mirror of
https://github.com/lightsoutgames/godot-tts
synced 2024-11-22 10:15:56 +00:00
Use print_debug
to, theoretically, only print TTS speech/interrupt status when in debug mode.
And yet it still prints in exported builds not using the debug templates. *sigh*
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parent
ec99d318d3
commit
e233b97fff
5
TTS.gd
5
TTS.gd
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@ -8,10 +8,10 @@ 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("Attempting to load TTS.")
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print_debug("Attempting to load TTS.")
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tts = TTS.new()
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else:
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print("TTS not available!")
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print_debug("TTS not available!")
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func set_rate(rate):
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if tts != null:
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@ -26,6 +26,7 @@ func get_rate():
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var rate setget set_rate, get_rate
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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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@ -54,7 +54,6 @@ impl TTS {
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#[export]
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fn speak(&mut self, _owner: Node, message: GodotString, interrupt: bool) {
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let message = message.to_string();
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println!("{}: {}", message, interrupt);
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self.0.speak(message, interrupt).unwrap();
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}
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