Recognizer = new SpeechRecognizer(config) (ButtonClick) Ĭonfig = SpeechConfig.FromSubscription("KEY", "REGION") Private void RecognizingHandler(object sender, SpeechRecognitionEventArgs e)Īwait recognizer.StopContinuousRecognitionAsync().ConfigureAwait(false) // this stops the listening when you click the button, if it's already onĪwait recognizer.StartContinuousRecognitionAsync().ConfigureAwait(false) // this will start the listening when you click the button, if it's already off Private bool micPermissionGranted = false Private bool speechStarted = false //checking to see if you've started listening for speech Private object threadLocker = new object() Below is the script I used to enable this functionality: using UnityEngine Instead, make the button into 'should I listen continuously or not?' using StartContinuousRecognitionAsync and StopContinuousRecognitionAsync, and then change your Start function to simply start up a new recognizer and have it waiting for the Speech Recognizer event to come through. RecognizeOnceAsync will basically turn on your mic for a maximum of 15 seconds, and then stop listening. The end of aīut it's not as simple as replacing ' RecognizeOnceAsync' with ' StartContinuousRecognitionAsync', because the behaviours are different. Per the comments in the script of the tutorial your referenced: // Starts speech recognition, and returns after a single utterance is recognized. I've tried removing the Button object, but then the speech-to-text won't run.Īny tips or advice would be amazing. StartRecoButton.interactable = !waitingForReco & micPermissionGranted Continue with normal initialization, Text and Button objects are present. Message = "startRecoButton property is null! Assign a UI Button to it." ("outputText property is null! Assign a UI Text element to it.") Var cancellation = CancellationDetails.FromResult(result) NewMessage = "NOMATCH: Speech could not be recognized." Įlse if (result.Reason = ResultReason.Canceled) If (result.Reason = ResultReason.RecognizedSpeech)Įlse if (result.Reason = ResultReason.NoMatch) Var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false) For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead. shot recognition like command or query. Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single The task returns the recognition text as result. single utterance is determined by listening for silence at the end or until a maximum of 15 Starts speech recognition, and returns after a single utterance is recognized. Using (var recognizer = new SpeechRecognizer(config)) Make sure to dispose the recognizer after use! Var config = SpeechConfig.FromSubscription("", "westus") Replace with your own subscription key and service region (e.g., "westus"). Creates an instance of a speech config with specified subscription key and service region. My problem is I'd like it to start transcribing as soon as the program is run in Unity, rather than having to press a button each time I want to transcribe a sentence. When you press the button, it'll transcribe for the duration of a sentence, and you'll have to press the button again for it to transcribe again. The only problem with this tutorial is that the Speech-To-Text is activated by a button. I've following this tutorial, and it worked quite well. I am trying to build a simple app using Microsoft Azure's Cognitive Services Speech To Text SDK in Unit圓D.
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