语音类
1)在构造语音类之前,必须先设置好工程环境:
a、从微软官方网站下载windows speech sdk并安装,然后在Visual Studio 6.0中进行相关设置,在Project Setings选项的C++选项卡的“分类:预处理器”添加“,__WIN32_DCOM”(为预先初始化COM组件成功);
b、将预处理头文件选项选中“自动使用预补偿页眉”;
c、在常规选项卡中选择“实用MFC静态连接库”;
入图:(一)
2)封装语音类
由于采用面向对象的编程理念,借助UML(Unified Modeling Language统一建模语言)构造CSPEECH语音类如下
CSPEECH类
+ void InitSR(); //初始化语音
+void RecoEvent();//识别命令函数
+BOOL b_initSR;
+BOOL b_Cmd_Grammar;
//3个语音接口
+CComPtr m_cpRecocontxt;
+CComPtr m_cpRecoGrammar;
+CComPtr m_cpRecoEngine;
然后开始添加语音类,需要注意的是在定义语音类的头文件中,包含〈sphelper.h〉并且自定义语音识别消息和类型
#define GID_CMD_GR 333333
#define WM_RECOEVENT WM_USER+102
剩下来就是对cpp文件的函数initSR()和RecoEvent()补充函数体
3)具体见下面代码:
(1)void CSpeech::initSR()
{
HRESULT hr=S_OK;
hr=m_cpRecoEngine.CoCreateInstance(CLSID_SpInprocRecognizer);//创建识别引擎COM实例
if(SUCCEEDED(hr))
{
hr =m_cpRecoEngine->CreateRecoContext(&m_cpRecoCtxt );//创建识别上下文
}
else
MessageBox(hWnd,"error1","error",S_OK);
if(SUCCEEDED(hr))
{
hr = m_cpRecoCtxt->SetNotifyWindowMessage(hWnd, WM_RECOEVENT, 0, 0 );
}//消息机制设置,使计算机时刻监听语音消息
else
MessageBox(hWnd,"error2","error",S_OK);
if (SUCCEEDED(hr))
{
ULONGLONG ullMyEvents = SPFEI(SPEI_RECOGNITION) | SPFEI(SPEI_HYPOTHESIS);
hr = m_cpRecoCtxt->SetInterest(ullMyEvents, ullMyEvents);
}
else
MessageBox(hWnd,"error3","error",S_OK);
//设置默认的音频
CComPtr m_cpAudio;
hr=SpCreateDefaultObjectFromCategoryId(SPCAT_AUDIOIN,&m_cpAudio);//建立默认的音频输入对象
hr=m_cpRecoEngine->SetInput(m_cpAudio,TRUE);//设置识别引擎输入源
hr=m_cpRecoCtxt->CreateGrammar(GID_CMD_GR,&m_cpCmdGrammar);//创建命令语法
b_Cmd_Grammar=TRUE;
if(FAILED(hr))
{
MessageBox(hWnd,"error 4","error",S_OK);
}
hr=m_cpCmdGrammar->LoadCmdFromResource(NULL,MAKEINTRESOURCEW(IDR_CMDCTRL),L"SRGRAMMAR",MAKELANGID(LANG_NEUTRAL,SUBLANG_NEUTRAL), SPLO_DYNAMIC);//加载命令语法文件
if(FAILED(hr))
{
MessageBox(hWnd,"error5","error",S_OK);
}
b_initSR=TRUE;
}
(2)BOOL CSpeech::RecoEvent()
{
USES_CONVERSION;
CSpEvent event;
while(event.GetFrom(m_cpRecoCtxt)==S_OK)
{
switch(event.eEventId)
{
case SPEI_RECOGNITION:
{
static const WCHAR wszUnrecognized[]=L"";
CSpDynamicString dstrText;
if(FAILED(event.RecoResult()->GetText(SP_GETWHOLEPHRASE,SP_GETWHOLEPHRASE,TRUE,&dstrText,NULL)))
{
dstrText=wszUnrecognized;
}
dstrText.CopyToBSTR(&SRout);
Recstring.Empty();
Recstring=SRout;
if(b_Cmd_Grammar)
{
if(Recstring=="左")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"左转",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->LEFT=1;
return TRUE ;
}
if(Recstring=="向下走")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"开始后退",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->BACK=1;
return TRUE ;
}
if(Recstring=="最小化")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"最小化",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
SendMessage(hWnd,WM_SYSCOMMAND, SC_MINIMIZE, MAKELPARAM(0, 0));
return TRUE;
}
if(Recstring=="右")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"开始右转",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->RIGHT=1;
return TRUE ;
}
if(Recstring=="停下来")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"动作开始了",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->Move=0;
m_OpenGL->m_baiscobj->BACK=0;
m_OpenGL->m_baiscobj->LEFT=0;
m_OpenGL->m_baiscobj->RIGHT=0;
return TRUE ;
}
if(Recstring=="跑步")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"动作开始了",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->Move=1;
return TRUE ;
}
if(Recstring=="退出")
{
m_OpenGL->CleanUp(); // 结束处理
PostQuitMessage(0);
return TRUE;
}
}
}
}
}return TRUE;
}
要注意的是RecoEvent()必须能处理人物、摄像头的漫游,所以在人物、摄像机类的行为函数中添加了控制变量Move、BACK、LEFT、RIGHT;并附了初值1,当在行为函数中为1时行为函数体执行,所以也必须
#include "OpenGL.h"
#include "baiscobj.h"
其间我们借助于指针变量,巧妙的使语音能控制行为,却不影响动画的刷新,但不足的是由于opengl动画md2模型的不能导入成功,使踢球,跳木箱等功能函数没有完成,所以只要行为函数出来,可通过上述同样方法实现语音控制。
4)如何在winmain()函数中执行语音程序?
首先包含语音头文件〈sapi.h〉
接着(#define CSpeech speech)定义语音类对象
INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,INT )// WinMain程序入口
{
::CoInitializeEx(NULL,COINIT_APARTMENTTHREADED);//初始化COM
……
char cc[]="tml";
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, (LPCTSTR)IDR_MENU1,
cc, NULL };
RegisterClassEx( &wc );
m_OpenGL=new OpenGL();//
hWnd = CreateWindowEx(NULL,cc,"智能精灵键盘(↑进↓退→右←左UP仰DOWM俯)",
dwStyle|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,nX,nY,Width, Height,NULL,NULL,hInst,NULL); // 创建窗口
ShowWindow( hWnd, SW_SHOWDEFAULT ); // 显示窗口
UpdateWindow( hWnd ); // 刷新窗口
speech.b_Cmd_Grammar=FALSE;
speech.initSR();
GameLoop(); // 进入消息循环
return 0;
}
通过speech.initSR(),执行语音的初始化,为了设置一个简单的语音识别开关,简单的添加一个任务栏,只有语音这一个菜单资源,然后利用消息机制,在消息处理函数里Switch(message)里添加:
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDM_SPEECH:speech.startcmd();
}
return 0;break;
即当单击语音菜单时,则使语音功能完全激活,下面是这个函数的实体:
void CSpeech::startcmd()
{
if(b_initSR)
{
HRESULT hr=m_cpCmdGrammar->SetRuleState(NULL,NULL,SPRS_ACTIVE);
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return ;
}
hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"语法已经激活",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
}
}
5)在所有的工作完成之前,还必须先在项目工程下添加XML语法文件,通过initSR()中的LoadCmdFromResource()函数加载;XML文件可通过以记事本形式打开编辑。具体如下:
---
1)在构造语音类之前,必须先设置好工程环境:
a、从微软官方网站下载windows speech sdk并安装,然后在Visual Studio 6.0中进行相关设置,在Project Setings选项的C++选项卡的“分类:预处理器”添加“,__WIN32_DCOM”(为预先初始化COM组件成功);
b、将预处理头文件选项选中“自动使用预补偿页眉”;
c、在常规选项卡中选择“实用MFC静态连接库”;
入图:(一)
2)封装语音类
由于采用面向对象的编程理念,借助UML(Unified Modeling Language统一建模语言)构造CSPEECH语音类如下
CSPEECH类
+ void InitSR(); //初始化语音
+void RecoEvent();//识别命令函数
+BOOL b_initSR;
+BOOL b_Cmd_Grammar;
//3个语音接口
+CComPtr m_cpRecocontxt;
+CComPtr m_cpRecoGrammar;
+CComPtr m_cpRecoEngine;
然后开始添加语音类,需要注意的是在定义语音类的头文件中,包含〈sphelper.h〉并且自定义语音识别消息和类型
#define GID_CMD_GR 333333
#define WM_RECOEVENT WM_USER+102
剩下来就是对cpp文件的函数initSR()和RecoEvent()补充函数体
3)具体见下面代码:
(1)void CSpeech::initSR()
{
HRESULT hr=S_OK;
hr=m_cpRecoEngine.CoCreateInstance(CLSID_SpInprocRecognizer);//创建识别引擎COM实例
if(SUCCEEDED(hr))
{
hr =m_cpRecoEngine->CreateRecoContext(&m_cpRecoCtxt );//创建识别上下文
}
else
MessageBox(hWnd,"error1","error",S_OK);
if(SUCCEEDED(hr))
{
hr = m_cpRecoCtxt->SetNotifyWindowMessage(hWnd, WM_RECOEVENT, 0, 0 );
}//消息机制设置,使计算机时刻监听语音消息
else
MessageBox(hWnd,"error2","error",S_OK);
if (SUCCEEDED(hr))
{
ULONGLONG ullMyEvents = SPFEI(SPEI_RECOGNITION) | SPFEI(SPEI_HYPOTHESIS);
hr = m_cpRecoCtxt->SetInterest(ullMyEvents, ullMyEvents);
}
else
MessageBox(hWnd,"error3","error",S_OK);
//设置默认的音频
CComPtr m_cpAudio;
hr=SpCreateDefaultObjectFromCategoryId(SPCAT_AUDIOIN,&m_cpAudio);//建立默认的音频输入对象
hr=m_cpRecoEngine->SetInput(m_cpAudio,TRUE);//设置识别引擎输入源
hr=m_cpRecoCtxt->CreateGrammar(GID_CMD_GR,&m_cpCmdGrammar);//创建命令语法
b_Cmd_Grammar=TRUE;
if(FAILED(hr))
{
MessageBox(hWnd,"error 4","error",S_OK);
}
hr=m_cpCmdGrammar->LoadCmdFromResource(NULL,MAKEINTRESOURCEW(IDR_CMDCTRL),L"SRGRAMMAR",MAKELANGID(LANG_NEUTRAL,SUBLANG_NEUTRAL), SPLO_DYNAMIC);//加载命令语法文件
if(FAILED(hr))
{
MessageBox(hWnd,"error5","error",S_OK);
}
b_initSR=TRUE;
}
(2)BOOL CSpeech::RecoEvent()
{
USES_CONVERSION;
CSpEvent event;
while(event.GetFrom(m_cpRecoCtxt)==S_OK)
{
switch(event.eEventId)
{
case SPEI_RECOGNITION:
{
static const WCHAR wszUnrecognized[]=L"";
CSpDynamicString dstrText;
if(FAILED(event.RecoResult()->GetText(SP_GETWHOLEPHRASE,SP_GETWHOLEPHRASE,TRUE,&dstrText,NULL)))
{
dstrText=wszUnrecognized;
}
dstrText.CopyToBSTR(&SRout);
Recstring.Empty();
Recstring=SRout;
if(b_Cmd_Grammar)
{
if(Recstring=="左")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"左转",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->LEFT=1;
return TRUE ;
}
if(Recstring=="向下走")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"开始后退",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->BACK=1;
return TRUE ;
}
if(Recstring=="最小化")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"最小化",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
SendMessage(hWnd,WM_SYSCOMMAND, SC_MINIMIZE, MAKELPARAM(0, 0));
return TRUE;
}
if(Recstring=="右")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"开始右转",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->RIGHT=1;
return TRUE ;
}
if(Recstring=="停下来")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"动作开始了",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->Move=0;
m_OpenGL->m_baiscobj->BACK=0;
m_OpenGL->m_baiscobj->LEFT=0;
m_OpenGL->m_baiscobj->RIGHT=0;
return TRUE ;
}
if(Recstring=="跑步")
{
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return FALSE;
}
HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"动作开始了",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
m_OpenGL->m_baiscobj->Move=1;
return TRUE ;
}
if(Recstring=="退出")
{
m_OpenGL->CleanUp(); // 结束处理
PostQuitMessage(0);
return TRUE;
}
}
}
}
}return TRUE;
}
要注意的是RecoEvent()必须能处理人物、摄像头的漫游,所以在人物、摄像机类的行为函数中添加了控制变量Move、BACK、LEFT、RIGHT;并附了初值1,当在行为函数中为1时行为函数体执行,所以也必须
#include "OpenGL.h"
#include "baiscobj.h"
其间我们借助于指针变量,巧妙的使语音能控制行为,却不影响动画的刷新,但不足的是由于opengl动画md2模型的不能导入成功,使踢球,跳木箱等功能函数没有完成,所以只要行为函数出来,可通过上述同样方法实现语音控制。
4)如何在winmain()函数中执行语音程序?
首先包含语音头文件〈sapi.h〉
接着(#define CSpeech speech)定义语音类对象
INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,INT )// WinMain程序入口
{
::CoInitializeEx(NULL,COINIT_APARTMENTTHREADED);//初始化COM
……
char cc[]="tml";
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, (LPCTSTR)IDR_MENU1,
cc, NULL };
RegisterClassEx( &wc );
m_OpenGL=new OpenGL();//
hWnd = CreateWindowEx(NULL,cc,"智能精灵键盘(↑进↓退→右←左UP仰DOWM俯)",
dwStyle|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,nX,nY,Width, Height,NULL,NULL,hInst,NULL); // 创建窗口
ShowWindow( hWnd, SW_SHOWDEFAULT ); // 显示窗口
UpdateWindow( hWnd ); // 刷新窗口
speech.b_Cmd_Grammar=FALSE;
speech.initSR();
GameLoop(); // 进入消息循环
return 0;
}
通过speech.initSR(),执行语音的初始化,为了设置一个简单的语音识别开关,简单的添加一个任务栏,只有语音这一个菜单资源,然后利用消息机制,在消息处理函数里Switch(message)里添加:
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDM_SPEECH:speech.startcmd();
}
return 0;break;
即当单击语音菜单时,则使语音功能完全激活,下面是这个函数的实体:
void CSpeech::startcmd()
{
if(b_initSR)
{
HRESULT hr=m_cpCmdGrammar->SetRuleState(NULL,NULL,SPRS_ACTIVE);
ISpVoice *pVoice=NULL;
if(FAILED(CoInitialize(NULL)))
{
MessageBox(hWnd,"Error to initialize COM","error",S_OK);
return ;
}
hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
if(SUCCEEDED(hr))
{
hr=pVoice->Speak(L"语法已经激活",0,NULL);
pVoice->Release();
pVoice=NULL;
}
CoUninitialize();
}
}
5)在所有的工作完成之前,还必须先在项目工程下添加XML语法文件,通过initSR()中的LoadCmdFromResource()函数加载;XML文件可通过以记事本形式打开编辑。具体如下:
---
下
左
右
向上走
向下走
跳
停下来
跑步
识别
语音
还原
文件
踢球