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As it is, many bits of text can be fired off at the same time, and they all talk in parallel. See the existing examples/osx-*.js files.
Queue:
Queue up audio to be spoken and play them all sequentially. As items are played and finished their callbacks will fire. We'd need a way to flush the queue as well. Having callbacks on a per-text basis might not be as useful as, perhaps, an EventEmitter approach.
Playback Handles:
We keep allowing the user to manage all of this. We'd need a way to return a reference to the audio being spoken so that the user can cancel it, much like var x = setTimeout(); clearTimeout(x); works.
Either way, we will need to massively rewrite how say works, including all consumer facing API's.
The text was updated successfully, but these errors were encountered:
Seems good although it doesn't work.
It's "almost" synchronous (btw you mixed up sync and async in your readme I guess).
synchronous should wait for the previous "speak" to finish while asynchronous should just speak em in parallel.
As it is, many bits of text can be fired off at the same time, and they all talk in parallel. See the existing
examples/osx-*.js
files.Queue:
Queue up audio to be spoken and play them all sequentially. As items are played and finished their callbacks will fire. We'd need a way to flush the queue as well. Having callbacks on a per-text basis might not be as useful as, perhaps, an EventEmitter approach.
Playback Handles:
We keep allowing the user to manage all of this. We'd need a way to return a reference to the audio being spoken so that the user can cancel it, much like
var x = setTimeout(); clearTimeout(x);
works.Either way, we will need to massively rewrite how say works, including all consumer facing API's.
The text was updated successfully, but these errors were encountered: