class in UnityEngine.Windows.Speech
/
継承:Windows.Speech.PhraseRecognizer
DictationRecognizer は入力された音声を聞き、フレーズを登録したキーワード (keyword)のリストと照合しようとします。
どんな時でも、多くの KeywordRecognizer がアクティブになっているかもしれませんが、複数の KeywordRecognizer が同じキーワード (keyword) を聞いていることはありません。
using System; using System.Text; using UnityEngine; using UnityEngine.Windows.Speech;
public class KeywordScript : MonoBehaviour { [SerializeField] private string[] m_Keywords;
private KeywordRecognizer m_Recognizer;
void Start() { m_Recognizer = new KeywordRecognizer(m_Keywords); m_Recognizer.OnPhraseRecognized += OnPhraseRecognized; m_Recognizer.Start(); }
private void OnPhraseRecognized(PhraseRecognizedEventArgs args) { StringBuilder builder = new StringBuilder(); builder.AppendFormat("{0} ({1}){2}", args.text, args.confidence, Environment.NewLine); builder.AppendFormat("\tTimestamp: {0}{1}", args.phraseStartTime, Environment.NewLine); builder.AppendFormat("\tDuration: {0} seconds{1}", args.phraseDuration.TotalSeconds, Environment.NewLine); Debug.Log(builder.ToString()); } }
KeywordRecognizer は現在 Windows 10 でのみ機能します。
Keywords | KeywordRecognizer を作成するときに提供されたキーワードのリストを返します。 |
KeywordRecognizer | 指定したキーワードを指定した最低音声認識精度で聞く KeywordRecognizer を作成します。指定した最低音声認識精度より低い精度のフレーズは無視されます。 |
IsRunning | PhraseRecognizer がフレーズを聞いているかどうか |
Dispose | PhraseRecognizer が使用したリソースを破棄します。 |
Start | PhraseRecognizer がフレーズを聞くのを開始します。 |
Stop | PhraseRecognizer がフレーズを聞くのを停止します。 |
OnPhraseRecognized | PhraseRecognizer がフレーズを認識したときに発生するイベント |
PhraseRecognizedDelegate | OnPhraseRecognized イベントのデリゲート |
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