Establishes the mod skeleton and gets speech working end to end. Game-file footprint: one line in main.lua. - accessibility/init.lua: sole entry point. Patch registry, hooks states.switch (announces screen changes) and states.update (per-frame speech flush, avoiding an edit to love.update). Startup self-test prints what resolved -- the canary for when a future game version moves something we hook. - accessibility/speech.lua: TTS wrapper. pcall-guarded so a missing DLL degrades to silence instead of crashing. Queues utterances within a frame and joins them, since one game turn emits several console.print calls and speaking each with interrupt would leave only the last audible. - accessibility/stateNames.lua: spoken names for the 28 states. - accessibility/vendor/love2talk: vendored TTS library, see VENDORED.md. Loads Tolk.dll by absolute path via love.filesystem.getSource() and adds that directory via SetDllDirectory, so the DLLs live in the project instead of needing an elevated copy into Program Files. Verified with lovec against NVDA: TTS available, speech channel yes, 'Main menu' spoken on startup. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
25 lines
838 B
Lua
25 lines
838 B
Lua
local objc = require("objc.objc")
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objc.load("AVFoundation")
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local backend = {}
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backend.synth = objc.AVSpeechSynthesizer:alloc():init()
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-- Because AVSpeechSynthesizer doesn't give us the proper default voice (it returned ALbert on my system for some reason), we have to do this bit of uglyness with NSSpeechSynthesizer.
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backend.voice = objc.NSSpeechSynthesizer:alloc():init():defaultVoice()
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function backend.output(text, interrupt)
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text = tostring(text)
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interrupt = interrupt or false
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if interrupt then
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backend.synth:stopSpeakingAtBoundary(0)
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end
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local utterance = objc.AVSpeechUtterance:alloc():initWithString(text)
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utterance.voice = objc.AVSpeechSynthesisVoice:voiceWithIdentifier(backend.voice)
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backend.synth:speakUtterance(utterance)
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end
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function backend.isSpeaking()
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return backend.synth:isSpeaking()
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end
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return backend
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