Open lucoiso opened 1 year ago
@lucois: sorry, just to clarify, I was using TTS not STT in my test.
oops! xD
@ocinon I can replicate this issue in UE5.1 but isn't occurring in UE4.27.
When I package the project using UE5.1, it generates a Symbols folder containing only libUnreal.so, but UE4.27 packaging occurs exactly as UE5.1 in Development or DebugGame mode and the application works without crashes. lol
It looks like they introduced a bug in the Engine related to third party linkages in Android builds, but I need to confirm.
I'll continue looking for a solution and will also report this behavior in Unreal's Bug Submission.
@lucoiso thanks for looking into it. Let me know if there is any help you need.
I have got a same bug actually, TTS crash the engine
Unhandled Exception: 0xc06d007e
KERNELBASE UnrealEditor_AzSpeech!__delayLoadHelper2() [D:\a_work\1\s\src\vctools\delayimp\delayhlp.cpp:312] UnrealEditor_AzSpeech!_tailMerge_microsoft_cognitiveservices_speech_core_dll() UnrealEditor_AzSpeech!UAzSpeechAudioDataSynthesisBase::StartAzureTaskWork() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\AzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechAudioDataSynthesisBase.cpp:19] UnrealEditor_AzSpeech!UAzSpeechTaskBase::Activate() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\AzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:24]
Hello! @Yak0vkaSup : )
Can you enable the option "Enable Internal Logs" in Project Settings -> Plugins -> AzSpeech and send me the output log?
The logs will be printed in the Output Log inside the engine and also in the file located at PROJECT_FOLDER/Saved/Logs
And can you send me the SDK logs? You can enable in the same settings page with the option "Enable SDK Logs" and find it inside: PROJECT_FOLDER/Saved/Logs/AzSpeech
@Yak0vkaSup 😯 Can you try the ver. v1.3.8? https://github.com/lucoiso/UEAzSpeech/releases/tag/v1.3.8
@Yak0vkaSup can you send the last log?
and this one also RPM_studio.log
thank you in advance!
@Yak0vkaSup
Do you have Visual Studio w/ C++ modules and .NET installed? For some reason the plugin appears not to have compiled and the engine cannot load it. (looking the v1.3.8 log)
Maybe I need to reinstall .net SDK, I will try it, thank you
Your are my hero! thank you very much! Good luck!
Glad the problem was resolved! Any problems, you can get in touch! :) I'll take a look at this Marketplace v1.3.7 issue, thanks for letting me know!
Now I'm trying to resolve a packaging issue for HoloLens, due to some changes Epic made in UE5.0 and UE5.1 😵💫
Glad the problem was resolved! Any problems, you can get in touch! :) I'll take a look at this Marketplace v1.3.7 issue, thanks for letting me know!
Now I'm trying to resolve a packaging issue for HoloLens, due to some changes Epic made in UE5.0 and UE5.1 😵💫
Sounds great. I tried to connect your plugin TTS to Metahuman LipSync but there is a problem with ATL. Did you try to do it by yourself? Probably its gonna be really cool. I connected your plugin to ChatGPT and now tring to figure out how to make lipsync.
@Yak0vkaSup
Related to lipsync, the plugin currently only outputs the Viseme Data before the synthesis occurs. You can enable it in Project Settings -> Plugins -> AzSpeech -> Enable Viseme
Hello again, Yes, of course I enabled Viseme for my tests. I read all docs 🥸. But it doesn’t work for me, did it work for you? I will try again later to try to understand why it doesn’t work with MetaHuman for me.
Hello again, Yes, of course I enabled Viseme for my tests. I read all docs 🥸. But it doesn’t work for me, did it work for you? I will try again later to try to understand why it doesn’t work with MetaHuman for me.
@Yak0vkaSup
I didn't use it with MetaHumans, but the plugin returns these viseme data: Id, Offset and Animation, depending on the type of synthesis. And the values are updated and can be obtained using some getters hehehe:
At the moment i inspect this problem
SSML doesnt work by the way
SSML doesnt work by the way
Did an error occur while using SSML? What happened? :0
@ocinon
UE5.1.1 Hotfix released and found this fix in the notes:
UE-170079 | Requesting Android Permissions causes an Ensure on Android Devices
The TTS function requests permission to access the microphone. Maybe this is the reason for the problem. I'll update the engine and check! 👀
https://forums.unrealengine.com/t/5-1-1-hotfix-released/765638
@lucoiso tested TTS with UE5.1.1 on Android, and it still crashes. Sorry, no dice ;)
@lucoiso any update on this from Epic's support?
@ocinon
They still haven't answered me. I even sent them a sample project to test in the bug report, but I haven't had a response so far, and I haven't found what could be causing this either. :S
Will check if this is still occurring in the new versions.
Hi, I'm also having this problem using UE 5.2.1, developing For Oculus Quest (tested on Quest2 and Quest Pro). I'm using the default options node with a phrase list group.
When i work in a dev build, everything works perfectly, but when I start a shipping build, it crashes at the moment I call the speech to text function. Since it is a shipping build, I'm also not having any logs printed. I do have logs directly from the Oculus device, but those are quite extensive, so here are the last 5 seconds (I paused as soon as possible after the crash) SpeechToTextCrash.txt
@lucoiso any update? I am facing the same issue in UE 5.3.2
@lucoiso any update? I am facing the same issue in UE 5.3.2
same issues still nod solved shipping mode just doest work
@lucois: sorry, just to clarify, I was using TTS not STT in my test.