But my question is about 'Enforce 32bit voices', do I need to enable this setting for Windows 32 builds? Sorry if there is no correlation between the setting and the Unity Build setting, but it I really don't know what 'Enforce 32bit voices' does. I can comment out the warning, but it seems as if I'm missing something in regards to setting up RT-Voice.įinally, I build my game on all the desktop platforms Unity provides (Linux 64, Linux Universal, Linux, OSX Intel 64, OSX Intel, OSX Universal, Windows 64, Windows) and I would definitely benefit from having RT-Voice work on Linux. I'd rather not specify cultures or have to expose these settings to the player. My use case is to use the 'default voice' that the player has selected on their system to do speech, or as a fallback any default voice. Am I duplicating functionality that RT-Voice already handles? This seems like it might be a global setting, but I haven't found it in digging around.Īlso I'm experiencing the console warning: "'Voice' or 'Voice.Name' is null! Using the OS 'default' voice." As you can see I'm using rich text on Text objects and I use regex to remove any html style tags from the text content before calling SpeakNative.
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