我在我的应用程序中使用了SFSpeechRecognizer,由于使用了专用按钮(开始语音识别),它可以很好地缓解最终用户在UITextView中输入注释的情况。
但是,如果用户先手动输入一些文本,然后开始其语音识别,则先前输入的手动文本将被删除。如果用户在同一UITextView上执行两次语音识别(用户“语音”记录其文本的第一部分,然后停止记录,最后重新开始记录),则也是这种情况,先前的文本将被删除。 / p>
因此,我想知道如何将SFSpeechRecognizer识别的文本追加到现有文本之后。
这是我的代码:
func recordAndRecognizeSpeech(){
if recognitionTask != nil {
recognitionTask?.cancel()
recognitionTask = nil
}
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(AVAudioSessionCategoryRecord)
try audioSession.setMode(AVAudioSessionModeMeasurement)
try audioSession.setActive(true, with: .notifyOthersOnDeactivation)
} catch {
print("audioSession properties weren't set because of an error.")
}
self.recognitionRequest = SFSpeechAudioBufferRecognitionRequest()
guard let inputNode = audioEngine.inputNode else {
fatalError("Audio engine has no input node")
}
let recognitionRequest = self.recognitionRequest
recognitionRequest.shouldReportPartialResults = true
recognitionTask = speechRecognizer?.recognitionTask(with: recognitionRequest, resultHandler: { (result, error) in
var isFinal = false
self.decaration.text = (result?.bestTranscription.formattedString)!
isFinal = (result?.isFinal)!
let bottom = NSMakeRange(self.decaration.text.characters.count - 1, 1)
self.decaration.scrollRangeToVisible(bottom)
if error != nil || isFinal {
self.audioEngine.stop()
inputNode.removeTap(onBus: 0)
self.recognitionTask = nil
self.recognitionRequest.endAudio()
self.oBtSpeech.isEnabled = true
}
})
let recordingFormat = inputNode.outputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer, when) in
self.recognitionRequest.append(buffer)
}
audioEngine.prepare()
do {
try audioEngine.start()
} catch {
print("audioEngine couldn't start because of an error.")
}
}
我试图更新
self.decaration.text = (result?.bestTranscription.formattedString)!
作者
self.decaration.text += (result?.bestTranscription.formattedString)!
但是每个识别的句子都会加一个双引号。
知道我该怎么做吗?
答案 0 :(得分:1)
在启动识别系统之前尝试保存文本。
func recordAndRecognizeSpeech(){
// one change here
let defaultText = self.decaration.text
if recognitionTask != nil {
recognitionTask?.cancel()
recognitionTask = nil
}
let audioSession = AVAudioSession.sharedInstance()
do {
try audioSession.setCategory(AVAudioSessionCategoryRecord)
try audioSession.setMode(AVAudioSessionModeMeasurement)
try audioSession.setActive(true, with: .notifyOthersOnDeactivation)
} catch {
print("audioSession properties weren't set because of an error.")
}
self.recognitionRequest = SFSpeechAudioBufferRecognitionRequest()
guard let inputNode = audioEngine.inputNode else {
fatalError("Audio engine has no input node")
}
let recognitionRequest = self.recognitionRequest
recognitionRequest.shouldReportPartialResults = true
recognitionTask = speechRecognizer?.recognitionTask(with: recognitionRequest, resultHandler: { (result, error) in
var isFinal = false
// one change here
self.decaration.text = defaultText + " " + (result?.bestTranscription.formattedString)!
isFinal = (result?.isFinal)!
let bottom = NSMakeRange(self.decaration.text.characters.count - 1, 1)
self.decaration.scrollRangeToVisible(bottom)
if error != nil || isFinal {
self.audioEngine.stop()
inputNode.removeTap(onBus: 0)
self.recognitionTask = nil
self.recognitionRequest.endAudio()
self.oBtSpeech.isEnabled = true
}
})
let recordingFormat = inputNode.outputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer, when) in
self.recognitionRequest.append(buffer)
}
audioEngine.prepare()
do {
try audioEngine.start()
} catch {
print("audioEngine couldn't start because of an error.")
}
}
result?.bestTranscription.formattedString
返回整个已识别的短语,这就是为什么每次收到self.decaration.text
的响应时都要重置SFSpeechRecognnizer
的原因。