Esempio n. 1
0
        static void Main(string[] args)
        {
            var    voices   = Speech.GetVoiceForVocalSynthesis();
            string filename = @"C:\xadupre\__home_\GitHub\jupytalk\_unittests\ut_mokadi\data\output.wav";

            Console.WriteLine("reco file");
            var resR = SpeechRecoSystem.Recognize(filename);

            Console.WriteLine("{0}", resR);
            Console.WriteLine("reco wav");
            resR = SpeechRecoSystem.Recognize(File.ReadAllBytes(filename));
            Console.WriteLine("{0}", resR);
            foreach (var item in SpeechRecoSystem.EnumerateRecognize())
            {
                Console.WriteLine("{0} - {1}", item.Item1, item.Item2);
            }

            string subkey = null;

            if (!string.IsNullOrEmpty(subkey))
            {
                var res = SpeechReco.RunReco(subkey, @"C:\temp\output.wav");
                Console.WriteLine(res);
                var content = File.ReadAllBytes(@"C:\temp\output.wav");
                res = SpeechReco.RunReco(subkey, content);
                Console.WriteLine(res);
            }

            Speech.VocalSynthesis("test unitaire", "fr-FR", null, null);
            Console.WriteLine();
            Console.WriteLine("Press any key to exit...");
            Console.ReadKey();
        }
Esempio n. 2
0
 private void Start()
 {
     UnityEngine.Debug.Log("START - FIRST");
     EffectsOn.SetActive(value: false);
     WeaponsOn.SetActive(value: false);
     //MfxController = UnityEngine.Object.FindObjectOfType<MfxController>();
     SpeechReco = UnityEngine.Object.FindObjectOfType <SpeechReco>();
     for (int i = 0; i < Outfit.Count; i++)
     {
         if (Outfit[i].AvailableProps != null)
         {
             Outfit[i].AvailableProps.SetActive(value: false);
         }
     }
     for (int j = 0; j < Outfit.Count; j++)
     {
         Outfit[j].OutfitModel.SetActive(value: true);
         Outfit[j].OutfitModel.SetActive(value: false);
     }
     OutfitSelectionPrefab.SetActive(value: false);
     GenerateOutfits();
     LoadInitialAvatar();
 }