程序运行时如何使Microsoft Azure语音转文本开始转录? (Unity,C#)

时间:2019-09-08 20:48:17

标签: azure unity3d speech-recognition microsoft-cognitive luis

我正在尝试使用Unity3D中Microsoft Azure的Cognitive Services Speech To Text SDK开发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语音到文本是通过按钮激活的。当您按下按钮时,它会在句子的持续时间内进行转录,您必须再次按下按钮才能再次进行转录。我的问题是,我希望程序在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;
            }
        }
    }

我尝试删除Button对象,但是语音转文本不会运行。

任何提示或建议都将是惊人的。谢谢。

1 个答案:

答案 0 :(得分:3)

根据您所引用的教程脚本中的注释:

// 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.

但是,这并不像用“ RecognizeOnceAsync”替换“ StartContinuousRecognitionAsync”那样简单,因为行为是不同的。 RecognizeOnceAsync基本上会打开麦克风最多15秒钟,然后停止收听。

相反,将按钮设置为“我应该继续听还是不继续听?”使用StartContinuousRecognitionAsyncStopContinuousRecognitionAsync,然后更改您的Start函数以简单地启动一个新的识别器,并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;
            }
        }
    }
}

下面是使用此功能的我的gif照片。您不会说我根本不单击按钮(在录制gif之前,它只被单击了一次)(同样,对于奇怪的句子,我的同事不停打扰,问我在跟谁说话)< / p>

screen recording of continuous speech