Old 04-15-2009, 01:01 PM   #1 (permalink)
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Default Help About Voice Controlled

Hi Friends,

planning to create a voice-controlled racing game using the Unity game engine for MAC.

and about the game structure so the game starts, a user records two separate sounds for acceleration and braking.

During game play, the User uses a microphone to perform both actions. The idea of using a "sound bar" they could fill up is another idea but not set in stone.

Problem is I cann't find any documentation for something of this nature although I know it has been done for games like Tom Clancys End War. Anyone know where to begin?

i am looking into source code programming of any type of control through voice.

your help would be appreciate.

Thanks
Paul
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Old 04-15-2009, 08:15 PM   #2 (permalink)
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Wow. Sounds like an interesting idea. The problem with novel ideas though, is that there's usually very few tutorials about them; you kind of have to cobble it together yourself. Though that's half the fun, sometimes.

While you might not find any tutorials on controlling user input with a microphone, I'm sure there's gotta be some tutorials out there about audio analysis and comparison.

Don't search for tutorials about controlling user actions with voice in your favorite language for games, if that's what you're doing. Abstract the search a bit, and look for audio analysis using a sound library, or something. You might get more hits, and you'll be able to adapt what you find there to fit what you need.

I'm sure there's gotta be at least one or two tutorials out there for comparing an incoming data stream to one that's stored. Also, try looking into voice recognition software. Seems like that might also be what you want.
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Old 04-18-2009, 07:28 PM   #3 (permalink)
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That's a really cool idea. However, creating it seems like a very dubious task. To get your game to accurately distinguish between acceleration and breaking.

If I'm correct, this is how the game should go?

User records both sounds
Game starts
User uses microphone to accelerate and decelerate.

Here's my idea. Take the sound and run it through a sort of in-game spectrum analyzer. You can map out the behavior of the breaking sound and then anything else will be acceleration.

Then the user can accelerate faster depending on the average volume of the channels. The game will check every 1/10 of a second for similarities between the breaking sound and the current sound. When he makes the breaking sound, there is a certain flexibility on how close it is to the map of the recorded sound. For instance, if there is a 70% match with a 20% flexibility between the two sound tracks, then the car will brake.
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