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Provided more clarity to motivation section.
- Added init method to RotationManager - Tweaked UTK readme
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## EA MicroTalk
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# EA MicroTalk
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EA MicroTalk (also UTalk or UTK) is a linear-predictive speech codec used in
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various games by Electronic Arts. The earliest known game to use it is
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In this repository, I have created a set of open source (public domain
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via the UNLICENSE) MicroTalk decoders/encoders.
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* Use utkdecode to decode Maxis UTK (The Sims Online, SimCity 4).
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* Use utkdecode-bnb to decode PT/M10 (Beasts & Bumpkins).
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* Use utkdecode-fifa to decode FIFA 2001/2002 (PS2) speech samples. This tool
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- Use utkdecode to decode Maxis UTK (The Sims Online, SimCity 4).
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- Use utkdecode-bnb to decode PT/M10 (Beasts & Bumpkins).
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- Use utkdecode-fifa to decode FIFA 2001/2002 (PS2) speech samples. This tool
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supports regular MicroTalk and MicroTalk Revision 3
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[SCxl files](https://wiki.multimedia.cx/index.php/Electronic_Arts_SCxl).(*)
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* Use utkencode to encode Maxis UTK. (This is the simplest container format and
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[SCxl files](https://wiki.multimedia.cx/index.php/Electronic_Arts_SCxl).(\*)
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- Use utkencode to encode Maxis UTK. (This is the simplest container format and
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is currently the only one supported for encoding.)
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(*) I wasn't able to find any real-world MicroTalk Rev. 3 samples in any games.
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(\*) I wasn't able to find any real-world MicroTalk Rev. 3 samples in any games.
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However, you can transcode a FIFA MicroTalk Rev. 2 file to Rev. 3 using
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[EA's Sound eXchange tool](https://wiki.multimedia.cx/index.php/Electronic_Arts_Sound_eXchange)
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(`sx -mt_blk input.dat -=output.dat`).
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## Compiling
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```
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```bash
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gcc -Wall -Wextra -Wno-unused-function -ansi -pedantic -O2 -ffast-math -fwhole-program -g0 -s -static-libgcc -o utkdecode utkdecode.c
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gcc -Wall -Wextra -Wno-unused-function -ansi -pedantic -O2 -ffast-math -fwhole-program -g0 -s -static-libgcc -o utkdecode-fifa utkdecode-fifa.c
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gcc -Wall -Wextra -Wno-unused-function -ansi -pedantic -O2 -ffast-math -fwhole-program -g0 -s -static-libgcc -o utkdecode-bnb utkdecode-bnb.c
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zeros in the excitation signal). Hence, a much better design (and indeed the
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standard practice for multi-pulse speech codecs) is to search for the positions
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and amplitudes of n pulses such that error is minimized in the output domain
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(or the perceptually weighted domain). This new encoder is still in the works.
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(or the perceptually weighted domain). This new encoder is still in the works.
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