如何让 Microsoft Azure Speech To Text 在程序为 运行 时开始转录? (统一,C#)
How to get Microsoft Azure Speech To Text to start transcribing when program is run? (Unity, C#)
我正在尝试在 Unity3D 中使用 Microsoft Azure 的认知服务语音转文本 SDK 构建一个简单的应用程序。我已经关注 this tutorial,并且效果很好。本教程的唯一问题是 Speech-To-Text 是通过按钮激活的。当你按下按钮时,它会转录一个句子的持续时间,你必须再次按下按钮才能再次转录。我的问题是我希望程序在 Unity 中为 运行 时立即开始转录,而不是每次我想转录一个句子时都必须按下按钮。
这是代码。
public async void ButtonClick()
{
// Creates an instance of a speech config with specified subscription key and service region.
// Replace with your own subscription key and service region (e.g., "westus").
var config = SpeechConfig.FromSubscription("[My API Key]", "westus");
// Make sure to dispose the recognizer after use!
using (var recognizer = new SpeechRecognizer(config))
{
lock (threadLocker)
{
waitingForReco = true;
}
// Starts speech recognition, and returns after a single utterance is recognized. The end of a
// single utterance is determined by listening for silence at the end or until a maximum of 15
// seconds of audio is processed. The task returns the recognition text as result.
// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
// shot recognition like command or query.
// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false);
// Checks result.
string newMessage = string.Empty;
if (result.Reason == ResultReason.RecognizedSpeech)
{
newMessage = result.Text;
}
else if (result.Reason == ResultReason.NoMatch)
{
newMessage = "NOMATCH: Speech could not be recognized.";
}
else if (result.Reason == ResultReason.Canceled)
{
var cancellation = CancellationDetails.FromResult(result);
newMessage = $"CANCELED: Reason={cancellation.Reason} ErrorDetails={cancellation.ErrorDetails}";
}
lock (threadLocker)
{
message = newMessage;
waitingForReco = false;
}
}
}
void Start()
{
if (outputText == null)
{
UnityEngine.Debug.LogError("outputText property is null! Assign a UI Text element to it.");
}
else if (startRecoButton == null)
{
message = "startRecoButton property is null! Assign a UI Button to it.";
UnityEngine.Debug.LogError(message);
}
else
{
// Continue with normal initialization, Text and Button objects are present.
}
}
void Update()
{
lock (threadLocker)
{
if (startRecoButton != null)
{
startRecoButton.interactable = !waitingForReco && micPermissionGranted;
}
}
}
我试过删除 Button 对象,但语音转文本不会 运行。
任何提示或建议都会很棒。谢谢。
根据您引用的教程脚本中的评论:
// Starts speech recognition, and returns after a single utterance is recognized. The end of a
// single utterance is determined by listening for silence at the end or until a maximum of 15
// seconds of audio is processed. The task returns the recognition text as result.
// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
// shot recognition like command or query.
// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
但这并不像用'StartContinuousRecognitionAsync
'替换'RecognizeOnceAsync
'那么简单,因为行为是不同的。 RecognizeOnceAsync
基本上会打开您的麦克风最多 15 秒,然后停止收听。
相反,使用 StartContinuousRecognitionAsync
和 StopContinuousRecognitionAsync
将按钮设置为 'should I listen continuously or not?',然后更改 Start
函数以简单地启动一个新的识别器并让它等待让语音识别器事件通过。下面是我用来启用此功能的脚本:
using UnityEngine;
using UnityEngine.UI;
using Microsoft.CognitiveServices.Speech;
public class HelloWorld : MonoBehaviour
{
public Text outputText;
public Button startRecordButton;
// PULLED OUT OF BUTTON CLICK
SpeechRecognizer recognizer;
SpeechConfig config;
private object threadLocker = new object();
private bool speechStarted = false; //checking to see if you've started listening for speech
private string message;
private bool micPermissionGranted = false;
private void RecognizingHandler(object sender, SpeechRecognitionEventArgs e)
{
lock (threadLocker)
{
message = e.Result.Text;
}
}
public async void ButtonClick()
{
if (speechStarted)
{
await recognizer.StopContinuousRecognitionAsync().ConfigureAwait(false); // this stops the listening when you click the button, if it's already on
lock(threadLocker)
{
speechStarted = false;
}
}
else
{
await recognizer.StartContinuousRecognitionAsync().ConfigureAwait(false); // this will start the listening when you click the button, if it's already off
lock (threadLocker)
{
speechStarted = true;
}
}
}
void Start()
{
startRecordButton.onClick.AddListener(ButtonClick);
config = SpeechConfig.FromSubscription("KEY", "REGION");
recognizer = new SpeechRecognizer(config);
recognizer.Recognizing += RecognizingHandler;
}
void Update()
{
lock (threadLocker)
{
if (outputText != null)
{
outputText.text = message;
}
}
}
}
下面是我使用此功能的动图。你不会说我根本不点击按钮(而且只点击了一次,在录制 gif 之前)(另外,对于奇怪的句子,我的同事一直打断我,问我在和谁说话)
我正在尝试在 Unity3D 中使用 Microsoft Azure 的认知服务语音转文本 SDK 构建一个简单的应用程序。我已经关注 this tutorial,并且效果很好。本教程的唯一问题是 Speech-To-Text 是通过按钮激活的。当你按下按钮时,它会转录一个句子的持续时间,你必须再次按下按钮才能再次转录。我的问题是我希望程序在 Unity 中为 运行 时立即开始转录,而不是每次我想转录一个句子时都必须按下按钮。
这是代码。
public async void ButtonClick()
{
// Creates an instance of a speech config with specified subscription key and service region.
// Replace with your own subscription key and service region (e.g., "westus").
var config = SpeechConfig.FromSubscription("[My API Key]", "westus");
// Make sure to dispose the recognizer after use!
using (var recognizer = new SpeechRecognizer(config))
{
lock (threadLocker)
{
waitingForReco = true;
}
// Starts speech recognition, and returns after a single utterance is recognized. The end of a
// single utterance is determined by listening for silence at the end or until a maximum of 15
// seconds of audio is processed. The task returns the recognition text as result.
// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
// shot recognition like command or query.
// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false);
// Checks result.
string newMessage = string.Empty;
if (result.Reason == ResultReason.RecognizedSpeech)
{
newMessage = result.Text;
}
else if (result.Reason == ResultReason.NoMatch)
{
newMessage = "NOMATCH: Speech could not be recognized.";
}
else if (result.Reason == ResultReason.Canceled)
{
var cancellation = CancellationDetails.FromResult(result);
newMessage = $"CANCELED: Reason={cancellation.Reason} ErrorDetails={cancellation.ErrorDetails}";
}
lock (threadLocker)
{
message = newMessage;
waitingForReco = false;
}
}
}
void Start()
{
if (outputText == null)
{
UnityEngine.Debug.LogError("outputText property is null! Assign a UI Text element to it.");
}
else if (startRecoButton == null)
{
message = "startRecoButton property is null! Assign a UI Button to it.";
UnityEngine.Debug.LogError(message);
}
else
{
// Continue with normal initialization, Text and Button objects are present.
}
}
void Update()
{
lock (threadLocker)
{
if (startRecoButton != null)
{
startRecoButton.interactable = !waitingForReco && micPermissionGranted;
}
}
}
我试过删除 Button 对象,但语音转文本不会 运行。
任何提示或建议都会很棒。谢谢。
根据您引用的教程脚本中的评论:
// Starts speech recognition, and returns after a single utterance is recognized. The end of a
// single utterance is determined by listening for silence at the end or until a maximum of 15
// seconds of audio is processed. The task returns the recognition text as result.
// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
// shot recognition like command or query.
// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
但这并不像用'StartContinuousRecognitionAsync
'替换'RecognizeOnceAsync
'那么简单,因为行为是不同的。 RecognizeOnceAsync
基本上会打开您的麦克风最多 15 秒,然后停止收听。
相反,使用 StartContinuousRecognitionAsync
和 StopContinuousRecognitionAsync
将按钮设置为 'should I listen continuously or not?',然后更改 Start
函数以简单地启动一个新的识别器并让它等待让语音识别器事件通过。下面是我用来启用此功能的脚本:
using UnityEngine;
using UnityEngine.UI;
using Microsoft.CognitiveServices.Speech;
public class HelloWorld : MonoBehaviour
{
public Text outputText;
public Button startRecordButton;
// PULLED OUT OF BUTTON CLICK
SpeechRecognizer recognizer;
SpeechConfig config;
private object threadLocker = new object();
private bool speechStarted = false; //checking to see if you've started listening for speech
private string message;
private bool micPermissionGranted = false;
private void RecognizingHandler(object sender, SpeechRecognitionEventArgs e)
{
lock (threadLocker)
{
message = e.Result.Text;
}
}
public async void ButtonClick()
{
if (speechStarted)
{
await recognizer.StopContinuousRecognitionAsync().ConfigureAwait(false); // this stops the listening when you click the button, if it's already on
lock(threadLocker)
{
speechStarted = false;
}
}
else
{
await recognizer.StartContinuousRecognitionAsync().ConfigureAwait(false); // this will start the listening when you click the button, if it's already off
lock (threadLocker)
{
speechStarted = true;
}
}
}
void Start()
{
startRecordButton.onClick.AddListener(ButtonClick);
config = SpeechConfig.FromSubscription("KEY", "REGION");
recognizer = new SpeechRecognizer(config);
recognizer.Recognizing += RecognizingHandler;
}
void Update()
{
lock (threadLocker)
{
if (outputText != null)
{
outputText.text = message;
}
}
}
}
下面是我使用此功能的动图。你不会说我根本不点击按钮(而且只点击了一次,在录制 gif 之前)(另外,对于奇怪的句子,我的同事一直打断我,问我在和谁说话)