按下按鈕錄音,鬆開後結束錄音並計算時間長度,上傳到百度語音進行識別,然後根據回傳文字內容,觸發動畫。
unitychan掛載的BehaviourScript是以前的代碼,用來生成按鈕單獨控制動畫的,跟聲控沒關係,可以忽略。本文的聲控代碼直接掛載到了按鈕上,以前的代碼不用動。
插入按鈕控件(改名爲btnRecorder) ,自動生成canvas和eventsystem,然後在canvas下插入text文本控件(改名爲:textResult)。
canvas設成world space,大小位置等詳細如下:
按鈕掛載代碼BaiduASR.cs設置如下:
按鈕文本設置如下:
運行結果如下:
BaiduASR.cs代碼如下:
using System;
using System.Collections;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Networking;
using UnityEngine.UI;
//RequireComponent的這兩個組件主要用於播放自己錄製的聲音,不需要刻意刪除,同時注意刪除使用組件的代碼
[RequireComponent(typeof(AudioListener)), RequireComponent(typeof(AudioSource))]
public class BaiduASR : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
//百度語音識別相關key
//string appId = “”;
string apiKey = “bn58jNgdjRED0uKCScW9R2C6”; //填寫自己的apiKey
string secretKey = “LgLYImS2Hcxqno6QQzIMrH7Gf8uRRbZb”; //填寫自己的secretKey
//記錄accesstoken令牌
string accessToken = string.Empty;
//語音識別的結果
string asrResult = string.Empty;
//標記是否有麥克風
private bool isHaveMic = false;
//當前錄音設備名稱
string currentDeviceName = string.Empty;
//錄音頻率,控制錄音質量(8000,16000)
int recordFrequency = 8000;
//上次按下時間戳
double lastPressTimestamp = 0;
//表示錄音的最大時長
int recordMaxLength = 10;
//實際錄音長度(由於unity的錄音需先指定長度,導致識別上傳時候會上傳多餘的無效字節)
//通過該字段,獲取有效錄音長度,上傳時候剪切到無效的字節數據即可
int trueLength = 0;
//存儲錄音的片段
[HideInInspector]
public AudioClip saveAudioClip;
//當前按鈕下的文本
Text textBtn;
//顯示結果的文本
Text textResult;
//音源
AudioSource audioSource;
Animator animator;
GameObject btnObj;
float scale = 2.0f;
void Start()
{
//獲取麥克風設備,判斷是否有麥克風設備
if (Microphone.devices.Length > 0)
{
isHaveMic = true;
currentDeviceName = Microphone.devices[0];
}
// 獲取遊戲對象
btnObj = GameObject.Find("unitychan");
//獲取動畫組件
animator = btnObj.GetComponent<Animator>();
//獲取相關組件
textBtn = this.transform.GetChild(0).GetComponent<Text>();
audioSource = this.GetComponent<AudioSource>();
textResult = this.transform.parent.GetChild(1).GetComponent<Text>();
}
/// <summary>
/// 開始錄音
/// </summary>
/// <param name="isLoop"></param>
/// <param name="lengthSec"></param>
/// <param name="frequency"></param>
/// <returns></returns>
public bool StartRecording(bool isLoop = false) //8000,16000
{
if (isHaveMic == false || Microphone.IsRecording(currentDeviceName))
{
return false;
}
//開始錄音
/*
* public static AudioClip Start(string deviceName, bool loop, int lengthSec, int frequency);
* deviceName 錄音設備名稱.
* loop 如果達到長度,是否繼續記錄
* lengthSec 指定錄音的長度.
* frequency 音頻採樣率
*/
lastPressTimestamp = GetTimestampOfNowWithMillisecond();
saveAudioClip = Microphone.Start(currentDeviceName, isLoop, recordMaxLength, recordFrequency);
return true;
}
/// <summary>
/// 錄音結束,返回實際的錄音時長
/// </summary>
/// <returns></returns>
public int EndRecording()
{
if (isHaveMic == false || !Microphone.IsRecording(currentDeviceName))
{
return 0;
}
//結束錄音
Microphone.End(currentDeviceName);
//向上取整,避免遺漏錄音末尾
return Mathf.CeilToInt((float)(GetTimestampOfNowWithMillisecond() - lastPressTimestamp) / 1000f);
}
/// <summary>
/// 獲取毫秒級別的時間戳,用於計算按下錄音時長
/// </summary>
/// <returns></returns>
public double GetTimestampOfNowWithMillisecond()
{
return (DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000;
}
/// <summary>
/// 按下錄音按鈕
/// </summary>
/// <param name="eventData"></param>
public void OnPointerDown(PointerEventData eventData)
{
textBtn.text = "鬆開識別";
StartRecording();
}
/// <summary>
/// 放開錄音按鈕
/// </summary>
/// <param name="eventData"></param>
public void OnPointerUp(PointerEventData eventData)
{
textBtn.text = "按住說話";
trueLength = EndRecording();
if (trueLength > 1)
{
audioSource.PlayOneShot(saveAudioClip);
StartCoroutine(_StartBaiduYuYin());
}
else
{
textResult.text = "錄音時長過短";
}
}
/// <summary>
/// 獲取accessToken請求令牌
/// </summary>
/// <returns></returns>
IEnumerator _GetAccessToken()
{
var uri =
string.Format(
"https://openapi.baidu.com/oauth/2.0/token?grant_type=client_credentials&client_id={0}&client_secret={1}",
apiKey, secretKey);
UnityWebRequest unityWebRequest = UnityWebRequest.Get(uri);
yield return unityWebRequest.SendWebRequest();
if (unityWebRequest.isDone)
{
//這裏可以考慮用Json,本人比較懶所以用正則匹配出accessToken
Match match = Regex.Match(unityWebRequest.downloadHandler.text, @"access_token.:.(.*?).,");
if (match.Success)
{
//表示正則匹配到了accessToken
accessToken = match.Groups[1].ToString();
}
else
{
textResult.text = "驗證錯誤,獲取AccessToken失敗!!!";
}
}
}
/// <summary>
/// 發起語音識別請求
/// </summary>
/// <returns></returns>
IEnumerator _StartBaiduYuYin()
{
if (string.IsNullOrEmpty(accessToken))
{
yield return _GetAccessToken();
}
asrResult = string.Empty;
//處理當前錄音數據爲PCM16
float[] samples = new float[recordFrequency * trueLength * saveAudioClip.channels];
saveAudioClip.GetData(samples, 0);
var samplesShort = new short[samples.Length];
for (var index = 0; index < samples.Length; index++)
{
samplesShort[index] = (short)(samples[index] * short.MaxValue);
}
byte[] datas = new byte[samplesShort.Length * 2];
Buffer.BlockCopy(samplesShort, 0, datas, 0, datas.Length);
string url = string.Format("{0}?cuid={1}&token={2}", "https://vop.baidu.com/server_api", SystemInfo.deviceUniqueIdentifier, accessToken);
WWWForm wwwForm = new WWWForm();
wwwForm.AddBinaryData("audio", datas);
UnityWebRequest unityWebRequest = UnityWebRequest.Post(url, wwwForm);
unityWebRequest.SetRequestHeader("Content-Type", "audio/pcm;rate=" + recordFrequency);
yield return unityWebRequest.SendWebRequest();
if (string.IsNullOrEmpty(unityWebRequest.error))
{
asrResult = unityWebRequest.downloadHandler.text;
if (Regex.IsMatch(asrResult, @"err_msg.:.success"))
{
Match match = Regex.Match(asrResult, "result.:..(.*?)..]");
if (match.Success)
{
asrResult = match.Groups[1].ToString();
}
}
else
{
asrResult = "識別結果爲空";
}
//
if(asrResult.Contains(“贏”))
{
textResult.text=“包含:贏”;
animator.Play(“WIN00”);
}
else if(asrResult.Contains(“跑”))
{
textResult.text=“包含:跑”;
animator.Play(“RUN00_F”);
}
else if(asrResult.Contains(“跳”))
{
textResult.text=“包含:跳”;
animator.Play(“JUMP01B”);
}
else if(asrResult.Contains(“走”))
{
textResult.text=“包含:走”;
animator.Play(“WALK00_F”);
}
else if(asrResult.Contains(“變大”))
{
textResult.text=“包含:變大”;
scale += 1.0f;
btnObj.transform.localScale = new Vector3(1 * scale, 1 * scale, 1 * scale);
}
else if(asrResult.Contains(“往下”))
{
textResult.text=“包含:往下”;
scale += 1.0f;
btnObj.transform.Translate(0,-scale0.5f,0,Space.World) ;
}
else if(asrResult.Contains(“往左”))
{
textResult.text=“包含:往左”;
scale += 1.0f;
btnObj.transform.Translate(-scale0.5f,0,0,Space.World) ;//最後一個參數是世界座標的意思,還可爲Space.Self 相對於自身座標,一般用前者。
}
else if(asrResult.Contains("左轉"))
{
textResult.text="包含:左轉";
scale += 1.0f;
btnObj.transform.Rotate(0,scale*10.0f,0,Space.Self) ;//最後一個參數是世界座標的意思,還可爲Space.Self 相對於自身座標,一般用前者。
}
else
textResult.text = asrResult;
}
}
}