////////////////////////////////////////////////////////////////////////// public void Initialize() { m_SpeechRate = PlayerPrefs.GetInt("Accessibility_Speech_Rate", 50); if (m_AudioPlayer == null) { m_AudioPlayer = GetComponent <AudioSource>(); } #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN // Initialize Text To Speech for Windows platforms - if so desired if (UAP_AccessibilityManager.UseWindowsTTS()) { if (WindowsTTS.instance == null) { GameObject WindowsTTSObj = new GameObject("Windows TTS"); WindowsTTSObj.AddComponent <WindowsTTS>(); } } #elif (UNITY_STANDALONE_OSX || UNITY_EDITOR) && !UNITY_WEBPLAYER // Initialize Text To Speech for Mac platform - if so desired if (UAP_AccessibilityManager.UseMacOSTTS()) { if (MacOSTTS.instance == null) { GameObject MacOSTTSObj = new GameObject("MacOS TTS"); MacOSTTSObj.AddComponent <MacOSTTS>(); } } #elif UNITY_ANDROID && !UNITY_EDITOR if (UAP_AccessibilityManager.UseAndroidTTS()) { AndroidTTS.Initialize(); } #elif UNITY_IOS && !UNITY_EDITOR if (UAP_AccessibilityManager.UseiOSTTS()) { iOSTTS.Init(); } #endif }
////////////////////////////////////////////////////////////////////////// public void Initialize() { m_SpeechRate = PlayerPrefs.GetInt("Accessibility_Speech_Rate", 50); if (m_AudioPlayer == null) { m_AudioPlayer = GetComponent <AudioSource>(); } // Initialize which custom TTS to use, if any InitializeCustomTTS(); ////////////////////////////////////////////////////////////////////////// // For WebGL, we need a custom TTS solution // The following code makes sure that there is either a custom TTS already set up, or it tries to // initialize the included Google Cloud TTS API. This can only be done if an API key is provided. #if UNITY_WEBGL if (Application.platform == RuntimePlatform.WebGLPlayer && UAP_AccessibilityManager.UseWebGLTTS()) { if (UAP_CustomTTS.IsInitialized() == UAP_CustomTTS.TTSInitializationState.NotInitialized) { // Use Google TTS if set up correctly, or internal TTS otherwise if (!string.IsNullOrEmpty(UAP_AccessibilityManager.GoogleTTSAPIKey)) { UAP_CustomTTS.InitializeCustomTTS <Google_TTS>(); } else { UAP_CustomTTS.InitializeCustomTTS <WebSpeechAPI_TTS>(); } } } #endif ////////////////////////////////////////////////////////////////////////// if (UAP_CustomTTS.IsInitialized() == UAP_CustomTTS.TTSInitializationState.NotInitialized) { #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN // Initialize Text To Speech for Windows platforms - if so desired /* * No more auto-initialization * if (UAP_AccessibilityManager.UseWindowsTTS()) * { * InitializeWindowsTTS(); * } */ #elif (UNITY_STANDALONE_OSX || UNITY_EDITOR) && !UNITY_WEBPLAYER // Initialize Text To Speech for Mac platform - if so desired if (UAP_AccessibilityManager.UseMacOSTTS()) { if (MacOSTTS.instance == null) { GameObject MacOSTTSObj = new GameObject("MacOS TTS"); MacOSTTSObj.AddComponent <MacOSTTS>(); MacOSTTSObj.transform.SetParent(this.transform, false); } } #elif UNITY_ANDROID && !UNITY_EDITOR if (UAP_AccessibilityManager.UseAndroidTTS()) { AndroidTTS.Initialize(); } #elif UNITY_IOS && !UNITY_EDITOR if (UAP_AccessibilityManager.UseiOSTTS()) { iOSTTS.Init(); } #endif } }