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Vivox Unreal SDK

Vivox Unreal SDK

Vivox
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Vivox Unreal SDK
  • Overview
  • Get started
  • Release notes
  • Developer guide
    • Set up your project
    • Unity Authentication Service in Unreal
    • Create voice and text channels
    • Messaging
    • Audio management
    • Muting
    • In-game moderation
    • Android app development
    • iOS app development
    • Server-side recording
    • Speech-to-text audio transcription
    • Text-to-speech
      • Text-to-speech voice options
      • Text-to-speech destinations
      • Inject a text-to-speech message
      • Queue a text-to-speech message
      • Cancel a text-to-speech message
      • Text-to-speech events
      • Get raw audio of synthesized speech
      • Use text-to-speech for incoming messages
    • Real-time recording
    • Transmission
    • Troubleshooting
  • Tutorials
  • Reference
  1. Vivox Unreal SDK documentation
  2. Text-to-speech

Inject a text-to-speech message

Inject a text-to-speech message into Vivox channels.
Read time 1 minute
Last updated 8 months ago

To inject a text-to-speech (TTS) message into channel or local audio, use
ITextToSpeech::Speak()
:
ITTSMessage *Message;TTSDestination Destination = TTSDestination::QueuedRemoteTransmissionWithLocalPlayback;MyLoginSession->TTS().Speak("Hello World!", Destination, &Message);
Speak()
accepts the following parameters:
  • The text to be converted into speech.
  • The TTSDestination.
  • Optionally as an out parameter, a TTS message reference set to the newly created ITTSMessage, regardless of whether it is currently playing in the destination or is in a queue waiting to be synthesized.
    Note
    You can use this reference at a later time, for example, to cancel TTS messages. It is possible to obtain these references at a later time by using
    ITextToSpeech::GetMessages()
    .
If multiple TTS users are in one voice or text channel, then you can prefix the display name of the user who is sending the TTS message. For example, “[Display name] says…”

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