Merge pull request #8728 from nightblade9/master

Update TTS page to mention Text to Speech project setting
This commit is contained in:
Max Hilbrunner
2024-01-08 07:48:29 +01:00
committed by Max Hilbrunner
parent 42035c7796
commit 2f8a9e7b77

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@@ -8,10 +8,19 @@ Basic Usage
Basic usage of text-to-speech involves the following one-time steps:
- Enable TTS in the Godot editor for your project
- Query the system for a list of usable voices
- Store the ID of the voice you want to use
Once you have the voice ID, you can use it to speak some text:
By default, the Godot project-level setting for text-to-speech is disabled, to avoid unnecessary overhead. To enable it:
- Go to **Project > Project Settings**
- Make sure the **Advanced Settings** toggle is enabled
- Click on **Audio > General**
- Ensure the **Text to Speech** option is checked
- Restart Godot if prompted to do so.
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:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -72,6 +81,13 @@ Distro-specific one-liners
| | pacman -S speech-dispatcher festival espeakup |
+------------------+-----------------------------------------------------------------------------------------------------------+
Troubleshooting
---------------
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:
- All users: make sure you enabled **Text to Speech** in project settings
- Linux users: ensure you installed the system-specific libraries for text to speech
Best practices
--------------