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https://github.com/lightsoutgames/godot-tts
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Fix JavaScript rate issues.
* Replace ints with floats when non-zero. Not sure if this is explicitly necessary, but at least it makes the type more obvious. * Set initial JavaScript rate to 1.0, not 50. 50 was a remnant of the rate being a percentage, rather than a value between platform-specific minimums and maximums.
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6
TTS.gd
6
TTS.gd
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@ -40,7 +40,7 @@ var min_rate setget , _get_min_rate
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func _get_max_rate():
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func _get_max_rate():
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if OS.has_feature('JavaScript'):
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if OS.has_feature('JavaScript'):
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return 10
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return 10.0
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elif Engine.has_singleton("GodotTTS"):
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elif Engine.has_singleton("GodotTTS"):
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return 10.0
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return 10.0
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elif tts != null:
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elif tts != null:
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@ -54,7 +54,7 @@ var max_rate setget , _get_max_rate
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func _get_normal_rate():
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func _get_normal_rate():
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if OS.has_feature('JavaScript'):
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if OS.has_feature('JavaScript'):
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return 1
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return 1.0
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elif Engine.has_singleton("GodotTTS"):
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elif Engine.has_singleton("GodotTTS"):
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return 1.0
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return 1.0
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elif tts != null:
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elif tts != null:
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@ -65,7 +65,7 @@ func _get_normal_rate():
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var normal_rate setget , _get_normal_rate
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var normal_rate setget , _get_normal_rate
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var javascript_rate = 50
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var javascript_rate = 1.0
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func _set_rate(rate):
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func _set_rate(rate):
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