So first off, I have found AudioTextToSpeed.TimeLength to be absolutely unreliable, it's shown me that it would be immediately read as '0' by Roblox, and I have to pretty much calculate my own TimeLength.
So I'm experimenting with the the AudioTextToSpeech thing in Roblox, and I've noticed that some words, despite the length of said word, can be read faster or slower than others. Punctuation does slightly add to the length, but it's not as noticeable.
About what I'm doing:
So in my game I'm using the tts instance to read text. I have multiple text bodies than can be read, and so I have a button that is the colour grey by default. Once it's reading the tts, it turns green.
My goal:
Get TimeLength precise as possible for it to turn back to grey once it's done reading a message. What I'm experiencing is that my current code tries to calculate the TimeLength in place of tts.TimeLength so that I can actually use it the way I need to.
Issue with native tts.TimeLength:
I've found that Roblox's tts doesn't work too well with it's own TimeLength. I initially tested this within a loop to see when the TimeLength is met via the TimePosition.
It would immediately exit my loop, so I printed the TimeLength of the tts.TimeLength and it would always return as '0'. I get that it needs time to load, but it doesn't always work.