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Can I use a self-defined ".dll" file in the engine ?


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  • 3 weeks later...

An example - I wrote a .dll wrapper for Microsoft Speech SDK 11 and here's how I got it into Torque:

//TxtLib.h
// The following ifdef block is the standard way of creating macros which make exporting 
// from a DLL simpler. All files within this DLL are compiled with the TXTLIB_EXPORTS
// symbol defined on the command line. This symbol should not be defined on any project
// that uses this DLL. This way any other project whose source files include this file see 
// TXTLIB_API functions as being imported from a DLL, whereas this DLL sees symbols
// defined with this macro as being exported.
#ifdef TXTLIB_EXPORTS
#define TXTLIB_API __declspec(dllexport)
#include 
#include 
#include 
#include 
#include 
#include 
#else
#define TXTLIB_API __declspec(dllimport)
#include 
#endif
 
//// This class is exported from the TxtLib.dll
//class TXTLIB_API CTxtLib {
//public:
//	CTxtLib(void);
//	// TODO: add your methods here.
//};
//
//extern TXTLIB_API int nTxtLib;
//
//TXTLIB_API int fnTxtLib(void);
 
class TXTLIB_API CSpeechSynthesizer
{
private:
#ifdef TXTLIB_EXPORTS
	CComPtr cpIEnum;
	CComPtr cpToken;
	CComPtr cpVoice;
	bool m_initialized;
#endif
public:
	CSpeechSynthesizer();
	~CSpeechSynthesizer();
 
	bool IsInitialized();
 
	void Initialize();
 
	void SpeakText(const char* text, bool async);
 
	void SetVoice(std::string* name);
 
	std::list* GetAvailableVoices();
};
//SpeechSynthesizer.cpp
#include "console/console.h"
#include "console/engineAPI.h"
 
#include 
#include 
#include 
#include "TxtLib.h"
 
static bool ttsInitialized = false;
static CSpeechSynthesizer* synth = NULL;
 
bool InitTTS()
{
	std::wstring* dllName = new std::wstring(L".\\TxtLib.dll");
	HMODULE txtLib = LoadLibraryW(dllName->c_str()); // load the desired DLL
	if (!txtLib)
		return false;
	synth = new CSpeechSynthesizer();
	return true;
}
 
DefineEngineFunction(ttsCreateDevice, bool, ( ), ,
	"Try to create a new text-to-speech device.\n"
	"@ingroup SFX")
{
	ttsInitialized = InitTTS();
	if (ttsInitialized)
		synth->Initialize();
	return ttsInitialized;
}
 
DefineEngineFunction(ttsSpeak, void, (const char* text, bool async), ("", false) ,
	"Speak the text.\n")
{
	if (ttsInitialized)
	{
		synth->SpeakText(text, async);
	}
}
 
DefineEngineFunction(ttsIsInitialized, bool, (), ,
	"Try to create a new text-to-speech device.\n"
	"@ingroup SFX")
{
	if (ttsInitialized)
		return synth->IsInitialized();
	else
		return false;
}
// use in T3D:
function btnSpeak::onClick()
{
    if(txtSpeechText.text !$= "")
    {
        if(!ttsIsInitialized())
            ttsCreateDevice();
 
        if(ttsIsInitialized())
            ttsSpeak(txtSpeechText.getText(), true);
    }
}

And it speaks.

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