Commit Graph

182 Commits

Author SHA1 Message Date
1dabd5afd3 Implement stop signals. 2020-10-08 08:56:56 -05:00
2c73b45300 Bump tts dependency. 2020-10-08 08:46:38 -05:00
69b5c39f66 Eliminate Option in return. 2020-09-30 16:03:04 -05:00
ff247a3f19 Only set an utterance ID on the returned variant if we have one. 2020-09-30 15:25:59 -05:00
ed7f3920f6 Add signal support to Android. 2020-09-30 15:13:17 -05:00
41c4204224 Bump Android dependency to Godot 3.2.3. 2020-09-30 13:50:51 -05:00
c7563fa997 Pass utterance IDs into signals, and return an utterance ID when speaking. 2020-09-30 13:45:20 -05:00
68d1d9e011 WIP: Try passing in utterance to signals. 2020-09-30 11:57:50 -05:00
a71bf417b6 Bridge TTS callbacks to signals. 2020-09-29 11:41:00 -05:00
0c9efa5c7b Minor convention cleanup. 2020-09-29 10:56:32 -05:00
abe9ab3f55 Add property indicating whether utterance callbacks are supported. 2020-09-29 10:53:35 -05:00
795cc4790c Add utterance_begin and utterance_end signals.
Unfortunately, I can't figure out how to pass the utterance ID to these signals because I don't see that the GDNative Rust bindings support objects of one type creating objects of another (I.e. nodes creating references.) If I'm wrong, PRs or suggestions welcome.
2020-09-29 10:44:52 -05:00
cb7eda45e2 Pin minimum tts version to work around Tolk string-handling issue. 2020-09-21 15:19:36 -05:00
ddfc262278 We do, in fact, seem to need 0.9.0-preview.0.
This resolves the previously-noticed bindgen issue, where gdnative and speech-dispatcher require conflicting versions.

The early iOS build failures appear due to attempting to link AppKit on iOS, where it doesn't exist. This seemed to work on Rust 1.45, but now fails on 1.46.

Hopefully, this plus tts-rs changes get this building under iOS again.
2020-09-02 17:49:37 -05:00
2222e3eda7 Separate out iOS builds, and ensure Rust is up-to-date. 2020-09-02 17:05:35 -05:00
54222b1fcb Ugh, off my game today. For some reason, the previous revert was impartial. 2020-09-02 14:55:20 -05:00
4990454320 Revert "Bump to 0.9.0 preview API for godot-rust."
I'd initially done this because 0.9 uses a newer bindgen and, for some reason, I can't build this with a local tts-rs under Windows. This, despite bindgen only being a Linux dependency. Seems to work fine with the dependency from crates.io, though.

0.9 also appears to be broken on MacOS/iOS targets.

Apologies for the impending force-push to update the release tag.
This reverts commit 6bbddcc6dd.
2020-09-02 14:34:13 -05:00
8732269699 I thought, if the path wasn't found, then crates.io would be the fallback. Apparently not. 2020-09-02 13:39:51 -05:00
6bbddcc6dd Bump to 0.9.0 preview API for godot-rust. 2020-09-02 13:19:25 -05:00
00aadde492 README polish. 2020-09-02 12:26:28 -05:00
30eacee6ff Use actual normal_rate getter so we don't repeat ourselves. 2020-08-27 15:31:31 -05:00
274902432c 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.
2020-08-27 15:27:50 -05:00
afdb73991f Add dependencies to debug gdnlib so debug exports work. 2020-08-25 12:41:04 -05:00
b556c4d2f0 Fix cut-and-paste error on iOS release action. 2020-08-21 11:16:18 -05:00
f9d485faab Fix broken Android singleton names. 2020-08-21 10:31:59 -05:00
f0834feea5 Changes necessary to get working on Android. 2020-08-18 17:23:05 -05:00
c5f8e28028 Add iOS libraries to Godot configuration. 2020-08-18 16:51:49 -05:00
550bb82c89 Add iOS test and release builds. 2020-08-18 15:59:27 -05:00
591e9a26c1 Add staticlib crate type for iOS. 2020-08-18 15:54:58 -05:00
20abaa45ab Bump version. 2020-08-18 15:51:36 -05:00
d3b90f48e7 Use deprecated API so compatibility down to 18 can be maintained. 2020-08-18 13:50:32 -05:00
971f0afbfd Filename consistency. 2020-08-18 11:02:02 -05:00
4ff4d26c77 Add Android plugin configuration. 2020-08-18 10:48:24 -05:00
3f611f18b8 Update release and test builds to use LFS, and to incorporate new Android build process. 2020-08-18 10:48:04 -05:00
705126ef2f Merge branch 'master' into v0.6 2020-08-18 10:34:08 -05:00
e05cdde57d Add Android build action. 2020-08-18 10:30:30 -05:00
5395256385 Switch to Gradle for builds. 2020-08-18 10:28:53 -05:00
30a82fc6b0 WIP: Try downloading Godot AAR. 2020-08-14 09:43:09 -05:00
6fd18b0de1 Update release build to include MacOS, and to package README.md. 2020-08-14 08:37:11 -05:00
8dfa941ba6 Remove unnecessary logging. 2020-08-13 12:56:14 -05:00
f389e818b9 Bump dependency. 2020-08-13 12:12:48 -05:00
8c26502f25 Add OSX library to gdnlib files. 2020-08-12 18:59:03 -05:00
1eca767056 Add MacOS test build. 2020-08-12 16:34:49 -05:00
bfdedf64db Bump dependency. 2020-08-12 16:31:39 -05:00
dec1d2cc17 Move TTS initiaization to _init so script works either as a singleton or an instantiated object. 2020-07-23 14:05:36 -05:00
e0f419aaf6 Add Bazel build for standalone Android plugin. 2020-07-09 12:32:14 -05:00
b78848f583 Ensure that TTS always runs. 2020-07-06 15:14:20 -05:00
067b8b43b5 Add Bazel artifacts. 2020-07-06 13:23:43 -05:00
0c11a70d28 Add VSCode build task. 2020-06-18 15:58:02 -05:00
574edcf93c Eliminate an unreachable code warning, since conditional compilation is used to fail fast where possible. 2020-06-17 18:11:19 -05:00