Android语音识别:分析android.speech包

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本文详述了Android平台的语音识别功能,重点分析了android.speech包中的核心组件:SpeechRecognizer、RecognitionListener和Intent的使用。通过示例展示了如何启动语音识别、处理识别事件及设置识别参数,为开发者在Android应用中实现语音识别提供了指导。
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Android平台提供了丰富的功能,包括语音识别功能。其中,android.speech包是与语音识别相关的关键包之一。本文将详细分析android.speech包的功能和使用方法,并提供相应的源代码示例。

android.speech包提供了一组类和接口,用于实现语音识别功能。下面是一些核心类和接口的介绍:

  1. SpeechRecognizer(语音识别器):这是实现语音识别的关键类之一。SpeechRecognizer类提供了开始、停止和取消语音识别的方法,以及注册和取消注册语音识别事件监听器的方法。

下面是一个简单的示例,演示如何使用SpeechRecognizer类进行语音识别:

import android.speech.*;

// 创建语音识别器实例
About Wouldn't your prefer to let your users speak instead of making them type? This plugin uses OS components for speech recognition and send it to your Unity scripts as String objects. Plugin supports: - Android >= 3.0 (haven’t tested below, it might work though… ), - iOS >= 10.0. That doesn’t mean you can’t target iOS lower than 10 - you simply have to prepare fallback code to cover cases when user doesn’t have access to speech recognition (SpeechRecognizer.EngineExists() for the help!). Keep in mind that both iOS and Android might use Internet connection for speech detection, which means it might fail in case there’s no active connection. Plugin doesn’t work in Editor! You have to run your app on real iOS or Android device. MOBILE SPEECH RECOGNIZER - UNITY PLUGIN ?2 Quick Start Open example scene Go to KKSpeechRecognizer/Example folder inside Unity and open ExampleScene: It shows basic usage of a plugin, which is: 1. Detecting if speech recognition exists on user’s device (keep in mind that it won’t be available on e.g. iOS 9 or old Android phones), 2. If it exists, and user clicks on “Start Recording” button it listens for recognized text and displays it on a screen, 3. On Android, speech recognition automatically detects when user finishes speaking, but on iOS we have to wait for user clicking “Stop Recording” to finish whole process (i.e. get final results). Before running it on Android or iOS device you have to… Setup permissions iOS After generating Xcode project (keep in mind that you have to use Xcode 8 or higher) you have to add two permissions keys to your project: MOBILE SPEECH RECOGNIZER - UNITY PLUGIN ?3 NSMicrophoneUsageDescription explanation from Apple docs: This key lets you describe the reason your app accesses any of the the device’s microphones. When the system prompts the user to allow access, this string is displayed as part of the alert. NSSpeechRecognitionUsageDescription explanation from Apple docs: This key lets you describe the reason y
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