godot-tts/TTS.gd
Nolan Darilek e233b97fff 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*
2019-10-16 08:01:34 -05:00

50 lines
1016 B
GDScript

tool
extends Node
const TTS = preload("godot-tts.gdns")
var tts = null
func _ready():
# Only initialize TTS if it's available or if we're in the editor.
if TTS.can_instance() or Engine.editor_hint:
print_debug("Attempting to load TTS.")
tts = TTS.new()
else:
print_debug("TTS not available!")
func set_rate(rate):
if tts != null:
tts.rate = rate
func get_rate():
if tts != null:
return tts.rate
else:
return 0
var rate setget set_rate, get_rate
func speak(text, interrupt := true):
print_debug("%s: %s" % [text, interrupt])
if tts != null:
tts.speak(text, interrupt)
func stop():
if tts != null:
tts.stop()
func get_is_rate_supported():
if tts != null:
return tts.is_rate_supported()
else:
return false
var is_rate_supported setget , get_is_rate_supported
func singular_or_plural(count, singular, plural):
if count == 1:
return singular
else:
return plural