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Speech to text module for Godot 3

Home Page: https://samuraisigma.github.io/godot-docs/doc/community/tutorials/misc/speech_to_text.html

License: MIT License

Python 0.24% C++ 1.11% C 98.44% Yacc 0.20%

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godot_speech_to_text's Issues

Help with get() on STTqueue

Discussed in #6

Originally posted by middlepattern July 5, 2021
I'm wondering if anyone can help with this:

When I try to use the 'get()' command on my queue (something like...):

user_input = stt.get_queue().get()
print(user_input)

I get an error saying: "Invalid call to function 'get' in base 'STTQueue'. Expected 1 arguments.

It seems to want a string arg, but I'm not sure what string it wants. Also, in the inspector the queue only shows one property "capacity", which is the number of keywords it's holding - but there does not seem to be an array or resource or something where I can access the spoken words. I apologize if this is not an issue for anyone else.

Can't detect microphone on iOS and macOS

macOS 11.7.2
iOS 15.7
Godot 3.5.1

On both devices, at config.init(), I get ERROR: Couldn't open audio device (microphone)

on iOS I get an extra error: ERROR: AudioOutputUnitStart failed, code: -50

Is this being worked on?

Hi. Is this module being worked on? I'm planning to use this addon and wanted to know if it works on Godot 3.x? Have you tried this on 3.3? Thanks for making this though!

Editor issues

  1. You can't set the STTConfig files via the filemanager, because the star and dot in front of the filetype is missing.

  2. In STTRunner node there is a field for queue but you can't use it. When clicking STTQueue this error appears:

    godot-speech-to-text-error6
  3. Special characters like ä, ö, ü and ß (in German) are skipped or have this: °
    spaß -> spa゚
    glück -> glck
  4. If you stop the program with the editor (F5), the user://stt files are not deleted.
    If you close it with the X only these files aren't deleted. Is this intended?

feature request: kws words list as variable

It would very useful if I could change the kws list of words during runtime, I mean, the fewer words the better because less prone to recognition errors, so, I wish to contextualize the words that the user can use at every zone of the game. The most comfortable way would be to pass the words list to STTRunner as a variable string. What do you think about it?

Can't compile godot with this module.

I can't build godot 3.2.3 from source with this module because of the errors. Would you mind sending me an already compiled godot exe file with stt module?

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