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Vivox Unreal SDK

Vivox Unreal SDK

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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

Text-to-speech destinations

Choose destinations for text-to-speech output.
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Text-to-speech (TTS) messages are injected to destinations. Destinations determine two factors: output and mechanism.
  • Output is where the synthesized speech plays to and decides who hears the TTS message. Each destination uses one of the following outputs:
    • Local Playback - messages injected here play back locally on the user’s default render device (for example, loudspeakers or headphones).
    • Remote Transmission - messages injected here are sent to remote participants in connected sessions according to transmission policies (the same sessions that basic voice transmits to).
    • Local and Remote - messages injected here are simultaneously injected to Local Playback and Remote Transmission.
  • Mechanism is how new messages are handled when there is an ongoing message playing. Each destination uses one of the following injection mechanisms:
    • Simple - destinations using this mechanism mix together new messages and ongoing messages to play them concurrently.
    • Queue - destinations using this mechanism queue new messages in the order they are sent. When the ongoing message finishes playing, this mechanism auto-triggers the message that is next in line.
    • Replace - destinations using this mechanism cancel any ongoing message and then replaces it with the new message.
You can inject synthesized speech into the following destinations:
참고
Most destinations are independent and do not affect the behavior of any other destinations. However, the two queued destinations involving remote transmission share a queue.
  • Remote Transmission
    • Enum value:
      TTSDestination::RemoteTransmission
    • Output: Remote Transmission
    • Mechanism: Simple
  • Local Playback
    • Enum value:
      TTSDestination::LocalPlayback
    • Output: Local Playback
    • Mechanism: Simple
  • Remote Transmission with Local Playback
    • Enum value:
      TTSDestination::RemoteTransmissionWithLocalPlayback
    • Output: Local and Remote
    • Mechanism: Simple
  • Queued Remote Transmission
    • Enum value:
      TTSDestination::QueuedRemoteTransmission
    • Output: Remote Transmission
    • Mechanism: Queue
    • Caveat: Shares queue with Queued Remote Transmission with Local Playback.
  • Queued Local Playback
    • Enum value:
      TTSDestination::QueuedLocalPlayback
    • Output: Local Playback
    • Mechanism: Queue
  • Queued Remote Transmission with Local Playback
    • Enum value:
      TTSDestination::QueuedRemoteTransmissionWithLocalPlayback
    • Output: Local and Remote
    • Mechanism: Queue
    • Caveat: Shares queue with Queued Remote Transmission
  • Screen Reader
    • Enum value:
      TTSDestination::ScreenReader
    • Output: Local Playback
    • Mechanism: Replace
You can obtain the state and content of all messages that are playing or are enqueued in any destination by using
ITextToSpeech::GetMessages(TTSDestination Destination)
. Queued destinations return their
TArray<ITTSMessage\*>
in queue order, and others in the order that speech was injected.

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