UTextToSpeechEngineSubsystem

Subsystem for interacting with the text to speech system via blueprints.

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Inheritance Hierarchy

References

Module

TextToSpeech

Header

/Engine/Plugins/Experimental/TextToSpeech/Source/TextToSpeech/Public/TextToSpeechEngineSubsystem.h

Include

#include "TextToSpeechEngineSubsystem.h"

Syntax

UCLASS()
class UTextToSpeechEngineSubsystem : public UEngineSubsystem

Remarks

Subsystem for interacting with the text to speech system via blueprints. The subsystem consists of a number of text to speech channels associated with a text to speech channel Id. Each text to speech channel provides text to speech functionality such as vocalizing a string, stopping a vocalized string, controlling the audio settings of the channel and muting/unmuting a channel. Most of the functions take a text to speech channel Id which allows you to request text to speech functionality on the requested channel. All newly added text to speech channels start off deactivated and must be activated before any text to speech functionality can be used.

Constructors

Destructors

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

ActivateAllChannels()

Activates all text to speech channels to accept requests for text to speech functionality.

Public function UFunction BlueprintCallable, Category

void

 

ActivateChannel

(
    FName InChannelId
)

Activates a text to speech channel to accept requests to perform text to speech functionality.

Public function UFunction BlueprintCallable, Category

void

 

AddCustomChannel

(
    FName InNewChannelId
)

Creates a new text to speech channel where text to speech requests are fulfilled by a user implemented C++ text to speech class.

Public function UFunction BlueprintCallable, Category

void

 

AddDefaultChannel

(
    FName InNewChannelId
)

Creates a new channel for text to speech requests to be made to a platform C++ text to speech class.

Public function UFunction BlueprintCallable, Category

void

 

DeactivateAllChannels()

Deactivates all text to speech channels making all requests for text to speech functionality do nothing.

Public function UFunction BlueprintCallable, Category

void

 

DeactivateChannel

(
    FName InChannelId
)

Deactivates a text to speech channel and stops any vocalized strings on that channel.

Public function Const UFunction BlueprintCallable, Category

bool

 

DoesChannelExist

(
    FName InChannelId
)

Returns true if a text to speech channel associated with a channel Id exists.

Public function Const UFunction BlueprintCallable, Category, Meta

int32

 

GetNumChannels()

Returns the number of text to speech channels that have been added.

Public function Const UFunction BlueprintCallable, Category

float

 

GetRateOnChannel

(
    FName InChannelId
)

Returns the current speech rate strings are vocalized on a text to speech channel.

Public function UFunction BlueprintCallable, Category

float

 

GetVolumeOnChannel

(
    FName InChannelId
)

Returns the current volume strings are vocalized on a text to speech channel.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsChannelActive

(
    FName InChannelId
)

Returns true if the text to speech channel is active, otherwise false.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsChannelMuted

(
    FName InChannelId
)

Returns true if the text to speech channel is muted, otherwise false.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsSpeakingOnChannel

(
    FName InChannelId
)

Return true when the targeted text to speech channel is vocalising, otherwise false.

Public function UFunction BlueprintCallable, Category

void

 

MuteChannel

(
    FName InChannelId
)

Mutes a text to speech channel so no vocalized strings are audible on that channel.

Public function UFunction BlueprintCallable, Category

void

 

RemoveAllChannels()

Removes all text to speech channels, preventin future requests for text to speech functionality on all channels.

Public function UFunction BlueprintCallable, Category

void

 

RemoveChannel

(
    FName InChannelId
)

Removes a text to speech channel, preventing all further requests for text to speech functionality from the channel.

Public function UFunction BlueprintCallable, Category

void

 

SetRateOnChannel

(
    FName InChannelId,
    float InRate
)

Sets the current speech rate strings should be vocalized on a text to speech channel.

Public function UFunction BlueprintCallable, Category

void

 

SetVolumeOnChannel

(
    FName InChannelId,
    float InVolume
)

Sets the volume for strings vocalized on a text to speech channel.

Public function UFunction BlueprintCallable, Category

void

 

SpeakOnChannel

(
    FName InChannelId,
    const FString& InStringToSpeak
)

Immediately vocalizes the requested string asynchronously on the requested text to speech channel, interrupting any string that is already being vocalized on the channel.

Public function UFunction BlueprintCallable, Category

void

 

StopSpeakingOnAllChannels()

Immediately stops strings from being vocalized on all text to speech channels.

Public function UFunction BlueprintCallable, Category

void

 

StopSpeakingOnChannel

(
    FName InChannelId
)

Immediately stops any currently vocalized string on the channel.

Public function UFunction BlueprintCallable, Category

void

 

UnmuteChannel

(
    FName InChannelId
)

Unmutes a text to speech channel so vocalized strings are audible on the channel.

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

UEngineSubsystem.