AudioTextToSpeech
AudioTextToSpeech is used to play text as speech audio. It provides a single Output pin which can be connected to other pins via Wires. This API is still in development and is not yet publicly available
代码示例
local audioTextToSpeech : AudioTextToSpeech = Instance.new("AudioTextToSpeech")
audioTextToSpeech.Parent = workspace
audioTextToSpeech.Text = "Hello! Converting text into speech is fun!"
audioTextToSpeech.VoiceId = "1"
local deviceOutput = Instance.new("AudioDeviceOutput")
deviceOutput.Parent = workspace
local wire = Instance.new("Wire")
wire.Parent = workspace
wire.SourceInstance = audioTextToSpeech
wire.TargetInstance = deviceOutput
local count = 0
local connection = nil
connection = audioTextToSpeech.Ended:Connect(function()
audioTextToSpeech.Text = "I can count to " .. count .. " because I am very smart"
audioTextToSpeech.VoiceId = "2"
audioTextToSpeech.TimePosition = 0
audioTextToSpeech:Play()
count += 1
if count > 10 then
connection:Disconnect()
end
end)
audioTextToSpeech:Play()
概要
属性
Denotes whether the AudioTextToSpeech object is loaded, buffered, and ready to play.
Denotes whether the AudioTextToSpeech object is currently playing.
Controls whether the AudioTextToSpeech object loops.
Controls the pitch of the generated speech audio, which will be independent of its speed.
Controls how quickly the speech audio will be played, which controls its pitch.
Controls the speed of the generated speech audio, which will be independent of its pitch.
The text to be converted into speech audio by AudioTextToSpeech.
Denotes the length of the generated speech audio.
Tracks the current position of the playhead within the generated speech audio.
The voice style to be used by AudioTextToSpeech.
Controls how loudly the generated speech audio will be played.
方法
Returns an array of Wires that are connected to the specified pin.
Pauses the AudioTextToSpeech object wherever its TimePosition is.
Plays the AudioTextToSpeech from wherever its TimePosition is.
Unload the generated speech audio.
Generates speech audio.
活动
Fires when the AudioTextToSpeech object has completed playback and paused.
Fires when the AudioTextToSpeech object loops.
Fires when another instance is connected to or disconnected from the AudioTextToSpeech via a Wire.
属性
IsLoaded
Denotes whether the AudioTextToSpeech object is loaded, buffered, and ready to play. Although uncommon, AudioTextToSpeech objects may have their assets unloaded at runtime if there is extreme memory pressure, in which case IsLoaded will become false.
IsPlaying
Denotes whether the AudioTextToSpeech object is currently playing. This property is read-only, but replicates. To play and stop an AudioTextToSpeech object at runtime, use the Play() and Pause() methods.
Looping
Controls whether the AudioTextToSpeech object loops when exceeding the end of its TimeLength.
Pitch
A value in musical semitones. The pitch of the generated speech audio is shifted from its default value by AudioTextToSpeech.Pitch semitones. Ranges from -12.0 to 12.0.
PlaybackSpeed
Multiplier controlling how quickly the speech audio will be played, directly controlling its perceived pitch. Ranges from 0 to 20.
TimePosition
Tracks and controls the current position of the playhead within the generated speech audio, in seconds.
Volume
Volume level which is multiplied onto the output audio stream, controlling how loudly the generated speech audio will be played. Ranges from 0 to 3.
方法
GetConnectedWires
Returns an array of Wires that are connected to the specified pin. AudioTextToSpeech has one "Output" pin.
参数
返回
Pause
Pauses the AudioTextToSpeech object wherever its TimePosition is. Replicates from server to client.
返回
Play
Plays the AudioTextToSpeech from wherever its TimePosition is. Replicates from server to client.
返回
Unload
Frees resources by unloading the generated speech audio.
返回
LoadAsync
A blocking call that begins the generation of speech audio based on the current parameters. It will yield until the speech generation either completes or fails. Status is returned by an AssetFetchStatus value.
返回
活动
Ended
Fires after the AudioTextToSpeech object has completed playback and paused. Note this event will not fire for audio with Looped set to true since it continues playing upon reaching its end. This event will also not fire when the audio is paused before playback has completed; for this, use AudioTextToSpeech:GetPropertyChangedSignal() on the IsPlaying property.
This event is may be used to destroy an AudioTextToSpeech object when it has completed playback.
Looped
Event that fires after the AudioTextToSpeech object loops. This happens when the audio reaches the end of its content and Looping is true.
This event does not fire if the audio is looped manually by changing its TimePosition.
WiringChanged
Event that fires after a Wire becomes connected or disconnected, and that Wire is now or was previously connected to a pin on the AudioTextToSpeech and to some other wirable instance.
参数
Whether the instance got connected or disconnected.
The pin on the AudioTextToSpeech that the Wire targets.
The Wire between the AudioTextToSpeech and the other instance.