void Update()
    {
        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        // use speech recognizer to control the mocap recorder
        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "RECORD":
                    if (mocapRecorder)
                    {
                        mocapRecorder.StartRecording();
                    }
                    break;

                case "STOP":
                    if (mocapRecorder)
                    {
                        mocapRecorder.StopRecording();
                    }
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }

        // alternatively, use the Jump-button (space-key)
        if (Input.GetButtonDown("Jump"))
        {
            if (mocapRecorder)
            {
                if (!mocapRecorder.IsRecording())
                {
                    mocapRecorder.StartRecording();
                }
                else
                {
                    mocapRecorder.StopRecording();
                }
            }
        }
    }
Example #2
0
    void FixedUpdate()
    {
        // get the speech manager instance
        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "FORWARD":
                    //GameObject m=GameObject.Find("Next");
                    levelLoaded = true;
                    Application.LoadLevel(3);
                    NextPage();

                    break;

                case "Next":
                    //GameObject m=GameObject.Find("Next");
                    //levelLoaded = true;
                    //	Application.LoadLevel (3);
                    //NextPage ();
                    //	levelLoaded = true;
                    //	Application.LoadLevel (3);
                    break;


                case "Back":
                    //GameObject m=GameObject.Find("Next");
                    //levelLoaded = true;
                    //	Application.LoadLevel (3);
                    LastPage();
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }
        else
        {
            Debug.Log("FAIL TO RECOGNIZE ");
        }
    }
    void Update()
    {
        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "RECORD":
                    if (saverPlayer)
                    {
                        saverPlayer.StartRecording();
                    }
                    break;

                case "PLAY":
                    if (saverPlayer)
                    {
                        saverPlayer.StartPlaying();
                    }
                    break;

                case "STOP":
                    if (saverPlayer)
                    {
                        saverPlayer.StopRecordingOrPlaying();
                    }
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }
    }
Example #4
0
    void FixedUpdate()
    {
        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "FORWARD":
                    walkSpeed     = 0.2f;
                    walkDirection = 0f;
                    break;

                case "BACK":
                    walkSpeed     = -0.2f;
                    walkDirection = 0f;
                    break;

                case "LEFT":
                    walkDirection = -0.2f;
                    if (walkSpeed == 0f)
                    {
                        walkSpeed = 0.2f;
                    }
                    break;

                case "RIGHT":
                    walkDirection = 0.2f;
                    if (walkSpeed == 0f)
                    {
                        walkSpeed = 0.2f;
                    }
                    break;

                case "RUN":
                    walkSpeed     = 0.5f;
                    walkDirection = 0f;
                    break;

                case "STOP":
                    walkSpeed     = 0f;
                    walkDirection = 0f;
                    break;

                case "JUMP":
                    jumpNow       = true;
                    walkSpeed     = 0.5f;
                    walkDirection = 0f;
                    break;

                case "HELLO":
                    waveNow       = true;
                    walkSpeed     = 0.0f;
                    walkDirection = 0f;
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }
        else
        {
            walkDirection = Input.GetAxis("Horizontal");                                // setup h variable as our horizontal input axis
            walkSpeed     = Input.GetAxis("Vertical");                                  // setup v variables as our vertical input axis
            jumpNow       = Input.GetButtonDown("Jump");
            waveNow       = Input.GetButtonDown("Jump");
        }

        anim.SetFloat("Speed", walkSpeed);                              // set our animator's float parameter 'Speed' equal to the vertical input axis
        anim.SetFloat("Direction", walkDirection);                      // set our animator's float parameter 'Direction' equal to the horizontal input axis
        anim.speed = animSpeed;                                         // set the speed of our animator to the public variable 'animSpeed'
        anim.SetLookAtWeight(lookWeight);                               // set the Look At Weight - amount to use look at IK vs using the head's animation
        currentBaseState = anim.GetCurrentAnimatorStateInfo(0);         // set our currentState variable to the current state of the Base Layer (0) of animation

        if (anim.layerCount == 2)
        {
            layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);                   // set our layer2CurrentState variable to the current state of the second Layer (1) of animation
        }
        // LOOK AT ENEMY

//		// if we hold Alt..
//		if(Input.GetButton("Fire2"))
//		{
//			// ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
//			anim.SetLookAtPosition(enemy.position);
//			lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
//		}
//		// else, return to using animation for the head by lerping back to 0 for look at weight
//		else
//		{
//			lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
//		}

        // STANDARD JUMPING

        // if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true
        if (currentBaseState.nameHash == locoState)
        {
            if (jumpNow)
            {
                jumpNow = false;
                anim.SetBool("Jump", true);
            }
        }

        // if we are in the jumping state...
        else if (currentBaseState.nameHash == jumpState)
        {
            //  ..and not still in transition..
            if (!anim.IsInTransition(0))
            {
                if (useCurves)
                {
                    // ..set the collider height to a float curve in the clip called ColliderHeight
                    col.height = anim.GetFloat("ColliderHeight");
                }

                // reset the Jump bool so we can jump again, and so that the state does not loop
                anim.SetBool("Jump", false);
            }

            // Raycast down from the center of the character..
            Ray        ray     = new Ray(transform.position + Vector3.up, -Vector3.up);
            RaycastHit hitInfo = new RaycastHit();

            if (Physics.Raycast(ray, out hitInfo))
            {
                // ..if distance to the ground is more than 1.75, use Match Target
                if (hitInfo.distance > 1.75f)
                {
                    // MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
                    // Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
                    // of the timeline of our animation clip
                    anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
                }
            }
        }


        // JUMP DOWN AND ROLL

//		// if we are jumping down, set our Collider's Y position to the float curve from the animation clip -
//		// this is a slight lowering so that the collider hits the floor as the character extends his legs
//		else if (currentBaseState.nameHash == jumpDownState)
//		{
//			col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);
//		}
//
//		// if we are falling, set our Grounded boolean to true when our character's root
//		// position is less that 0.6, this allows us to transition from fall into roll and run
//		// we then set the Collider's Height equal to the float curve from the animation clip
//		else if (currentBaseState.nameHash == fallState)
//		{
//			col.height = anim.GetFloat("ColliderHeight");
//		}
//
//		// if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip
//		// this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower
//		// boxes, and then extends the collider as we come out of the roll
//		// we also moderate the Y position of the collider using another of these curves on line 128
//		else if (currentBaseState.nameHash == rollState)
//		{
//			if(!anim.IsInTransition(0))
//			{
//				if(useCurves)
//					col.height = anim.GetFloat("ColliderHeight");
//
//				col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);
//
//			}
//		}

        // IDLE

        // check if we are at idle, if so, let us Wave!
        else if (currentBaseState.nameHash == idleState)
        {
            if (waveNow)
            {
                waveNow = false;
                anim.SetBool("Wave", true);
            }
        }

        // if we enter the waving state, reset the bool to let us wave again in future
        if (layer2CurrentState.nameHash == waveState)
        {
            anim.SetBool("Wave", false);
        }
    }
Example #5
0
    void Update()
    {
        int recHostId;
        int connectionId;
        int recChannelId;
        int dataSize;

        bool connListUpdated = false;

        if (backgroundImage && backgroundImage.texture == null)
        {
            backgroundImage.texture = manager ? manager.GetUsersLblTex() : null;
        }

        if (faceManager == null)
        {
            faceManager = FacetrackingManager.Instance;
        }

        if (gestureManager == null)
        {
            gestureManager = VisualGestureManager.Instance;
        }

        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        try
        {
            byte             error   = 0;
            NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error);

            switch (recData)
            {
            case NetworkEventType.Nothing:                     //1
                break;

            case NetworkEventType.ConnectEvent:                //2
                if (recHostId == serverHostId && recChannelId == serverChannelId &&
                    !dictConnection.ContainsKey(connectionId))
                {
                    HostConnection conn = new HostConnection();
                    conn.hostId       = recHostId;
                    conn.connectionId = connectionId;
                    conn.channelId    = recChannelId;
                    conn.keepAlive    = true;
                    conn.reqDataType  = "ka,kb,km,kh";
                    //conn.matrixSent = false;

                    dictConnection[connectionId] = conn;
                    connListUpdated = true;

                    //LogToConsole(connectionId + "-conn: " + conn.reqDataType);
                }

//				// reset chunked face messages
//				sendFvMsg = string.Empty;
//				sendFvNextOfs = 0;
//
//				sendFtMsg = string.Empty;
//				sendFtNextOfs = 0;
                break;

            case NetworkEventType.DataEvent:                   //3
                if (recHostId == serverHostId && recChannelId == serverChannelId &&
                    dictConnection.ContainsKey(connectionId))
                {
                    HostConnection conn = dictConnection[connectionId];

                    int decompSize = 0;
                    if (decompressor != null && (recBuffer[0] > 127 || recBuffer[0] < 32))
                    {
                        decompSize = decompressor.Decompress(recBuffer, 0, compressBuffer, 0, dataSize);
                    }
                    else
                    {
                        System.Buffer.BlockCopy(recBuffer, 0, compressBuffer, 0, dataSize);
                        decompSize = dataSize;
                    }

                    string sRecvMessage = System.Text.Encoding.UTF8.GetString(compressBuffer, 0, decompSize);

                    if (sRecvMessage.StartsWith("ka"))
                    {
                        if (sRecvMessage == "ka")                         // vr-examples v1.0 keep-alive message
                        {
                            sRecvMessage = "ka,kb,km,kh";
                        }

                        conn.keepAlive               = true;
                        conn.reqDataType             = sRecvMessage;
                        dictConnection[connectionId] = conn;

                        //LogToConsole(connectionId + "-recv: " + conn.reqDataType);

                        // check for SR phrase-reset
                        int iIndexSR = sRecvMessage.IndexOf(",sr");
                        if (iIndexSR >= 0 && speechManager)
                        {
                            speechManager.ClearPhraseRecognized();
                            //LogToConsole("phrase cleared");
                        }
                    }
                }
                break;

            case NetworkEventType.DisconnectEvent:             //4
                if (dictConnection.ContainsKey(connectionId))
                {
                    dictConnection.Remove(connectionId);
                    connListUpdated = true;
                }
                break;
            }

            if (connListUpdated)
            {
                // get all connection IDs
                alConnectionId.Clear();
                alConnectionId.AddRange(dictConnection.Keys);

                // display the number of connections
                StringBuilder sbConnStatus = new StringBuilder();
                sbConnStatus.AppendFormat("Server running: {0} connection(s)", dictConnection.Count);

                foreach (int connId in dictConnection.Keys)
                {
                    HostConnection conn = dictConnection[connId];
                    int            iPort = 0; string sAddress = string.Empty; NetworkID network; NodeID destNode;

                    NetworkTransport.GetConnectionInfo(conn.hostId, conn.connectionId, out sAddress, out iPort, out network, out destNode, out error);
                    if (error == (int)NetworkError.Ok)
                    {
                        sbConnStatus.AppendLine().Append("    ").Append(sAddress).Append(":").Append(iPort);
                    }
                }

                LogToConsole(sbConnStatus.ToString());

                if (connStatusText)
                {
                    connStatusText.text = sbConnStatus.ToString();
                }
            }

            // send body frame to available connections
            const char delimiter  = ',';
            string     sBodyFrame = manager ? manager.GetBodyFrameData(ref liRelTime, ref fCurrentTime, delimiter) : string.Empty;

            if (sBodyFrame.Length > 0 && dictConnection.Count > 0)
            {
                StringBuilder sbSendMessage        = new StringBuilder();
                bool          bFaceParamsRequested = IsFaceParamsRequested();

                sbSendMessage.Append(manager.GetWorldMatrixData(delimiter)).Append('|');
                sbSendMessage.Append(sBodyFrame).Append('|');
                sbSendMessage.Append(manager.GetBodyHandData(ref liRelTime, delimiter)).Append('|');

                if (bFaceParamsRequested && faceManager && faceManager.IsFaceTrackingInitialized())
                {
                    sbSendMessage.Append(faceManager.GetFaceParamsAsCsv(delimiter)).Append('|');
                }

                if (gestureManager && gestureManager.IsVisualGestureInitialized())
                {
                    sbSendMessage.Append(gestureManager.GetGestureDataAsCsv(delimiter)).Append('|');
                }

                if (speechManager && speechManager.IsSapiInitialized())
                {
                    sbSendMessage.Append(speechManager.GetSpeechDataAsCsv(delimiter)).Append('|');
                }

                if (sbSendMessage.Length > 0 && sbSendMessage[sbSendMessage.Length - 1] == '|')
                {
                    sbSendMessage.Remove(sbSendMessage.Length - 1, 1);
                }

                byte[] btSendMessage = System.Text.Encoding.UTF8.GetBytes(sbSendMessage.ToString());

                //Debug.Log("Message " + sbSendMessage.Length + " chars: " + sbSendMessage.ToString());
                //Debug.Log("Encoded into " + btSendMessage.Length + " bytes: " + ByteArrayToString(btSendMessage, btSendMessage.Length));

                int compSize = 0;
                if (compressor != null && btSendMessage.Length > 100 && !websocketHost)
                {
                    compSize = compressor.Compress(btSendMessage, 0, btSendMessage.Length, compressBuffer, 0);
                }
                else
                {
                    System.Buffer.BlockCopy(btSendMessage, 0, compressBuffer, 0, btSendMessage.Length);
                    compSize = btSendMessage.Length;
                }

                //Debug.Log("Compressed into " + compSize + " bytes: " + ByteArrayToString(compressBuffer, compSize));

//				// check face-tracking requests
//				bool bFaceParams = false, bFaceVertices = false, bFaceUvs = false, bFaceTriangles = false;
//				if(faceManager && faceManager.IsFaceTrackingInitialized())
//					CheckFacetrackRequests(out bFaceParams, out bFaceVertices, out bFaceUvs, out bFaceTriangles);
//
//				byte[] btFaceParams = null;
//				if(bFaceParams)
//				{
//					string sFaceParams = faceManager.GetFaceParamsAsCsv();
//					if(!string.IsNullOrEmpty(sFaceParams))
//						btFaceParams = System.Text.Encoding.UTF8.GetBytes(sFaceParams);
//				}
//
//				// next chunk of data for face vertices
//				byte[] btFaceVertices = null;
//				string sFvMsgHead = string.Empty;
//				GetNextFaceVertsChunk(bFaceVertices, bFaceUvs, ref btFaceVertices, out sFvMsgHead);
//
//				// next chunk of data for face triangles
//				byte[] btFaceTriangles = null;
//				string sFtMsgHead = string.Empty;
//				GetNextFaceTrisChunk(bFaceTriangles, ref btFaceTriangles, out sFtMsgHead);

                foreach (int connId in alConnectionId)
                {
                    HostConnection conn = dictConnection[connId];

                    if (conn.keepAlive)
                    {
                        conn.keepAlive         = false;
                        dictConnection[connId] = conn;

                        if (conn.reqDataType != null && conn.reqDataType.Contains("kb,"))
                        {
                            //LogToConsole(conn.connectionId + "-sendkb: " + conn.reqDataType);

                            error = 0;
                            //if(!NetworkTransport.Send(conn.hostId, conn.connectionId, conn.channelId, btSendMessage, btSendMessage.Length, out error))
                            if (!NetworkTransport.Send(conn.hostId, conn.connectionId, conn.channelId, compressBuffer, compSize, out error))
                            {
                                string sMessage = "Error sending body data via conn " + conn.connectionId + ": " + (NetworkError)error;
                                LogErrorToConsole(sMessage);

                                if (serverStatusText)
                                {
                                    serverStatusText.text = sMessage;
                                }
                            }
                        }

//						if(bFaceParams && btFaceParams != null &&
//							conn.reqDataType != null && conn.reqDataType.Contains("fp,"))
//						{
//							//Debug.Log(conn.connectionId + "-sendfp: " + conn.reqDataType);
//
//							error = 0;
//							if(!NetworkTransport.Send(conn.hostId, conn.connectionId, conn.channelId, btFaceParams, btFaceParams.Length, out error))
//							{
//								string sMessage = "Error sending face params via conn " + conn.connectionId + ": " + (NetworkError)error;
//								Debug.LogError(sMessage);
//
//								if(serverStatusText)
//								{
//									serverStatusText.text = sMessage;
//								}
//							}
//						}
//
//						if(bFaceVertices && btFaceVertices != null &&
//							conn.reqDataType != null && conn.reqDataType.Contains("fv,"))
//						{
//							//Debug.Log(conn.connectionId + "-sendfv: " + conn.reqDataType + " - " + sFvMsgHead);
//
//							error = 0;
//							if(!NetworkTransport.Send(conn.hostId, conn.connectionId, conn.channelId, btFaceVertices, btFaceVertices.Length, out error))
//							{
//								string sMessage = "Error sending face verts via conn " + conn.connectionId + ": " + (NetworkError)error;
//								Debug.LogError(sMessage);
//
//								if(serverStatusText)
//								{
//									serverStatusText.text = sMessage;
//								}
//							}
//						}
//
//						if(bFaceTriangles && btFaceTriangles != null &&
//							conn.reqDataType != null && conn.reqDataType.Contains("ft,"))
//						{
//							//Debug.Log(conn.connectionId + "-sendft: " + conn.reqDataType + " - " + sFtMsgHead);
//
//							error = 0;
//							if(!NetworkTransport.Send(conn.hostId, conn.connectionId, conn.channelId, btFaceTriangles, btFaceTriangles.Length, out error))
//							{
//								string sMessage = "Error sending face tris via conn " + conn.connectionId + ": " + (NetworkError)error;
//								Debug.LogError(sMessage);
//
//								if(serverStatusText)
//								{
//									serverStatusText.text = sMessage;
//								}
//							}
//						}
                    }
                }
            }
        }
        catch (System.Exception ex)
        {
            LogErrorToConsole(ex.Message + "\n" + ex.StackTrace);

            if (serverStatusText)
            {
                serverStatusText.text = ex.Message;
            }
        }
    }
    void FixedUpdate()
    {
        // get the speech manager instance
        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "FORWARD":
                    walkSpeed     = 0.2f;
                    walkDirection = 0f;
                    break;

                case "BACK":
                    walkSpeed     = -0.2f;
                    walkDirection = 0f;
                    break;

                case "LEFT":
                    walkDirection = -0.2f;
                    if (walkSpeed == 0f)
                    {
                        walkSpeed = 0.2f;
                    }
                    break;

                case "RIGHT":
                    walkDirection = 0.2f;
                    if (walkSpeed == 0f)
                    {
                        walkSpeed = 0.2f;
                    }
                    break;

                case "RUN":
                    walkSpeed     = 0.5f;
                    walkDirection = 0f;
                    break;

                case "STOP":
                    walkSpeed     = 0f;
                    walkDirection = 0f;
                    break;

                case "JUMP":
                    jumpNow       = true;
                    walkSpeed     = 0.5f;
                    walkDirection = 0f;
                    break;

                case "HELLO":
                    waveNow       = true;
                    walkSpeed     = 0.0f;
                    walkDirection = 0f;
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }
        else
        {
            walkDirection = Input.GetAxis("Horizontal");                                // setup h variable as our horizontal input axis
            walkSpeed     = Input.GetAxis("Vertical");                                  // setup v variables as our vertical input axis
            jumpNow       = Input.GetButtonDown("Jump");
            waveNow       = Input.GetButtonDown("Jump");
        }

        anim.SetFloat("Speed", walkSpeed);                              // set our animator's float parameter 'Speed' equal to the vertical input axis
        anim.SetFloat("Direction", walkDirection);                      // set our animator's float parameter 'Direction' equal to the horizontal input axis
        anim.speed = animSpeed;                                         // set the speed of our animator to the public variable 'animSpeed'
        anim.SetLookAtWeight(lookWeight);                               // set the Look At Weight - amount to use look at IK vs using the head's animation
        currentBaseState = anim.GetCurrentAnimatorStateInfo(0);         // set our currentState variable to the current state of the Base Layer (0) of animation

        if (anim.layerCount == 2)
        {
            layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);                   // set our layer2CurrentState variable to the current state of the second Layer (1) of animation
        }

        // if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true
        //if (currentBaseState.nameHash == locoState)
        //{
        //	if(jumpNow)
        //	{
        //		jumpNow = false;
        //		anim.SetBool("Jump", true);
        //	}
        //}

        // if we are in the jumping state...
        //      else if (currentBaseState.nameHash == jumpState)
        //      {
        //	//  ..and not still in transition..
        //	if(!anim.IsInTransition(0))
        //	{
        //		if(useCurves)
        //			// ..set the collider height to a float curve in the clip called ColliderHeight
        //			col.height = anim.GetFloat("ColliderHeight");

        //		// reset the Jump bool so we can jump again, and so that the state does not loop
        //		anim.SetBool("Jump", false);
        //	}

        //	// Raycast down from the center of the character..
        //	Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up);
        //	RaycastHit hitInfo = new RaycastHit();

        //	if (Physics.Raycast(ray, out hitInfo))
        //	{
        //		// ..if distance to the ground is more than 1.75, use Match Target
        //		if (hitInfo.distance > 1.75f)
        //		{

        //			// MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
        //			// Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
        //			// of the timeline of our animation clip
        //			anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
        //		}
        //	}
        //}

        // check if we are at idle, if so, let us Wave!
        //else if (currentBaseState.nameHash == idleState)
        //{
        //	if(waveNow)
        //	{
        //		waveNow = false;
        //		anim.SetBool("Wave", true);
        //	}
        //}

        // if we enter the waving state, reset the bool to let us wave again in future
        //if(layer2CurrentState.nameHash == waveState)
        //{
        //	anim.SetBool("Wave", false);
        //}
    }
    void Update()
    {
        if (speechManager == null)
        {
            speechManager = SpeechManager.Instance;
        }

        if (speechManager != null && speechManager.IsSapiInitialized())
        {
            if (speechManager.IsPhraseRecognized())
            {
                string sPhraseTag = speechManager.GetPhraseTagRecognized();

                switch (sPhraseTag)
                {
                case "RECORD":
                    if (saverPlayer)
                    {
                        saverPlayer.StartRecording();
                    }
                    break;

                case "PLAY":
                    if (saverPlayer)
                    {
                        saverPlayer.StartPlaying();
                    }
                    break;

                case "STOP":
                    if (saverPlayer)
                    {
                        saverPlayer.StopRecordingOrPlaying();
                    }
                    break;
                }

                speechManager.ClearPhraseRecognized();
            }
        }

        // alternatively, use the keyboard
        if (Input.GetButtonDown("Jump"))         // start or stop recording
        {
            if (saverPlayer)
            {
                if (!saverPlayer.IsRecording())
                {
                    saverPlayer.StartRecording();
                }
                else
                {
                    saverPlayer.StopRecordingOrPlaying();
                }
            }
        }

        if (Input.GetButtonDown("Fire1"))         // start or stop playing
        {
            if (saverPlayer)
            {
                if (!saverPlayer.IsPlaying())
                {
                    saverPlayer.StartPlaying();
                }
                else
                {
                    saverPlayer.StopRecordingOrPlaying();
                }
            }
        }
    }