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https://github.com/lightsoutgames/godot-tts
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Add support for JavaScript SpeechSynthesis API.
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parent
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commit
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34
TTS.gd
34
TTS.gd
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@ -1,27 +1,35 @@
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tool
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extends Node
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const TTS = preload("godot-tts.gdns")
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var TTS
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var tts = null
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func _ready():
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# Only initialize TTS if it's available or if we're in the editor.
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if TTS.can_instance() or Engine.editor_hint:
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print_debug("Attempting to load TTS.")
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tts = TTS.new()
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if not OS.has_feature('JavaScript') and not Engine.has_singleton("AndroidTTS"):
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TTS = preload("godot-tts.gdns")
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if OS.has_feature('JavaScript'):
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pass
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elif Engine.has_singleton("AndroidTTS"):
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tts = Engine.get_singleton("AndroidTTS")
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elif TTS.can_instance() or Engine.editor_hint:
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tts = TTS.new()
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else:
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print_debug("TTS not available!")
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var javascript_rate = 50
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func set_rate(rate):
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if tts != null:
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tts.rate = rate
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elif OS.has_feature('JavaScript'):
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javascript_rate = rate
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func get_rate():
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if tts != null:
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return tts.rate
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elif OS.has_feature('JavaScript'):
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return javascript_rate
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else:
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return 0
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@ -31,14 +39,30 @@ func speak(text, interrupt := true):
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print_debug("%s: %s" % [text, interrupt])
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if tts != null:
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tts.speak(text, interrupt)
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elif OS.has_feature('JavaScript'):
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var scaled_rate = javascript_rate / 2
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var code = """
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let utterance = new SpeechSynthesisUtterance("%s")
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utterance.rate = %s
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""" % [text, scaled_rate]
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if interrupt:
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code += """
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window.speechSynthesis.cancel()
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"""
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code += "window.speechSynthesis.speak(utterance)"
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JavaScript.eval(code)
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func stop():
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if tts != null:
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tts.stop()
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elif OS.has_feature('JavaScript'):
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JavaScript.eval("window.speechSynthesis.cancel()")
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func get_is_rate_supported():
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if Engine.get_singleton("AndroidTTS"):
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return false
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elif OS.has_feature('JavaScript'):
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return true
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elif tts != null:
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return tts.is_rate_supported()
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else:
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