Not sure which of the problems 1 or 2 your’re talking about now, but in either case, no.
For Android I build the .apk file and save it in a Google Drive folder which I again open/run on my Android phone. I don’t use USB.
For iOS I put the app on the device via XCode/USB and when I do this get no sound at all from text to speach.
Well, other apps makes sound on the device so…
Maybe I expressed myself exceptionally clumsy. Sorry. I’ll try again.
All buttons speaks, but the “Norwegian button” only speaks Norwegian if none of the other languages has been used in the meantime. If either English or Russian have been spoken, pressing the Norwegian button will only speak with the last non-Norwegian language.
Well, screw the explanation. Just watch this video dump:
Hi, just tested with corona sdk 2980. Running the exact same code as my “slightly more advanced” example now results in the following error message on an iPhone:
From the XCode log window (which is completely bombed with logging as I don’t know how to reduce it…):
Oct 26 23:03:47 Jenny-sin-iPhone \_SpeechLangSwitch[1136] \<Notice\>: ERROR: Runtime error attempt to index a function value stack traceback: [C]: in function 'init' /Users/Air/Google Drive/PROGRAMMING/CORONA/Test cases/\_SpeechLangSwitch/main.lua:46: in main chunk
This line (46) is:
texttospeech.init(initCB)
But as far as I know, initCB() is correctly defined above?
print("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n Switch Lang\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n") W = display.actualContentWidth texttospeech = require("plugin.texttospeech") status = display.newText("", 50, 150, native.systemFont, 0.03\*W) status.anchorX = 0 status.anchorY = 0 function initCB(e) status.text = status.text .. "\nis error: " .. tostring(e.isError) end local txt = "værhane" function norTouch(e) if (e.phase == "ended") then status.text = status.text .. "\ntexttospeech.speak('" .. txt .. "', {language = 'no-NO'})" texttospeech.speak(txt, {language = "no-NO"}) end end function engTouch(e) if (e.phase == "ended") then status.text = status.text .. "\ntexttospeech.speak('" .. txt .. "', {language = 'en-GB'})" texttospeech.speak(txt, {language = "en-GB"}) end end function rusTouch(e) if (e.phase == "ended") then status.text = status.text .. "\ntexttospeech.speak('" .. txt .. "', {language = 'ru-RU'})" texttospeech.speak(txt, {language = "ru-RU"}) end end nor = display.newText("NOR", 0.20\*W, 50, native.systemFontBold, 0.1\*W) eng = display.newText("ENG", 0.50\*W, 50, native.systemFontBold, 0.1\*W) rus = display.newText("RUS", 0.80\*W, 50, native.systemFontBold, 0.1\*W) nor:addEventListener("touch", norTouch) eng:addEventListener("touch", engTouch) rus:addEventListener("touch", rusTouch) status.text = status.text .. "\ncalling init()" texttospeech.init(initCB)
runewinse, now that makes at least some sense. These warning and the error about enableDebug say that you are using an old version of the plugin.
If you are using a proper Corona Simulator version, the plugin should self update. If not - maybe clean everything and reinstall.
Make sure that you are running the proper version if you have several installed. The latest one should be “Version 2016.2980 (2016.10.26)” in the about window.
Lerg, I don’t have access to my build Mac right now, but I’m pretty sure that I have an updated Corona Simulator. If the plugin is not updated correctly, there must be a bug in the Corona plugin system. Could it be related to the switch to paid plugin?
Anyway, I think maybe there should be some versioning info system ala:
I don’t see any “no-NO” voices, but have no clue if that should influence anything. After all the Norwegian voice works very well - as long as I don’t use any other languages…