// Use this for initialization void Start() { if (Application.isEditor) { endGame(); } if (Application.platform != RuntimePlatform.Android) { Debug.Log("Speech recognition is only available on Android platform."); } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Speech recognition is not available on this device."); } // We pass the game object's name that will receive the callback messages. speech = new SpeechRecognizerManager(gameObject.name); sentenceAudio = new List <AudioClip>(); sentenceAudio.Add(Resources.Load <AudioClip>("Sentences/phrase 08_eng")); sentenceAudio.Add(Resources.Load <AudioClip>("Sentences/phrase 15_eng")); sentenceAudio.Add(Resources.Load <AudioClip>("Sentences/phrase 31_eng")); sentenceAudio.Add(Resources.Load <AudioClip>("Sentences/phrase 35_eng")); // Adds sentences to the game sentences = new List <string>(); sentences.Add("Peach is sad"); sentences.Add("She will make a wish at the river."); sentences.Add("I wish I had a friend"); sentences.Add("I like pink."); movement = (Screen.width - 200) / 2 / sentences.Count; // calculates the movement of the characters based on the screen size origLamon = lamon.transform.position; origRudee = rudee.transform.position; }
private void NextWord() { listenButton.SetActive(false); nextButton.SetActive(false); audioSource.Stop(); Debug.Log("Made it to the NextWord()"); currWord = ""; status.text = ""; int index = Random.Range(0, words.Count); currWord = words[index]; gameText.text = currWord; audioSource.clip = Resources.Load(currWord + "_eng") as AudioClip; if (SpeechRecognizerManager.IsAvailable()) { if (!isListening) { isListening = true; endSpeechButton.GetComponentInChildren <Text>().text = "Touch here when finished speaking."; endSpeechButton.SetActive(true); speechManager.StartListening(3, "en-US"); } } }
/// <summary> /// Moves on the the next sentence in the list. This is called at the beginning of the game and after each correct sentence /// </summary> /// <returns></returns> private IEnumerator NextSentence() { listenButton.SetActive(false); nextButton.SetActive(false); tryAgainButton.SetActive(false); audioSource.Stop(); resetTMs(); yield return(new WaitForSeconds(1)); misses = 0; status.text = ""; voiceOpen = true; int index = Random.Range(0, 3); TextMeshProUGUI TMP = SentenceTextMesh[index]; TMP.text = sentences[progress]; audioSource.clip = sentenceAudio[progress]; if (SpeechRecognizerManager.IsAvailable()) { if (!listening) { listening = true; endSpeechButton.GetComponentInChildren <Text>().text = "Touch here when finished speaking."; endSpeechButton.SetActive(true); speech.StartListening(3, "en-US"); } } }
public void OnSpeechEventEnded(bool isPassed) { GameScreen.Instance.OnSpeechEventEnded(isPassed); if (SpeechRecognizerManager.IsAvailable()) { MySpeechRecognizer.Instance._speechManager.StopListening(); } _totalLetters++; if (isPassed) { //CancelInvoke("OnWrongSpeech"); Score++; } Color letterHighlight = isPassed ? Color.green : Color.red; Time.timeScale = 1f; _currentListenLetter.gameObject.GetComponent <SpriteRenderer>().color = letterHighlight; iTween.ColorTo(_currentListenLetter.gameObject, new Color(0f, 1f, 0f, 0f), 0.6f); iTween.MoveBy(_currentListenLetter.gameObject, new Vector3(0f, 7f, 0f), 0.6f); _currentListenLetter = null; IsListening = false; }
// Use this for initialization void Start() { if (Application.platform != RuntimePlatform.Android) { Debug.Log("Speech recognition is only available on Android platform."); return; } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Speech recognition is not available on this device."); return; } // We pass the game object's name that will receive the callback messages. _speechManager = new SpeechRecognizerManager(gameObject.name); quote.SetActive(false); starfield.SetActive(false); starfieldred.SetActive(false); metoo.SetActive(false); christmas.SetActive(false); lip.SetActive(false); speaknow.SetActive(false); //vb = gameObject.GetComponent<VolumeButton>(); InvokeRepeating("RecogStart", 0f, 3f); }
// Update is called once per frame void Update() { // allows for a reprompt of the phrase if the speech recognizer times out if (SpeechRecognizerManager.IsAvailable() && voiceOpen) { if (!listening) { listening = true; speech.StartListening(3, "en-US"); } } }
public void OnSpeechEvent(Letter letterToListen) { Time.timeScale = 0.4f; _currentListenLetter = letterToListen; IsListening = true; //Invoke("OnWrongSpeech", 1.7f); //Invoke("StopListen", 1.1f); if (SpeechRecognizerManager.IsAvailable()) { MySpeechRecognizer.Instance._speechManager.StartListening(5, "en-US"); } }
void Start() { if (Application.platform != RuntimePlatform.Android) { Debug.Log("Speech recognition is only available on Android platform."); return; } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Speech recognition is not available on this device."); return; } speechManager = new SpeechRecognizerManager(gameObject.name); }
void Update() { if (Input.GetKeyDown(KeyCode.Q)) { matchedCount--; } if (Input.GetKeyDown(KeyCode.W)) { matchedCount++; } if (SpeechRecognizerManager.IsAvailable() && isListening) { speechManager.StartListening(3, "en-US"); } }
void Start() { if (Application.platform != RuntimePlatform.Android) { Debug.Log("Speech recognition is only available on Android platform."); return; } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Speech recognition is not available on this device."); return; } // We pass the game object's name that will receive the callback messages. _speechManager = new SpeechRecognizerManager(gameObject.name); }
void Start() { panel = transform.GetChild(0).gameObject; startSpeech = transform.GetChild(1).gameObject; cancelSpeech = transform.GetChild(2).gameObject; speechHandler = UnityEngine.Object.FindObjectOfType <SpeechHandler>(); #if UNITY_EDITOR GameObject debugObject = GameObject.Find("DebugMesh"); if (debugObject != null) { debugText = debugObject.GetComponent <Text>(); } #endif IsListening = false; Enabled = true; SpeechManager = new SpeechRecognizerManager(gameObject.name); DebugLog("Devices: " + String.Join(", ", Microphone.devices)); if (Application.platform != RuntimePlatform.Android) { Debug.Log("Speech recognition is only available on Android platform."); Enabled = false; return; } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Speech recognition is not available on this device."); Enabled = false; return; } if (!GameState.Instance.SpeechEnabled) { Enabled = false; } // We pass the game object's name that will receive the callback messages. SpeechManager = new SpeechRecognizerManager(gameObject.name); }
void Start() { if (Application.platform != RuntimePlatform.Android) { Debug.Log("Reconocimiento de voz solo disponible en plataformas Android."); return; } if (!SpeechRecognizerManager.IsAvailable()) { Debug.Log("Reconocimiento de voz no disponible en este dispositivo."); return; } // We pass the game object's name that will receive the callback messages. _speechManager = new SpeechRecognizerManager(gameObject.name); startingPoint = transform.position; }
private void Start() { if (Application.platform != RuntimePlatform.Android) { Debug.Log("What a heck man? Available only on Andoid."); return; } if (!SpeechRecognizerManager.IsAvailable()) { GameScreen.Instance.Status = "Speech recognition is not available on this device."; //Debug.Log("Speech recognition is not available on this device."); return; } GameScreen.Instance.Status = "Speech recognizer initialized"; _speechManager = new SpeechRecognizerManager(gameObject.name); }
///<summary> /// Starts/finishes the recording/recognizing. ///</summary> public void ToggleListening() { DebugLog("Toggle Listening"); if (SpeechRecognizerManager.IsAvailable() && Enabled) { DebugLog("Available and Enabeld"); if (!IsListening) { DebugLog("Listening"); IsListening = true; SpeechManager.StartListening(3, "en-UK"); // Return 3 results maximum, and use English } else { DebugLog("Stopped"); IsListening = false; SpeechManager.StopListening(); } } }
void OnGUI() { float originalScreenWidth = 400f; float originalScreenHeight = (originalScreenWidth / Screen.width) * Screen.height; float scale = Screen.width / originalScreenWidth; Matrix4x4 svMat = GUI.matrix; // save current matrix GUI.matrix = Matrix4x4.Scale(Vector3.one * scale); GUI.skin.label.fontStyle = FontStyle.Bold; GUI.skin.label.alignment = TextAnchor.MiddleCenter; GUI.Label(new Rect(0f, 0f, originalScreenWidth, originalScreenHeight * 0.05f), "Android Speech Recognizer Plugin"); GUI.skin.label.fontStyle = FontStyle.Normal; GUI.skin.label.alignment = TextAnchor.LowerLeft; Rect layoutRect = new Rect(originalScreenWidth * 0.05f, originalScreenHeight * 0.1f, originalScreenWidth * 0.9f, originalScreenHeight * 0.85f); GUILayout.BeginArea(layoutRect, GUI.skin.box); GUILayout.BeginVertical(); GUILayout.Label("Available: " + SpeechRecognizerManager.IsAvailable()); if (SpeechRecognizerManager.IsAvailable()) { GUILayout.Label(_message); GUILayout.Space(35f); if (!_isListening && GUILayout.Button("Start Listening")) { _isListening = true; _speechManager.StartListening(3, "en-US"); // Use english and return maximum three results. // _speechManager.StartListening (); // No parameters will use the device default language and returns maximum 5. results } /* * Speech captured so far will be recognized as if the user had stopped speaking at this point. * This does not need to be called, as it will automatically stop the recognizer listening when it determines speech has completed. */ if (_isListening && GUILayout.Button("Stop Listening")) { _speechManager.StopListening(); _isListening = false; } /* * Cancels the speech recognition. */ if (_isListening && GUILayout.Button("Cancel")) { _speechManager.CancelListening(); _isListening = false; } } GUILayout.EndVertical(); GUILayout.EndArea(); GUI.matrix = svMat; }