vc與微軟語音識別的編程檔案

導讀:
  語音類
  1)在構造語音類之前,必須先設置好工程環境:
  a、從微軟官方網站下載windows speech sdk並安裝,然後在Visual Studio 6.0中進行相關設置,在Project Setings選項的C++選項卡的“分類:預處理器”添加“,__WIN32_DCOM”(爲預先初始化COM組件成功);
  b、將預處理頭文件選項選中“自動使用預補償頁眉”;
  c、在常規選項卡中選擇“實用MFC靜態連接庫”;
  入圖:(一)
  
  2)封裝語音類
  由於採用面向對象的編程理念,藉助UML(Unified Modeling Language統一建模語言)構造CSPEECH語音類如下
  
  CSPEECH類
  
  + void InitSR(); //初始化語音
  +void RecoEvent();//識別命令函數
  
  +BOOL b_initSR;
  +BOOL b_Cmd_Grammar;
  
  //3個語音接口
  +CComPtr m_cpRecocontxt;
  +CComPtr m_cpRecoGrammar;
  +CComPtr m_cpRecoEngine;
  
  然後開始添加語音類,需要注意的是在定義語音類的頭文件中,包含〈sphelper.h〉並且自定義語音識別消息和類型
  #define GID_CMD_GR 333333
  #define WM_RECOEVENT WM_USER+102
  剩下來就是對cpp文件的函數initSR()和RecoEvent()補充函數體
  
  3)具體見下面代碼:
  (1)void CSpeech::initSR()
  {
  HRESULT hr=S_OK;
  hr=m_cpRecoEngine.CoCreateInstance(CLSID_SpInprocRecognizer);//創建識別引擎COM實例
  if(SUCCEEDED(hr))
  {
  hr =m_cpRecoEngine->CreateRecoContext(&m_cpRecoCtxt );//創建識別上下文
  }
  else
  MessageBox(hWnd,"error1","error",S_OK);
  if(SUCCEEDED(hr))
  {
  hr = m_cpRecoCtxt->SetNotifyWindowMessage(hWnd, WM_RECOEVENT, 0, 0 );
  }//消息機制設置,使計算機時刻監聽語音消息
  else
  MessageBox(hWnd,"error2","error",S_OK);
  if (SUCCEEDED(hr))
  {
  ULONGLONG ullMyEvents = SPFEI(SPEI_RECOGNITION) | SPFEI(SPEI_HYPOTHESIS);
  hr = m_cpRecoCtxt->SetInterest(ullMyEvents, ullMyEvents);
  }
  else
  MessageBox(hWnd,"error3","error",S_OK);
  //設置默認的音頻
  CComPtr m_cpAudio;
  hr=SpCreateDefaultObjectFromCategoryId(SPCAT_AUDIOIN,&m_cpAudio);//建立默認的音頻輸入對象
  hr=m_cpRecoEngine->SetInput(m_cpAudio,TRUE);//設置識別引擎輸入源
  hr=m_cpRecoCtxt->CreateGrammar(GID_CMD_GR,&m_cpCmdGrammar);//創建命令語法
  b_Cmd_Grammar=TRUE;
  if(FAILED(hr))
  {
  MessageBox(hWnd,"error 4","error",S_OK);
  }
  hr=m_cpCmdGrammar->LoadCmdFromResource(NULL,MAKEINTRESOURCEW(IDR_CMDCTRL),L"SRGRAMMAR",MAKELANGID(LANG_NEUTRAL,SUBLANG_NEUTRAL), SPLO_DYNAMIC);//加載命令語法文件
  if(FAILED(hr))
  {
  MessageBox(hWnd,"error5","error",S_OK);
  }
  b_initSR=TRUE;
  }
  
  (2)BOOL CSpeech::RecoEvent()
  {
  USES_CONVERSION;
  CSpEvent event;
  while(event.GetFrom(m_cpRecoCtxt)==S_OK)
  {
  switch(event.eEventId)
  {
  case SPEI_RECOGNITION:
  {
  static const WCHAR wszUnrecognized[]=L"";
  CSpDynamicString dstrText;
  if(FAILED(event.RecoResult()->GetText(SP_GETWHOLEPHRASE,SP_GETWHOLEPHRASE,TRUE,&dstrText,NULL)))
  {
  dstrText=wszUnrecognized;
  }
  dstrText.CopyToBSTR(&SRout);
  Recstring.Empty();
  Recstring=SRout;
  if(b_Cmd_Grammar)
  {
  if(Recstring=="左")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"左轉",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  m_OpenGL->m_baiscobj->LEFT=1;
  return TRUE ;
  }
  
  if(Recstring=="向下走")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"開始後退",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  m_OpenGL->m_baiscobj->BACK=1;
  return TRUE ;
  }
  if(Recstring=="最小化")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"最小化",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  SendMessage(hWnd,WM_SYSCOMMAND, SC_MINIMIZE, MAKELPARAM(0, 0));
  
  return TRUE;
  }
  if(Recstring=="右")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"開始右轉",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  m_OpenGL->m_baiscobj->RIGHT=1;
  return TRUE ;
  }
  if(Recstring=="停下來")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"動作開始了",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  m_OpenGL->m_baiscobj->Move=0;
  m_OpenGL->m_baiscobj->BACK=0;
  m_OpenGL->m_baiscobj->LEFT=0;
  m_OpenGL->m_baiscobj->RIGHT=0;
  return TRUE ;
  }
  
  if(Recstring=="跑步")
  {
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return FALSE;
  }
  HRESULT hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"動作開始了",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  m_OpenGL->m_baiscobj->Move=1;
  return TRUE ;
  }
  if(Recstring=="退出")
  {
  m_OpenGL->CleanUp(); // 結束處理
  PostQuitMessage(0);
  return TRUE;
  }
  }
  }
  }
  }return TRUE;
  }
  要注意的是RecoEvent()必須能處理人物、攝像頭的漫遊,所以在人物、攝像機類的行爲函數中添加了控制變量Move、BACK、LEFT、RIGHT;並附了初值1,當在行爲函數中爲1時行爲函數體執行,所以也必須
  #include "OpenGL.h"
  #include "baiscobj.h"
  其間我們藉助於指針變量,巧妙的使語音能控制行爲,卻不影響動畫的刷新,但不足的是由於opengl動畫md2模型的不能導入成功,使踢球,跳木箱等功能函數沒有完成,所以只要行爲函數出來,可通過上述同樣方法實現語音控制。
  
  4)如何在winmain()函數中執行語音程序?
  首先包含語音頭文件〈sapi.h〉
  接着(#define CSpeech speech)定義語音類對象
  
  INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE,LPSTR,INT )// WinMain程序入口
  {
  ::CoInitializeEx(NULL,COINIT_APARTMENTTHREADED);//初始化COM
  ……
  char cc[]="tml";
  WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
  GetModuleHandle(NULL), NULL, NULL, NULL, (LPCTSTR)IDR_MENU1,
  cc, NULL };
  RegisterClassEx( &wc );
  m_OpenGL=new OpenGL();//
  hWnd = CreateWindowEx(NULL,cc,"智能精靈鍵盤(↑進↓退→右←左UP仰DOWM俯)",
  dwStyle|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,nX,nY,Width, Height,NULL,NULL,hInst,NULL); // 創建窗口
  ShowWindow( hWnd, SW_SHOWDEFAULT ); // 顯示窗口
  UpdateWindow( hWnd ); // 刷新窗口
  speech.b_Cmd_Grammar=FALSE;
  speech.initSR();
  GameLoop(); // 進入消息循環
  return 0;
  }
  通過speech.initSR(),執行語音的初始化,爲了設置一個簡單的語音識別開關,簡單的添加一個任務欄,只有語音這一個菜單資源,然後利用消息機制,在消息處理函數裏Switch(message)裏添加:
  case WM_COMMAND:
  switch(LOWORD(wParam))
  {
  case IDM_SPEECH:speech.startcmd();
  }
  return 0;break;
  即當單擊語音菜單時,則使語音功能完全激活,下面是這個函數的實體:
  
  void CSpeech::startcmd()
  {
  if(b_initSR)
  {
  HRESULT hr=m_cpCmdGrammar->SetRuleState(NULL,NULL,SPRS_ACTIVE);
  ISpVoice *pVoice=NULL;
  if(FAILED(CoInitialize(NULL)))
  {
  MessageBox(hWnd,"Error to initialize COM","error",S_OK);
  return ;
  }
  hr=CoCreateInstance(CLSID_SpVoice,NULL,CLSCTX_ALL,IID_ISpVoice,(void**)&pVoice);
  if(SUCCEEDED(hr))
  {
  hr=pVoice->Speak(L"語法已經激活",0,NULL);
  pVoice->Release();
  pVoice=NULL;
  }
  CoUninitialize();
  }
  }
  5)在所有的工作完成之前,還必須先在項目工程下添加XML語法文件,通過initSR()中的LoadCmdFromResource()函數加載;XML文件可通過以記事本形式打開編輯。具體如下:
  ---

向上走

向下走

停下來

跑步

識別

語音

還原

文件

踢球


本文轉自
http://www.bigbigpan.blogbus.com/logs/8177740.html
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