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The ReadSpeaker speechEngine plug-in provides the following features and benefits:
Enhances accessibility in your games by providing narration of on-screen UI elements.
Prototypes voice acting during early stages of development.
Supports speech-enabled in-game chat messages in multiplayer games and more.
Reads AI-generated text and dialog aloud with effectively zero latency.
Makes localization easy with the many included languages, each recorded by native speaking voice actors.
Voices are recorded and processed only by ReadSpeaker, using full-disclosure contracts with the voice actors.
Install the speechEngine plug-in through the Audiokinetic Launcher. See Installing Plug-ins for more information.
After installing the plug-in, add it to your project as a child in the Actor-Mixer hierarchy. You can also add it as a sound source, or link the speechEngine objects to events, game syncs, and so on, as you would with any other object.
RTPCs are supported for the Speed, Pitch, Pause, and Comma Pause voice parameters. Due to limitations in the DSP model, changes are not observable in real time but can be adjusted between calls.
If your application links statically to the speechEngine plug-in, it must also link to the
libvtapi library that is distributed with the plug-in.
For example, for the Windows 64-bit vc170 platform, it is located at
SDK\x64_vc170\Release\lib\libvtapi.lib
To load the plug-in during runtime, the dependent DLLs listed below must be on a path that the system's DLL load operation can locate:
* vt_[lang].dll
To send text to the plug-in from the game runtime, you can use the AK::SoundEngine::SendPluginCustomGameData function.
Use the parameters for Company and Plug-in IDs to locate the plug-in in runtime:
in_uCompanyID = 312 in_uPluginID = 1
For a complete example in C++, refer to DemoSpeechEngine.cpp
as part of the IntegrationDemo project.
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