怎么样在Unity中调用Windows的语音识别API呢?
语音识别逻辑:
(1)开始语音识别
(2)获得语音识别结果
(3)将语音识别结果显示在Unity的Text文本中
前置条件:
打开Windows的语音识别功能
1,Unity中创建开始按钮和停止按钮,以及两个文本
2,创建以下脚本,且进行挂载,添加实例。
//需要在windows的辅助功能中打开语音识别
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Windows.Speech;
public class DictationScript : MonoBehaviour
{
public Text hypothesesText;//显示输入过程中猜想结果的
public Text recognitionsText;//显示识别结果的
public Button startBtn;
public Button stopBtn;
private DictationRecognizer dictationRecognizer;
void Start()
{
dictationRecognizer = new DictationRecognizer();
dictationRecognizer.DictationResult += OnDictationResult;
dictationRecognizer.DictationHypothesis += OnDictationHypothesis;
dictationRecognizer.DictationComplete += OnDictationComplete;
dictationRecognizer.DictationError += OnDictationError;
//dictationRecognizer.Start();
startBtn.onClick.AddListener(DictationStart);
stopBtn.onClick.AddListener(DictionStop);
}
private void OnDestroy()
{
dictationRecognizer.Stop();
dictationRecognizer.Dispose();
}
/// <summary>
/// 语音识别结果
/// </summary>
/// <param name="text">识别结果</param>
/// <param name="confidence"></param>
private void OnDictationResult(string text, ConfidenceLevel confidence)
{
Debug.LogFormat("识别结果: {0}", text);
recognitionsText.text = text;
DictionStop();//我是希望得到结果就自动停止输入
}
/// <summary>
/// 语音输入过程中对结果猜想时触发的事件。
/// </summary>
/// <param name="text">识别猜想</param>
private void OnDictationHypothesis(string text)
{
Debug.LogFormat("识别猜想: {0}", text);
hypothesesText.text = text;
}
private void OnDictationComplete(DictationCompletionCause cause)
{
if (cause != DictationCompletionCause.Complete)
Debug.LogErrorFormat("识别失败: {0}.", cause);
}
private void OnDictationError(string error, int hresult)
{
Debug.LogErrorFormat("识别错误: {0}; HResult = {1}.", error, hresult);
}
/// <summary>
/// 开启听写识别会话
/// </summary>
public void DictationStart()
{
dictationRecognizer.Start();
startBtn.gameObject.SetActive(false);
stopBtn.gameObject.SetActive(true);
}
/// <summary>
/// 结束听写识别会话
/// </summary>
public void DictionStop()
{
dictationRecognizer.Stop();
startBtn.gameObject.SetActive(true);
stopBtn.gameObject.SetActive(false);
}
}