Efficient speech and channel effects using a modified low bit rate speech codec
(Or, the architecture behind TinySpeech for Games™)
By Phil Frisbie, Jr.
Prologue
I am sitting at my desk. The lights are dimmed. My eyes are transfixed to my 20” monitor,
which is being feed 1600 x 1200 pixels by the $500 graphics card in my high end PC. My
right hand is gripping my force feedback flight stick, and the other poised over my keyboard.
I am the squadron leader, defending Earth from an alien invasion by the Sorz, a hideous
insect-like race. My squadron of 16 ships is closing in on the invading forces. We are in
voice communication with each other, and I am able to give orders in real-time, and hear
input back instantly. We have flown together dozens of hours during training, and now we
are ready for battle.
We are getting closer to one of the alien ships. I am already giving out preliminary attack
plans to my squadron. There is the usual background chatter: a joke, an encouraging word, a
reminder about our loved ones we are defending back on Earth, and of course, there is SkyHawk,
who is betting all takers $20 he will get more confirmed kills than anyone else! We are a
highly tuned team. We act as one. This is what we have trained for. We are almost in visual
range. We are immersed in the mission....
Then, without warning, I get an incoming message, not from my squadron, but from the Sorz!
It was never mentioned during training the Sorz could use our communications channels. “Be
warned! Turn back now or we will destroy you with our superior weapons!” comes the message,
with a slight Asian accent...(Poof!)... Where am I? Oh yeah, I am sitting here at home
playing an online game. “Let's show these guys...I mean, let's show these insects who is
superior!”, I say to my squadron as they break up to assume their attack vectors....
Introduction
This article will detail much of the architecture and techniques being designed into
TinySpeech™ (TS), and more specifically the add-on TinySpeech for Games™ (TSGs).
TS and TSGs were first outlined and announced early 2004. Neither is available for testing
at this time, but work is progressing. This is a snap shot of the current design, and is
subject to change, but I felt it was important to get this into the public view now to
protect these ideas. It is more important to me that these ideas stay free for me and others
to use than to try to corner the market with software patents.
Next: Background
Prologue and Introduction
Background
The Problem
The Solution
The Solution continued and Conclusion
TinySpeech and TinySpeech for Games are trademarks of Phil Frisbie, Jr.