【问题标题】:How to get Microsoft Azure Speech To Text to start transcribing when program is run? (Unity, C#)如何在程序运行时让 Microsoft Azure Speech To Text 开始转录? (统一,C#)
【发布时间】:2019-09-08 20:48:17
【问题描述】:

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。我关注了this tutorial,效果很好。本教程的唯一问题是 Speech-To-Text 是由一个按钮激活的。当您按下按钮时,它会在一个句子的持续时间内转录,您必须再次按下按钮才能再次转录。我的问题是我希望它在程序在 Unity 中运行后立即开始转录,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;
            }
        }
    }

我已尝试删除 Button 对象,但语音转文本无法运行。

任何提示或建议都会很棒。谢谢。

【问题讨论】:

  • 您是说希望在启动时转录一个话语,然后在单击按钮时转录后续话语?或者您是说您想移除按钮并永久转录,而不是一次只转录一个话语?

标签: azure unity3d speech-recognition microsoft-cognitive azure-language-understanding


【解决方案1】:

根据您引用的教程脚本中的 cmets:

// 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.

但这并不是将“RecognizeOnceAsync”替换为“StartContinuousRecognitionAsync”那么简单,因为行为不同。 RecognizeOnceAsync 基本上会打开你的麦克风最多 15 秒,然后停止收听。

相反,将按钮设置为“我应该连续听还是不听?”使用StartContinuousRecognitionAsyncStopContinuousRecognitionAsync,然后将Start 函数更改为简单地启动一个新的识别器并让它等待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 gif。你不会说我根本没有点击按钮(而且它只点击了一次,在录制 gif 之前)(另外,对于奇怪的句子,我的同事一直打断我在和谁说话)

【讨论】:

  • 哇!我认为没有人会回答我的问题,但非常感谢您!
猜你喜欢
  • 2021-01-31
  • 2023-02-01
  • 2019-11-14
  • 2019-05-03
  • 1970-01-01
  • 2023-01-29
  • 1970-01-01
  • 1970-01-01
  • 1970-01-01
相关资源
最近更新 更多