Replies: 2 comments 9 replies
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I guess that's not really something alltalk should/could easily and cleanly handle. I'd recommend writing a small program which consumes allTalk as a service. If I may ask which games do you play? For several games theres already good solutions out there. For one I'm currently writing my own. |
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Hi @RenNagasaki and @djmeowth9 First off @RenNagasaki - No problems sharing links of the kind you did, thats perfectly fine by me :) And thanks for chipping in on the conversation too! @djmeowth9 If I was to do something like that...... then I guess a rough shot at the code would look something.... something.......like this: https://github.com/erew123/alltalk_tts/tree/alltalkbeta/system/cliptotts But it would be a rough bit of code, no logic or real extra controls, just the basics. However, it would save having to copy/paste text all the time! :) Oh, and it would hang if you DONT have the icon.png file in the same folder..... Thanks |
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Hi! Alltalk is amazing. As someone with reading difficulties who is dissatisfied with the usual robotic-sounding TTS voices, thanks so much for developing it.
I have a question about a rather niche use case for Alltalk. I play several very text-heavy games with minimal voice acting. I've used Alltalk to clone some of the few voice samples in these games, and created voices that can read the rest of the unvoiced dialogue (which I copy from the game using ctrl+c). It's awesome! But to do this I'm constantly tabbing between the game and the TTS generator, which is a bit cumbersome and pulls you out of the game (quite literally). Could there perhaps be a way for Alltalk to monitor the Windows clipboard, and when new text is copied to it, voice the text using the currently selected character voice in the TTS generator? If not, how difficult would it be to implement this feature?
Thank you again!
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