class in UnityEngine.Windows.Speech
/
Inherits from:Windows.Speech.PhraseRecognizer
Switch to ManualKeywordRecognizer listens to speech input and attempts to match uttered phrases to a list of registered keywords.
There can be many keyword recognizers active at any given time, but no two keyword recognizers may be listening for the same keyword.
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()); } }
Keyword recognizer is currently functional only on Windows 10.
Keywords | Returns the list of keywords which was supplied when the keyword recognizer was created. |
KeywordRecognizer | Create a KeywordRecognizer which listens to specified keywords with the specified minimum confidence. Phrases under the specified minimum level will be ignored. |
IsRunning | Tells whether the phrase recognizer is listening for phrases. |
Dispose | Disposes the resources used by phrase recognizer. |
Start | Makes the phrase recognizer start listening to phrases. |
Stop | Stops the phrase recognizer from listening to phrases. |
OnPhraseRecognized | Event that gets fired when the phrase recognizer recognizes a phrase. |
PhraseRecognizedDelegate | Delegate for OnPhraseRecognized event. |