Creating a Computer Voice That People Like
nytimes.com
nytimes.com
The article shortly mentions the technology that uses voice sample databases, without mentioning its primary example: Vocaloids.
With vocaloid technology digital speech synthesis works amazingly well and is used to create entire songs ( here's a video of a voice bank donor singing together with her vocaloid: https://youtu.be/JfW0glLj2pE?t=74 ; here's an example of casual TTS for chat that sounds silly, but is incredibly clear to understand: https://youtu.be/R8OoadkjO8Q?t=20 ). However this only works well for japanese (voice bank size: ~100 samples), since it is astonishingly regular (i.e. spelling maps almost 1:1 to pronounciation), while in english there is almost no regularity whatsoever, so to replicate the same, voice banks need to be 1000 samples and more big.
http://www.speech.cs.cmu.edu/cgi-bin/cmudict
Spelling irregularities are fully taken account of. But a problem is heteronyms, where the same spelling is pronounced in two different ways depending on the meaning, like English initial stress derivations
https://en.wikipedia.org/wiki/Initial-stress-derived_noun
A pronouncing dictionary will record each of the options but might not provide a way to determine which one is correct in a particular context.
Combinations of words, as you mentioned, do pose problems for speech synthesis because of suprasegmentals, where for natural speech you might need to adjust features of one word because of the presence of others, for a variety of linguistic reasons.
https://en.wikipedia.org/wiki/Prosody_%28linguistics%29
Japanese has suprasegmental issues too, so you can't expect to make realistic speech synthesis easy just by synthesizing a language with a regular orthography and a simple sound structure. Also, imagine trying to create text-to-speech for Japanese texts written in kanji rather than kana; you'd have irregularity problems in some ways even more challenging than English orthography presents!
Unless, of course, you have an AI attached to your TTS that can understand the context in a similar way.
Of course, IPA does capture unstable vs constable.
Seems to me that back when games used to be in text, you got to have more elaborate storylines because the developers and writers themselves could just add and improve the dialogue at any time. See Planescape: Torment [1], regarded to have one of the most complex stories in a game, with enough dialogue to rival a novel, but most of it is in text. Same for Star Control 2 [2] which was the inspiration behind Mass Effect.
Now, when everyone wants to be Hollywood and voice-acting is the norm, and expected by players for a game to be considered high-quality, stories are locked in to whatever was recorded in the studio at the time. This is also probably the reason for the discrepancy between the dialogue choices you see onscreen, versus what your character actually says (such as in Mass Effect and Fallout 4 and many others, where you just to get choose between something like "Joke" or "Threaten" and it sometimes spawns a very unexpected chain of conversation.)
Better speech synthesis would not only empower solo developers to write engrossing stories and complex dialogues from the comfort of their bedrooms, like they used to, it'd also open up better player customization in RPGs and online games, when whatever you type would be spoken to other players in your preferred voice.
The video game industry already has lifelike speech available to it, for a cost. Lifelike 3D graphics on the other hand don't exist at any cost.
That can get expensive and actors aren't always going to be available (which is another problem when you're trying to make sure you get the same voices for DLC & sequels etc.)
Here's some examples of what I grew up with for comparison:
-https://www.youtube.com/watch?v=0ccKPSVQcFk
-https://www.youtube.com/watch?v=rR0Ofu0M53g
-https://youtu.be/4S3G3veop2w?t=102
-https://www.youtube.com/watch?v=ginShVeGpGY
and then suddenly in the last few years you get Siri.
With a few more rules, I wouldn't even mind if modern voices read entire books to me. They need to make more pauses, take breaths for example, or they can be exhausting to listen to...but I have the sense that we're pretty close.
It's kind of like those robot voices used by telephone companies and answering machines for years, they're just a prerecording of somebody saying some words and numbers and the machine connects them back in the appropriate sequence.
At finer granularity you simply record somebody saying phonemes and reconstruct them back into a voice that can say pretty much anything. Alter pitch and you can have it ask questions or sing. This technique has been around in some way for decades.
Here's an excellent interview with the guy who did much of the foundational work in the field. http://ataripodcast.libsyn.com/antic-interview-101-forrest-m...
Edit: Funny enough, the "uncanny valley" cadence of the Thermians' English reminded me quite a bit of speech synthesis. I now wonder if that's where they got their inspiration.
Ironically I'd say that mispronunciation is probably a trait that would make it seem more human.
Remove the voice and we fall into the uncanny valley.
Majel Barrett-Roddenberry (first name pronounced /ˈmeɪdʒəl/; born Majel Leigh Hudec;[1] February 23, 1932 – December 18, 2008) was an American actress and producer. She is best known for her role as Nurse Christine Chapel in the original Star Trek series, Lwaxana Troi on Star Trek: The Next Generation and Star Trek: Deep Space Nine, and for being the voice of most onboard computer interfaces throughout the series. She was also the wife of Star Trek creator Gene Roddenberry.