/* * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: MIT-0 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * software and associated documentation files (the "Software"), to deal in the Software * without restriction, including without limitation the rights to use, copy, modify, * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "GenerateSpeechAction.h" FGenerateSpeechAction::FGenerateSpeechAction( const struct FLatentActionInfo& LatentActionInfo, USpeechComponent* SpeechComponent, const FString& Text, const EVoiceId& VoiceId, EGenerateSpeechExecPins& GenerateSpeechExecPins ) : ExecutionFunction(LatentActionInfo.ExecutionFunction), Linkage(LatentActionInfo.Linkage), CallbackTarget(LatentActionInfo.CallbackTarget), SpeechComponent(SpeechComponent), GenerateSpeechExecPins(GenerateSpeechExecPins), bIsDone(false) { this->GenerateSpeechExecPins = EGenerateSpeechExecPins::Failure; AsyncTask(ENamedThreads::AnyHiPriThreadNormalTask, [this, Text, VoiceId] () { this->SpeechComponent->GenerateSpeechSync(Text, VoiceId); AsyncTask(ENamedThreads::GameThread, [this] () { this->GenerateSpeechExecPins = EGenerateSpeechExecPins::Success; this->bIsDone = true; }); }); } void FGenerateSpeechAction::UpdateOperation(FLatentResponse& Response) { Response.FinishAndTriggerIf(bIsDone, ExecutionFunction, Linkage, CallbackTarget); }