I'd like to use the iOS speech engine in my app to speak some text. Is this available to developers and if it is how do we use it?
The CMU Flite libraries offer pretty good text to speech, with a few voices. You give it text and it outputs a .wav file, which you can play through AVAudioPlayer.
Since iOS 7, you can use the native AVSpeechSynthesizer class.
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Would I be able to change the speaking voice of OpenEars to another? I don't quite like the the default one. Is that possible or would I have to use another API. Sorry if this is a stupid question.
Yes, you can, but it's a bit complex process. Openears uses Flite for speech synthesis, so you need to change the voice in Flite. Flite supports 13 voices to choose already and you have an option to build a new voice.
To build a new voice you need to follow the documentation. A festvox documentation might be also useful for you to understand the basics.
Currently i am using open ears to detect a phrase and it works pretty well, although i would like to recognize all words in the english language and add that to a text field. So I had two thoughts on how to approach this.
1) Somehow load the entire english dictionary into OpenEars.
(i don't think it is a good idea because they say from 2-300 words or something like that
2)Activate the native iOS voice recognition without deploying the keyboard.
I'm leaning towoards the second way if possible because i love the live recognition in iOS 8, it works flawlessly for me.
How do i recognize all words using one of the two methods (or a better way if you know)?
Thank you
The answer is that you can't do 1) or 2), at least not the way you want to. OpenEars won't handle the whole English dictionary, and you can't get iOS voice recognition without the keyboard widget. You might want to look into Dragon Dictation, which is the speech engine that Siri uses, or SILVIA. You'll have to pay for a license though.
I am creating an iOS game in which I have to inform user about events in the game with voice, that you have moved one piece, 2 pieces or well done you have performed well.
The problem is that voices are in large amount and if I replace audio files for each voice the app size will grow very large.
Second option I have discovered is to use text-to-speech library. I have tried "OpenEars" but the issue is I want voice like cartoon character or bird like which is not available in any of open source text-to-speech libraries as far as I have searched.
Can anybody suggest me what is the better way to handle it or any text-to-speech framework with different voice capabilities as mentioned in above paragraph.
Thanks in advance.
VoiceForge offers different TTS voices.
http://www.voiceforge.com
Now i am confusing about Text To Speech Engine for iOS.
When i search in internet, i found two kinds of Text To Speech Engine for iOS.
These are iSpeech and Dragon Mobile SDK from Nuance.
i have to use Text To Speech for multiple languages and also have to use Speech To Text.
I want to know which engine is better and which is faster?
Thanks in advance.
I am creating a musical app which generate some music. I already used MIDI functions on Mac to create a MIDI file with MIDI events (unfortunately, I don't remember names of those functions).
I am looking for a way to create instrumental notes (MIDI's or anything else) programmatically in order to play them. I also would like to have multiple channels playing those notes at the same time.
I already tried 'SoundBankPlayer' but apparently, it can't play multiple instruments at the same time.
Have you got an idea?
This answer might be a bit more work than you intended, but you can use PD on iOS to do this. More precisely, you can use libpd for iOS for the synthesis, and then use any number of community-donated patches for the sound you're looking for.
In iOS 5:
MusicSequence, MusicTrack, MusicPlayer will do what you want.
http://developer.apple.com/library/ios/#documentation/AudioToolbox/Reference/MusicSequence_Reference/Reference/reference.html#//apple_ref/doc/uid/TP40009331
Check out AUSampler AudioUnit for iOS, you'll probably have to delve into Core Audio, which has some learning curve. ;)