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Copy file name to clipboardexpand all lines: doc/classes/DisplayServer.xml
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- [code]language[/code] is language code in [code]lang_Variant[/code] format. [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And [code]Variant[/code] part is an engine dependent string describing country, region or/and dialect.
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Note that Godot depends on system libraries for text-to-speech functionality. These libraries are installed by default on Windows and macOS, but not on all Linux distributions. If they are not present, this method will return an empty list. This applies to both Godot users on Linux, as well as end-users on Linux running Godot games that use text-to-speech.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
Returns an [PackedStringArray] of voice identifiers for the [param language].
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_is_paused"qualifiers="const">
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<returntype="bool" />
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<description>
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Returns [code]true[/code] if the synthesizer is in a paused state.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_is_speaking"qualifiers="const">
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<returntype="bool" />
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<description>
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Returns [code]true[/code] if the synthesizer is generating speech, or have utterance waiting in the queue.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_pause">
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<returntype="void" />
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<description>
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Puts the synthesizer into a paused state.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_resume">
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<returntype="void" />
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<description>
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Resumes the synthesizer if it was paused.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_set_utterance_callback">
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- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] parameters, the index of the character and the utterance ID.
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[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_speak">
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[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling [method tts_speak].
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[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
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</description>
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</method>
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<methodname="tts_stop">
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<returntype="void" />
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<description>
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Stops synthesis in progress and removes all utterances from the queue.
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[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), macOS, and Windows.
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[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be [code]true[/code] to use text-to-speech.
Copy file name to clipboardexpand all lines: doc/classes/ProjectSettings.xml
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The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
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The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
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