Title: Watford Electronics Beeb Speech Synthesizer Operating Manual
Author: David Harris and Matthew Rapier
Last saved by: Steven Flintham

Watford Electronics
250 High Street
Watford Herts.
England.

Tel: Watford	(0923) 40588
	(0923) 37774

Watford Electronics have now been established for over 12 years. We are one of the major electronics distributors and retailers in the country, supplying thousands of different electronic components and micro peripherals, by mail order, and through our retail outlet at Watford. We specialise in the BBC microcomputer and associated products. Contact us for all your electronics and computing requirements.

WATFORD ELECTRONICS
SPEECH SYNTHESIZER

MANUAL

INTRODUCTION

The Watford electronics speech synthesizer uses an allophone system to give the user an unlimited vocabulary and the capability to speak any english word. The advanced software described in this manual offers the user a built in word library, and a 62 allophone buffer under interrupt control with access from any language via the *TALK command, OSBYTE, OSWORD and *FX25. It has been specially designed so that the user can design his own words to be spoken. Use of a speech buffer means that the computer can carry out the user's programs while the unit is speaking with minimal effect on program speed.

The speech synthesizer consists of a box with a built in speaker and volume control, a lead to connect with the computer and a jack socket for connection to an external amplifier such as your Hi-Fi or personal radio/tape player.

The speech synthesizer is produced and this manual is published by:

Watford Electronics
33/35 Cardiff Road
Watford
Herts.

The speech synthesizer and driving software were produced by Martin Poole. This manual was written by David Harris and Matthew Rapier.

This manual and the speech software are copyright (c) 1984 Watford Electronics.

INSTALLING THE SOFTWARE AND CONNECTING THE UNIT.

1) Disconnect the computer from the mains.
2) Unscrew the four fixing screws. There are two on the back and two on the underside beneath the keyboard.
3) Remove the lid which should lift off with very little effort.
4) Undo the bolts on either side of the keyboard PCB.
5) Move the keyboard towards the front of the computer by about 3 inches, to expose the four ROM sockets. (These are situated in the bottom right hand corner of the main board).
6) Plug the EPROM provided into a spare ROM socket (ICS 52,88,100,101) or into your 13 ROM board
7) Replace the keyboard then the lid.
8) Plug the lead from the speech box into the user I/O port socket on the under side of the computer

When you have completed the above then turn the computer on as usual. If it does not print its usual message then recheck that you have inserted the EPROM correctly and that all the legs have gone into the socket.

Now to test the unit, turn the volume control three quarters of the way round in a clockwise direction and type *HELP. The ROMs that you have installed will be listed but you should also see the message:

Watford Electronics Speech Software

At the same time you should here a mysterious voice announce " WATFORD ELECTRONICS SPEECH SYNTHESIZER ". If you do not hear it then adjust the volume control and try again.

HOW THE SOFTWARE WORKS

Since speaking is a very slow process in computer terms it would be a nuisance if the computer had to sit around doing nothing while the unit was speaking. For this reason the software uses a buffer into which each allophone is placed very quickly. It then tells the synthesizer to speak the first sound and instantaneously returns to the user's program. Between 10 and 300 milliseconds later the speech unit will have finished making the first sound and so it signals the computer that it is ready by causing an interrupt. The computer then stops what it is doing and goes to a routine that will take the next allophone from the buffer and pass it to the unit. It then returns to the users program after only a very brief pause.

The buffer in which the allophones queue up to be spoken is 62 long. This means that when you issue the first 62 the time taken will be very short. However once the buffer is full the computer has to wait for the next allophone to be spoken before it can clear space in the buffer. This means the routine will take considerably longer ( up to 300 mS ). This is a similar concept to the way in which characters are passed to the printer.

USING THE SPEECH SYNTHESIZER

Normally you will want to use the synthesizer to make up your own words. The simplest way to do this is to use the *TALK command in combination with the pre-defined words and allophones. An example is:
*TALK MILLION DOLLAR SPACE INVADER
Here the four words exist in the dictionary supplied and so can be entered directly. All the words that can be spoken directly in this way are listed in appendix 2.

If the word is not pre-defined then you must use allophones to speak the word desired, e.g.
*TALK HH1 EH LL OW

This will speak the word 'HELLO' from its component parts. All the allophones are listed in alphabetical order in appendix 1, together with a word showing usage. Where a number of allophones speak the same letter, try out the various possibilities to hear which sounds best. With practice, you will soon be able to produce words without having to refer to the list for every phonetic part of the word.

For inspiration when trying to make up words refer to appendix 2 where the pre-defined dictionary is listed together with its allophonic form.

Any allophone may have inflexion, i.e. its pitch raised or lowered slightly. Simply put a '+' or '-' after the allophone e.g.
*TALK HH1+ EH LL OW-
This sounds rather more natural than the previous version.

Other useful features are:
*TALK PA1 - This provides a short pause, numbers 1 to 5 exist.
*TALK CPA1 - This is a continuation pause, allowing the current allophone to continue for a short period, very useful for slightly emphasing a syllable.

There now follows a description of the use of various specific allophones:

When more than one allophone exists for the same sound they are often intended to be specifically for the beginning or end of a word, for example DD2 sounds good in an initial position and DD1 sounds good in a final position, as in "daughter" and "collide". One of the differences between the initial and final versions of a consonant is that an initial version may be longer than the final version. Therefore, to create an initial SS, you can use two SS's instead of the usual single SS at the end of a word or syllable as in "sister". Note that this can be done with TH and FF and the inherently short vowels

(IH, EH, AE, AX, AA, UH), but with no other consonants. For example, in the word "extent" use one EH in the first syllable and two EH's in the stressed second syllable.

You will want to experiment with some consonant clusters (strings of consonants such as str, cl) to discover which version works best in the cluster. For example KK1 sounds good before LL as in "clown", and KK2 sounds good before WW as in "square".

One allophone of a particular phoneme may sound better before or after back vowels and another before or after front vowels. KK3 sounds good before UH and KK1 sounds good before IY as in "cookie". Some sounds ( PP, BB, TT, DD, KK, GG, CH AND JH ) require a brief duration of silence before them. This silence is included automatically in the allophone, but you may decide to add more with PAx.

To create the final sounds in the words "letter" and "little" use the allophones ER and EL. You must always think about how a word sounds, not how it is spelled. For example, the NG allophone obviously belongs at the end of the words "sing" and "long", but notice that the NG sound is represented by the letter N in "uncle". Some sounds may not even be represented in words by any letters, such as the YY1 in "computer".

Of the inherently long vowels there is one, UW, which has a long and short version. The short one, UW1, sounds good after YY in computer. The long version, UW2, sounds good in monosyllabic words like "two".

Included in the vowel set is a group called R-coloured vowels. These are vowel + R combinations. For example, the AR in "alaRM" and the OR in "scORe". Of the R-coloured vowels there is one, ER, which has a long and short version. The short version is good for polysyllabic words with final ER sounds like in "lettER", and the long version is good for monosyllabic words such as "fIR".

One final suggestion is that you may want to add a pause of 30-50 mS between words, when creating sentences, and a pause of 100-200 mS between clauses.

THE RESET BUTTON

The small red button on the front of the speech synthesizer will reset the unit, rendering it silent. This can be very useful if break is pressed or the software is otherwise confused whilst speaking as an allophone may be left speaking continuously. The reset button will always silence the unit, after pressing it typing *HELP will reset the software. If you do not do this then the speech buffer will fill up without speech being produced.

ACCESS TO THE SOFTWARE

Commands :

	*TALK [word/allophone],[word/allophone],[word], . . .
	*FX 25, [word number] , [library number]
	SOUND 8192, [word number] , [library number]
	OSWORD 25
	OSBYTE 25

*TALK COMMAND

Each allophone or library word has a spelling convention and associated number as shown in appendixes 1 and 2.

If a word is in the library then the simplest way to speak it is with the command :

*TALK [word],[word],. . .

eg. *TALK I AM A COMPUTER

This can be issued in any language which passes '*' commands to the operating system line interpreter.

It can also be used to construct words from allophones and to mix your own words with library words. For instance to speak ' THE NAME IS DAVID ' use :

*TALK THE NAME IS DD2 EY PA1 VV IH DD1

Inflexion can be used by typing a '+' or '-' after an allophone eg. DD2-, EY+ would speak a low DD2 and a high EY.

If the word or allophone is unrecognized then control is passed through a vector at &230. The two bytes at addresses &B4 (low) and &B5 (high) make up the address of

a table in RAM. The table is in the format shown below in the section on OSWORD. The user can therefore write a routine to deal with extra words and place its start address at &230.

If you wish to fabricate a *TALK command with a parameter string then you may of course use OSCLI to send the command. It is more elegant to use OSWORD 25, but easier to use:
OSCLI("*TALK "+A$) - This will only work for issue 2 Basic, for issue 1 you must fabricate an OSCLI equivalent so it is probably easier to call OSWORD 25.

*FX25 and OSBYTE

The format is *FX25,X,Y.

If Y=0 then X is an allophone number (see appendix 1). This allophone number may have 128 added to lower the pitch or 64 added to increase the pitch. X can also contain a continuation pause code in the range &C0 to &CA, or a synchronization code (&FE). (see appendix 1 )

If Y=l or 2 or 3 then X is the number of a word in the Yth dictionary.

If Y>3 then the instruction is ignored by the Watford speech software but will be passed round all the sideways ROMS in case any of them wish to respond. This means you could add your own ROM dictionaries by looking for an unwanted *FX25 , trapping it , interpreting it and passing the correct allophone data back to the Watford software via FX25,X,0.

SOUND 8l92,X,Y,0

This command can only be used from BASIC. However from BASIC it is the most adaptable of the possible commands. *TALK and *FX cannot easily be used with BASIC variables but this command can. X and Y obey the same rules as shown

under the *FX section above.

OSWORD 25

This enables machine code users to pass library words in ASCII to the speech software. X (low) and Y (high) point to a table in the format shown.

XY+0	LSB	-- Address
XY+l		 !    of
XY+2		 !   data
XY+3	MSB	--

XY+4		   Flag

XY+5	LSB	-! Length of
XY+6	MSB	-!   data

If FLAG=0 then the address in the table indicates the start of a second table containing values for X and Y registers to be used in a series of *FX25 commands. The value in the length of data positions indicates the number of *FX25 commands to be carried out and hence that number of values for each of X and Y should be placed in your table.
In your table the order is Xl,Yl,X2,Y2,X3,Y3,. . . .,Xn,Yn.
This will then have the effect of issuing

	*FX Xl,Yl
	*FX X2,Y2
	*FX X3,Y2
	 . . . .
	*FX Xn,Yn

after a single JSR OSWORD.

If FLAG=80 then the address points to the ASCII of a word or allophone ( or series of them ) which is ended by a CR or 00. The sentence will then be spoken as with the *TALK

command.

If FLAG=C0 then the address points to the ASCII of a word or allophone ( or series of them ) which is of length contained in XY+5 and XY+6.

For calls &80, &C0 the bit of value 8 selects ignore unrecognised word mode. If, say, &80 is used, unrecognised words will be spelled out letter by letter, if &88 were used instead nothing would be spoken for an unknown word.

If a word is unrecognized then control is passed through a vector at &230.

MEMORY LOCATIONS USED

A8-AF	*TALK
B0-B2	OSBYTE
B3-B9	OSWORD
BA-BF	For use during unrecognised words
100	OSBYTE

In detail for OSWORD
B3-B4	Line pointer
B5	Type
B6-B7	Line length
B8-B9	Word length
BA-BB	Library pointer
BC	Temporary line letter
BD	Temporary word letter

APPENDIX 1
Allophone set in alphabetical order with allophone number

NUMBER	ALLPHNE	EXAMPLE

24	AA	hot
26	AE	hat
23	AO	aught
59	AR	alarm
15	AX	succeed
32	AW	out
28	BB1	rib
63	BB2	business
50	CH	church
192	CPA1		l0ms
193	CPA2	-contin-	30ms
194	CPA3	-uation	50ms
195	CPA4	-pauses	100ms
196	CPA5		200ms
21	DD1	could
33	DD2	do
18	DH1	the
54	DH2	they
7	EH	end
62	EL	saddle
51	ER1	letter
52	ER2	bird
20	EY	beige
40	FF	food
36	GG1	guest
61	GG2	got
34	GG3	wig
27	HH1	he
57	HH2	hoe
6	I	sky
12	IH	sit
19	IY	see
10	JH	dodge
42	KK1	can't

41	KK2	sky
8	KK3	comb
45	LL	lake
16	MM	milk
44	NG	anchor
11	NN1	thin
56	NN2	no
58	OR	store
53	OW	sow
5	OY	boy
0	PA1		l0ms
1	PA2		30ms
2	PA3	-pauses	50ms
3	PA4		l00ms
4	PA5		200ms
9	PP	pal
14	RR1	rural
39	RR2	brain
37	SH	ship
55	SS	vest
254	SYNC	-wait for completion of word
29	TH	thin
17	TT1	part
13	TT2	two
30	UH	book
22	UW1	to
31	UW2	food
35	VV	vest
48	WH	when
46	WW	wool
47	XR	repair
60	YR	clear
49	YY1	yes
25	YY2	yolk
38	ZH	azure
43	ZZ	zoo

APPENDIX 2
Library words in numerical order with allophonic definitions

DECIMAL	HEX	WORD	ALLOPHONES
 0	0	ZERO	ZZ YR PA2 RR2 OW

LIBRARY 1
  0	 0	ZERO	ZZ YR PA2 RR2 OW
  1	 1	ONE	WW AA NN1
  2	 2	TWO	TT2 UW2
  3	 3	THREE	DH2 RR2 IY
  4	 4	FOUR	FF OR
  5	 5	FIVE	FF I VV
  6	 6	SIX	SS SS IH IH KK2 SS
  7	 7	SEVEN	SS SS EH PA3 VV AX NN1
  8	 8	EIGHT	EY PA3 TT1
  9	 9	NINE	NN2 I NN1
 10	 A	-TY	TT2 IY
 11	 B	TEN	TT2 EH PA2 NN1
 12	 C	THIR	TT2 WW EH PA2 NN1 DH2 ER2
 13	 D	FIF	FF IH FF
 14	 E	THOUSAND	DH2 AW PA3 ZZ AE NN1 NN1 DD1
 15	 F	MILLION	MM IH LL IY UW1 NN1
 16	10	SMALL	SS SS MM AO AO EL
 17	11	IS	IH PA2 ZZ
 18	12	LARGE	LL PA2 AR PA3 JH
 19	13	A	EY
 20	14	B	BB2 IY
 21	15	C	SS SS IY
 22	16	D	DD2 PA2 IY
 23	17	E	IY
 24	18	F	EH PA2 FF
 25	19	G	JH PA1 IY
 26	1A	H	EY PA1 CH
 27	lB	I	I
 28	1C	J	ZH EY
 29	lD	K	KK1 PA1 EY
 30	lE	L	EH EL
 31	1F	M	EH MM
 32	20	N	EH NN1
 33	21	O	OW
 34	22	P	PP IY
 35	23	Q	KK1 YY2 UW2
 36	24	R	AR
 37	25	S	EH PA1 SS SS
 38	26	T	TT2 IY

 39	27	U	YY2 UW2
 40	28	V	VV IY
 41	29	W	DD2 PA2 AO PA2 BB1 PA2 EL YY2
			UW2
 42	2A	X	EH KK2 SS SS
 43	2B	Y	WW I
 44	2C	Z	ZZ PA2 EH DD1
 45	2D	AFTER	AR FF TT1 ER1
 46	2E	AGAIN	AE GG3 PA2 EY NN1
 47	2F	AMOUNT	AE MM AW NN1 TT1
 48	30	AN	AE PA1 NN1
 49	31	AND	AE PA1 NN1 PA1 DD2
 50	32	ANOTHER	AE PA1 NN1 PA1 AO PA2 DH1 PA1
 			ER1
 51	33	ANSWER	AR NN1 SS ER1 EH NN1 IY
 52	34	ANY	EH PA3 NN1 IY
 53	35	AVAILABLE	AE VV EY LL UW1 PA2 BB2 EL
 54	36	BAD	BB1 AE AE AE DD2
 55	37	BETWEEN	BB1 UW1 TT2 WW IY NN1
 56	38	BOTH	BB2 OW PA1 DH2
 57	39	BUTTON	BB2 AX PA1 TT2 PA1 UW1 NN1
 58	3A	CASSETTE	KK3 AE PA3 SS SS EH PA3 PA2
 59	3B	CHARACTER	KK3 AE PA2 RR2 PA2 AE KK3 PA2
			TT2 PA1 ER1
 60	3C	COMPLETE	KK3 AA MM PA2 PP LL IY TT1
 61	3D	COMPUTER	KK3 AA MM PP YY1 UW2 TT1 ER1
 62	3E	CORRECT	KK3 AA RR2 EH KK2 PA1 TT2
 63	3F	DATA	DD2 PA1 EY PA2 TT1 AE AE
 64	40	DATE	DD2 PA1 EY PA2 TT1
 65	41	DO	DD2 UW2
 66	42	DOLLAR	DD2 PA1 AA PA1 LL PA1 AR
 67	43	DON'T	DD2 OW PA1 NN1 CPA2 TT2
 68	44	DOWN	DD2 OW NN1 TT1 DD2 PA1 AW NN1
 69	45	EACH	IY CH
 70	46	ELEVEN	IH PA2 LL EH PA1 VV EH NN1
 71	47	ENGAGED	EH NN1 PA2 GG1 EY ZH DD2
 72	48	ENTER	EH NN1 PA2 TT2 ER1
 73	49	ERROR	EH RR2 PA2 OR
 74	4A	ESCAPE	EH SS SS PA2 KK1 EY PA2 PP

 75	4B	FEW	FF YY2 UW2
 76	4C	FILE	FF PA2 I EL
 77	4D	FIRST	FF ER2 SS SS PA2 TT2
 78	4E	FOUND	FF PA1 AW NN1 PA1 DD1
 79	4F	FROM	FF PA2 RR2 AA MM
 80	50	ILLEGAL	IH PA2 LL IY PA1 GG2 EL
 81	51	INPUT	IH NN1 PP UH TT1
 82	52	INVALID	IH NN1 CPA3 VV AE LL IH DD1
 83	53	IS	IH PA1 ZZ
 84	54	KEY	KK1 IY
 85	55	LAST	LL AR SS SS TT1
 86	56	LINE	LL I NN1
 87	57	MANY	MM EH NN1 IY
 88	58	MINUS	MM I PA2 NN2 AX SS SS
 89	59	MUST	MM OR MM AX SS SS TT1
 90	5A	NAME	NN2 EY MM
 91	5B	NEGATIVE	NN2 EH GG3 AE TT2 IH VV
 92	5C	NEW	NN1 YY2 PA4
 93	5D	NOW	NN2 PA1 AW
 94	5E	NOT	NN2 PA1 AA TT2
 95	5F	NUMBER	NN2 PA1 AX MM PA2 BB2 ER1
 96	60	O'CLOCK	OW PA3 KK1 LL DD1
 97	61	OF	AO PA2 VV
 98	62	OFF	AO PA2 FF
 99	63	OLD	OW LL PA1 DD2
100	64	OR	AO
101	65	PARAMETER	PP AE RR2 PA2 AE PA1 MM PA2 IH
			PA3 TT2 PA2 ER1
102	66	PENCE	PP EH NN1 SS SS
103	67	PLEASE	PP PA1 LL IY ZZ
104	68	PLUS	PP PA1 LL AX SS SS
105	69	POINT	PP OY NN1 TT1
106	6A	POSITIVE	PP AA PA1 ZZ IH TT1 PA1 IH
			PA1 VV
107	6B	POUND	PP AW NN1 DD1
108	6C	PRESS	PP PA1 RR2 PA1 EH PA1 SS SS
109	6D	PROGRAM	PP PA1 RR2 PA1 OW PA2 GG1 PA1
			RR2 PA1 AE MM
110	6E	RED	RR2 EH PA2 DD1
111	6F	RESET	RR2 IY PA2 SS SS EH PA1 TT1

112	70	RETURN	RR2 EH PA2 TT2 ER2 NN1
113	71	RUN	RR2 AX NN1
114	72	SAME	SS SS EY PA1 MM
115	73	SCORE	SS KK3 OR
116	74	SECOND	SS SS EH KK2 UW1 NN1 PA1 DD1
117	75	START	SS SS TT2 AR TT2
118	76	SWITCH	SS SS WW IH TT1 CH
119	77	THE	DH2 ER2
120	78	THANK	DH2 AE NN1 KK2
121	79	THAT	DH1 AE TT1
122	7A	THEN	DH1 EH NN1
123	7B	THIRD	DH2 ER2 DD2
124	7C	THEY	DH2 EY
125	7D	THIS	DH1 IH SS SS
126	7E	TIME	TT2 I MM
127	7F	VERY	VV EH PA2 RR2 IY
128	80	WANT	WW AA NN1 PA3 TT2
129	81	WAS	WW AO
130	82	WERE	WW ER1
131	83	WHAT	WW AA PA3 TT2
132	84	WHICH	WW IH PA3 CH
133	85	YEAR	YY1 YR
134	86	YES	YY2 EH EH SS
135	87	YOUR	YY2 OR
136	88	WATFORD	WW AA PA2 TT1 PA3 FF OR PA3 DD1

LIBRARY 2
  0	 0	HALF	HH1 AR FF
  1	 1	POINT	PP OY NN1 TT1
  2	 2	AFFIRMATIVE	AE PA1 FF ER1 PA1 MM AE PA1 TT2
			IH VV
  3	 3	DIVIDE	DD2 IH PA1 VV I DD2
  4	 4	BY	BB2 I
  5	 5	EQUAL	IY PA1 KK2 WW AO LL
  6	 6	YELLOW	YY2 EH PA1 LL OW
  7	 7	GREEN	GG1 RR2 IY NN1
  8	 8	WHITE	WW I PA1 TT2
  9	 9	BLUE	BB1 PA1 LL UW2
 10	 A	BLACK	BB1 LL AE KK2
 11	 B	CYAN	SS I PA1 AE NN1
 12	 C	MAGENTA	MM AE PA1 JH EH NN1 PA1 TT2 AE
 13	 D	ORANGE	AA PA1 RR2 IH NN1 JH
 14	 E	BROWN	BB2 RR2 AW NN1
 15	 F	PURPLE	PP ER2 PA1 PP EL
 16	10	TEMPERATURE	TT2 EH MM PA1 PP RR2 AE TT1 YY1
			ER1
 17	11	DEGREES	DD2 IH PA1 GG1 RR2 IY ZZ
 18	12	CELSIUS	SS SS EH LL PA1 SS IY PA1 AX
			CPA1 SS
 19	13	CENTIGRADE	SS SS EH NN1 PA1 TT2 IH PA1 GG1
			RR2 EY DD2
 20	14	FAHRENHEIT	FF AE RR2 EH NN1 HH1 I TT2
 21	15	MILE	MM I EL
 22	16	METRE	MM IY PA1 TT1 ER1
 23	17	CENTI	SS SS EH NN1 TT1 IY
 24	18	KILO	KK1 IY PA1 LL OW
 25	19	GRAMME	GG2 RR2 AE MM
 26	lA	FOOR	FF UH PA1 TT2
 27	lB	FEET	FF IY PA1 TT2
 28	lC	INCH	IH NN1 CH
 29	lD	YARD	YY2 AR DD2
 30	lE	MINUTE	MM IH NN1 IH TT2
 31	1F	HEAVY	HH1 EH VV IY
 32	20	THIN	DH2 IH NN1
 33	21	THICK	DH2 IH KK2

 34	22	LARGE	LL AR JH
 35	23	SMALL	SS MM AO CPA3 LL
 36	24	WARNING	WW OR NN1 IH NG
 37	25	EXERCISE	EH KK1 SS SS ER1 SS SS I ZZ
 38	26	EXTREME	EH KK1 SS SS TT2 RR2 IY MM
 39	27	CAUTION	KK1 OR SH AX NN1
 40	28	ALIEN	EY LL IY AX NN1
 41	29	PHASOR	FF EY ZZ OR
 42	2A	LASER	LL EY ZZ ER1
 43	2B	BOMB	BB2 AO CPA2 MM
 44	2C	SHIP	SH IH PP
 45	2D	FIGHTER	FF I TT1 ER2
 46	2E	ATTACK	AE PA2 TT1 AE CPA2 KK1
 47	2F	WAVE	WW EY VV
 48	30	SPACE	SS PP EY SS SS
 49	31	INVADER	IH NN1 VV EY DD2 ER1
 50	32	LIFE	LL I FF
 51	33	LIVES	LL I VV ZZ
 52	34	REMAINING	RR2 EH MM EY NN1 IH NG
 53	35	VARIABLE	VV XR CPA2 RR2 IY AE CPA2 BB2 EL
 54	36	BROKEN	BB2 RR2 OW PA2 KK1 EH NN1
 55	37	ESTIMATE	EH SS SS PA1 TT2 IH MM EY PA1
			TT2
 56	38	DECREASE	DD2 IY PA1 KK2 RR2 IY SS SS
 57	39	INCREASE	IH NN1 PA1 KK2 RR2 IY SS SS
 58	3A	AT	AE CPA2 TT2
 59	3B	TO	TT2 UW1 CPA3
 60	3C	HIGH	HH1 I CPA4
 61	3D	LOW	LL OW
 62	3E	PERCENT	PP ER1 SS SS EH NN1 TT2
 63	3F	PAUSE	PP OR ZZ
 64	40	ALPHA	AX CPA1 LL FF ER2
 65	41	BRAVO	BB2 RR2 AR VV OW
 66	42	CHARLIE	CH AR LL IY
 67	43	DELTA	DD2 EH LL PA1 TT2 ER1
 68	44	ECHO	EH CPA1 PA1 KK1 OW
 69	45	FOXTROT	FF AA KK1 SS TT2 RR2 AA TT2
 70	46	GOLF	GG2 AA LL FF
 71	47	HOTEL	HH1 OW PA1 TT2 EH CPA3 LL

 72	48	INDIA	IH NN1 PA1 DD2 IY ER1
 73	49	JULIET	JH UW2 PA1 LL IY EH CPA2 TT2
 74	4A	KILO	KK1 IY PA1 LL OW
 75	4B	LIMA	LL IY MM AE CPA2
 76	4C	MIKE	MM I KK2
 77	4D	NOVEMBER	NN2 OW VV EH MM BB2 ER1
 78	4E	OSCAR	AA CPA2 SS SS PA2 KK1 AE
 79	4F	PAPA	PP AO PP AE
 80	50	QUEBEC	KK2 WW IH PA3 BB2 EH KK2
 81	51	ROMEO	RR2 OW MM IY OW
 82	52	SIERRA	SS IY XR CPA1 RR2 AE
 83	53	TANGO	TT2 AE NN1 PA1 GG2 OW
 84	54	UNIFORM	YY2 UW2 NN1 IH FF OR MM
 85	55	VICTOR	VV IH KK2 PA1 TT2 OR
 86	56	WHISKEY	WW IH SS SS KK1 IY
 87	57	X-RAY	EH KK1 SS PA2 RR2 EY
 88	58	YANKEE	YY1 AE NG PA1 KK1 IY
 89	59	ZULU	ZZ UW2 PA1 LL UW2
 90	5A	VOLT	VV OW LL TT1
 91	5B	VOLTAGE	VV OW LL TT1 IH DD1 JH
 92	5C	CURRENT	KK1 AX RR2 AX NN1 TT2
 93	5D	AMP	AE MM PP
 94	5E	RESISTOR	RR2 EH ZZ IH SS TT2 OR
 95	5F	RESIST	RR2 EH ZZ IH SS TT2
 96	60	-ANCE	AE NN1 SS
 97	61	OHM	OW MM
 98	62	INDUCT	IH NN1 PA1 DD2 AX KK2 TT2
 99	63	IMPEDE	IH MM PP IY PA1 DD1
100	64	CAPACIT	KK2 AE PA1 PP AE SS IH TT2
101	65	REACT	RR2 IY AE KK2 TT2
102	66	DIODE	DD2 I OW DD1
103	67	SEMICONDUCTOR	SS SS EH MM IY PA1 KK1 AA NN1
			DD2 AX KK1 TT2 ER1
104	68	COMPONENT	KK1 AA MM PA1 PP OW NN1 EH NN1
			TT2
l05	69	SOCKET	SS SS AA PA1 KK1 IH TT2