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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

Queue a text-to-speech message

Inject a text-to-speech message into Vivox channels.
阅读时间1 分钟
最后更新于 8 个月前

Some destinations offer a built-in queuing system. When a new message is injected and there is an ongoing message playing, then the new message is put into a queue. After the ongoing message finishes playing, the next message in the queue automatically begins playing.
// Returns VxErrorSuccess and starts playing immediately.MyLoginSession->TTS().Speak("First Message.", TTSDestination::QueuedLocalPlayback);// Returns VxStatusTTSInputTextWasEnqueued and put in a queue.// After the first message finishes playback, this message will start.MyLoginSession->TTS().Speak("Second Message.", TTSDestination::QueuedLocalPlayback);
A queue is shared between
TTSDestination::QueuedRemoteTransmission
and
TTSDestination::QueuedRemoteTransmissionWithLocalPlayback
. The destination
TTSDestination::QueuedLocalPlayback
has its own queue.
A destination queue can hold up to 10 messages. If a message is added when a destination queue is full, the Vivox SDK discards the message and the method returns the error
VxErrorTTSDestinationQueueIsFull
. In this case, no text-to-speech related events are raised.

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