Ok, first, I was thinking in terms of processor overhead, since you are **not** just mixing only premade sounds, but also possibly several dynamic speeches that have to overlap each other. That takes extra processing time for *each* "voice" that is going to be talking. A server might be able to use a separate sub-server to handle that, or actually have far more processing power at its disposal, maybe. Probably not with most normal muds though. MMOs get by with mixing it on the client end because a) they don't usually support spoken speech, unless its parsing the output in the chat window, so there is no simultaneous events, and b) they used canned speech, which obviously isn't going to be the case of 10 players are all in a room talking at once, like in a market. Mostly, they probably handle it by *not* having those things happen at the same time, so you could probably do that, but it takes away from some of the realism, and won't help you if you integrate something like real-time voice chat too. Mind you, that is probably going too far for a mud. lol
Second, nothing stops you, if the voices are distinct enough, or one is louder, from doing and people do naturally, and pick their own names out of speech in a crowd, or focus on a single speaker in the room. You could have 4-5 people speaking in the room, at different locations and distances and still follow what is happening. You could also have a quite distinct voice that is *only* used to do the equivalent of narration, for the descriptive parts. It can't be any harder than real life to follow, and last I checked, even blind people manage to do fairly well in crowds, despite all the noise. Why would it be different when the crowd "is" noiseless babble, with 2-3 real merchants and a few players talking to those? I think you exaggerate the problem a bit. Its all about the quality of the speech and how adaptive you can make it. Sadly, most probably use what isn't much better than 10 years ago, since that sort is simple to implement, so its uncertain how different you *can* make the voices. That is the only serious hangup I can see with it though.
Oh, and to add a bit, this idea would "require" males to use male voices, females to use female, etc. Making them distinct... Its a bit more complicated, but maybe you could take the NPC/Player name and use that to generate the "voice" that specific individual has. The problem is, again, finding a speech system that is a "bit" better than the old ones I have heard, so you can get a better variety and fewer, "Ugh, that combination of settings is horrible!", situations. lol |