Re: problems with universal speech
Sorry I don't think I remember what modifications I made to make it work, once I saw Tolk's more liberal commercial license, I never looked back.
URL: http://forum.audiogames.net/viewtopic.php?pid=259532#p259532
Re: problems with universal speech
Hi,I think universalspeech is very good, but it don't work... Maybe you can share the modifed header...I use for the moment tolk, but when universalspeech will be working, i will get this...
URL: http://forum.audiogames.net/viewtopic.php?pid=259331
Re: problems with universal speech
I remember having trouble getting universal speech to work; it required me to make some changes to the header file that came with the library.UniversalSpeech is open source. I would be happy to know what changes you had to do in order to make it work
Re: problems with universal speech
See this issue https://github.com/nvaccess/nvda/issues/5638It'd be nice if other screen vendors would provide this information, as it is a real problem.
URL: http://forum.audiogames.net/viewtopic.php?pid=258936#p258936
Re: problems with universal speech
Considering the OP's original problem and it's one I'd like to see solved too, anyone think it's worth making a collaborative effort to ask screen reader vendors to implement some kind of event when their screen reader has finished speaking? Akin
Re: problems with universal speech
Hi,ok, thank you for the hint. I will use tolk, I tried it and it work perfectly...It doesn't have settings for sapi voices and so on, but it works...
URL: http://forum.audiogames.net/viewtopic.php?pid=258733#p258733
Re: problems with universal speech
I remember having trouble getting universal speech to work; it required me to make some changes to the header file that came with the library. I'd recommend using the Tolk library for screen reader abstraction instead because it worked out of the box
Re: problems with universal speech
Hi,i tried it now on my own pc, and it doesn't work... here is the code of my test.cpp.#pragma comment(lib, "libUniversalSpeech.lib")
#include "UniversalSpeech.h"
int main(int argc, char** argv) {
speechSay(L"Hello world&quo
Re: problems with universal speech
Hi,i tried it now on my own pc, and it doesn't work... here is the code of my test.cpp.#pragma comment(lib, "libUniversalSpeech.lib")
#include "UniversalSpeech.h"
int main(int argc, char** argv) {
speechSay(L"Hello world&quo
Re: problems with universal speech
Hi, sorry, but it don't work.I tried to compile, here with dev-cpp and it says the following:A:\Programmierung\c++\universal speech test\main.omain.cpp:(.text+0x2b): undefined reference to `speechSay'
A:\Programmierung\c++\dev-cpp\collect2.exe
Re: problems with universal speech
Hello,I'm the author of UniversalSpeech.The main problem I see in your short example code is, that UniversalSpeech expects unicode strings, and not ANSI strings. Tehrefore you should write: speechSay(L"Hello world", 1);Or if you prefer AN
Re: problems with universal speech
hm, interesting... And why isn't universal speech working, maybe I can't get an event but I want use this library...But, you see, it throw errors...But thank you for your quick ansver
URL: http://forum.audiogames.net/viewtopic.php?pid=258050#p258050
Re: problems with universal speech
I believe the problem that you're facing is that not every screen reader has an event for when it has finished speaking. SAPI does, but I'm not sure if any others do. NVDA certainly doesn't when I was looking for one. Shame, as it's my favourite one
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