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Merge pull request #8728 from nightblade9/master
Update TTS page to mention Text to Speech project setting
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Max Hilbrunner
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2f8a9e7b77
@@ -8,10 +8,19 @@ Basic Usage
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Basic usage of text-to-speech involves the following one-time steps:
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- Enable TTS in the Godot editor for your project
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- Query the system for a list of usable voices
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- Store the ID of the voice you want to use
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Once you have the voice ID, you can use it to speak some text:
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By default, the Godot project-level setting for text-to-speech is disabled, to avoid unnecessary overhead. To enable it:
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- Go to **Project > Project Settings**
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- Make sure the **Advanced Settings** toggle is enabled
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- Click on **Audio > General**
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- Ensure the **Text to Speech** option is checked
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- Restart Godot if prompted to do so.
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Text-to-speech uses a specific voice. Depending on the user's system, they might have multiple voices installed. Once you have the voice ID, you can use it to speak some text:
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -72,6 +81,13 @@ Distro-specific one-liners
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| | pacman -S speech-dispatcher festival espeakup |
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+------------------+-----------------------------------------------------------------------------------------------------------+
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Troubleshooting
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---------------
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If you get the error `Invalid get index '0' (on base: 'PackedStringArray').` for the line `var voice_id = voices[0]`, check if there are any items in `voices`. If not:
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- All users: make sure you enabled **Text to Speech** in project settings
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- Linux users: ensure you installed the system-specific libraries for text to speech
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Best practices
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--------------
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