bugs to squish before I cut another windows installable release, maybe this weekend. But.. it's pretty slick now and once you're used to it the game feels a little hollow without it.
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Thanks. Right now it has Windows TTS, Google TTS and ElevenLabs, the next easy one is Amazon Polly. I'm interested in getting Coqui working too. That would give us another local option but I'm a little worried about resource requirements. Should be a fun experiment. The next challenge is that having a bunch of perfectly smooth and clear human voices is great, but many of the foes in-game are very much non-human. An easy example are the snakes in COV. They sound terrible because the text-to-speech is trying to pronounce ssspeach like thisss and gets it all wrong. Most TTS engines support something called SSML which has a phoneme tag that I'll try and manipulate to get the right sounds.
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Totally agree; Windows Text for normal human voices is pretty bad. There is support for both google text-to-speech (better) and ElevenLabs (much better) but it is hard to setup in the current release. The next will be much better (maybe this weekend); I've added a configuration panel for setting the elevenlabs api key (they allow for a large amount of text-to-speech each month on a free account). You will also be able to set the default engine to use for unknown voices both for NPC and players. For NPCs it is easy because they are repetitive and easy to cache to disk. So a high quality voice is easy to justify. For players the cache is rarely useful and a little creepy, so I disabled it. I'm cheap-as-hell, so I'm making it easy to use Windows TTS for players (because it is free and fast) while using the slivers of pennies high quality services for NPCs. One case where Windows TTS is more than fine -- Clockwork. If anything it is not robotic enough, so I'm wrapping it in vocoder effects. It's pretty good. Oh, I can attach.. a work in progress, but here are "Prototype Oscillator" and a Vahzilok "Reaper"; I'm reasonably happy with both these. 95c4f_Pieceremov.mp3 b7fc7_Itsalwayse.mp3
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New version with a windows installer, GUI w/voice editor. I made a quick demo video to help you get a feel for how it works in-game.
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VVonder started following Talking NPCs
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https://github.com/jason-kane/coh_npc_voices This is a fairly simplistic python program that watches the City of Heroes chat log file. When it sees a message from an NPC, it uses the windows text-to-speech capability to read out the message. It also notices when you receive a badge and tells you which badge you got. You will need git, python and pip to install. Reddit: