

Then handle it in combination with " Application.systemLanguage" and " Speaker.VoiceForName" (if you need an example just let me know).īut we will also take a look at this point and try to improve it.Ībout the Linux-build - we finished the wrapper for MaryTTS and it works great! This means, soon there will be the possibility to use our asset with the same voices on all Unity platforms (as long as there is an Internet connection available)! Probably the tags are an intentional part of the speech.Īnyway, a little helper method or flag to solve this issue could be useful, so I think about a solution for a future release.Ībout the warning: afaik there isn't a default voice in the "say" command under macOS (and every other platform), so you should specify one for every platform and culture your app supports. We didn't include a "clean text"-method since we don't know what the user wants to speak with our tool. Thanks again for making this awesome asset!

Is it a setting that the player needs to enable if there are issues? But my question is about 'Enforce 32bit voices', do I need to enable this setting for Windows 32 builds? Sorry if there is no correlation between the setting and the Unity Build setting, but it I really don't know what 'Enforce 32bit voices' does. I can comment out the warning, but it seems as if I'm missing something in regards to setting up RT-Voice.įinally, I build my game on all the desktop platforms Unity provides (Linux 64, Linux Universal, Linux, OSX Intel 64, OSX Intel, OSX Universal, Windows 64, Windows) and I would definitely benefit from having RT-Voice work on Linux. I'd rather not specify cultures or have to expose these settings to the player. My use case is to use the 'default voice' that the player has selected on their system to do speech, or as a fallback any default voice. Am I duplicating functionality that RT-Voice already handles? This seems like it might be a global setting, but I haven't found it in digging around.Īlso I'm experiencing the console warning: "'Voice' or 'Voice.Name' is null! Using the OS 'default' voice." As you can see I'm using rich text on Text objects and I use regex to remove any html style tags from the text content before calling SpeakNative.
