From aa3c9475ab70cb8a16be660af689daaa7bdfa2f9 Mon Sep 17 00:00:00 2001 From: Nolan Darilek Date: Sun, 14 Jun 2020 20:19:50 -0500 Subject: [PATCH] Update README. --- README.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index c542270..8579fa4 100644 --- a/README.md +++ b/README.md @@ -15,10 +15,13 @@ Text-to-speech is complicated, and some features may not work everywhere. Most o ## Features +Note that not all features are supported on all synthesizers. Any feature that may not be supported has a boolean property that can be checked to determine whether it works on the current platform. + * Speaking text, with interruption support on most platforms * Stopping speech in progress * Getting and setting speech rate in both native synthesizer units and percentages * Detecting whether a screen reader is active +* Determining whether the synthesizer is speaking, and sending a signal on completion ## API @@ -26,4 +29,15 @@ The public-facing API is contained entirely within [TTS.GD](https://github.com/l ## Download -Download the [latest release](https://github.com/lightsoutgames/godot-tts/releases). \ No newline at end of file +Download the [latest release](https://github.com/lightsoutgames/godot-tts/releases). + +## Notes on Universal Windows Platform + +Godot's UWP export is [currently broken](https://github.com/godotengine/godot/issues/30558). In order to use this addon in a UWP game, do the following: + +1. [Export to UWP](https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_uwp.html). +2. [Extract the newly-created .appx file with `makeappx unpack`](https://docs.microsoft.com/en-us/windows/msix/package/create-app-package-with-makeappx-tool). +3. If you've extracted the .appx file to a directory like _mygame\_, copy _addons\godot-tts\target\release\godot_tts.dll_ to _mygame\game\addons\godot-tts\target\release\godot_tts.dll_, creating the directory if it doesn't exist. +4. Repack the appx using _makeappx_. + +It should then be ready to sign and install. Hopefully Godot's UWP export will eventually copy GDNative DLLs correctly so this procedure isn't necessary.