Пример #1
0
    public IEnumerator Start()
    {
        yield return(Application.RequestUserAuthorization(UserAuthorization.Microphone));

        var path = Application.dataPath;

        switch (Application.platform)
        {
        case RuntimePlatform.WindowsPlayer:
            path += "/StreamingAssets/";
            break;

        case RuntimePlatform.WindowsEditor:
            path += "/StreamingAssets/";
            break;

        case RuntimePlatform.IPhonePlayer:
            path += "/Raw/";
            break;

        default:
            path += "/StreamingAssets/";
            break;
        }
        path += "grammar-kit/grammar/mic.jconf";

        Julius.ResultReceived += OnResultReceived;
        Julius.Begin(path);
    }
Пример #2
0
 void OnDestroy()
 {
     Julius.Finish();
 }
Пример #3
0
    IEnumerator Start()
    {
        yield return(Application.RequestUserAuthorization(UserAuthorization.Microphone));

        var path = Application.dataPath;

        switch (Application.platform)
        {
        case RuntimePlatform.WindowsEditor:
            path += "/StreamingAssets/";
            break;

        case RuntimePlatform.WindowsPlayer:
            path += "/StreamingAssets/";
            break;

        case RuntimePlatform.IPhonePlayer:
            path += "/Raw/";
            break;
        }
        path += "dictation-kit-v4.4/run-win-gmm.jconf";
        // path += "dictation-kit-v4.4/run-win-dnn.jconf";

        Julius.ResultReceived += OnResultReceived;
        Julius.Begin(path);

        this.recogText.text   = "";
        this.messageText.text = "";

        this.wStatusText.text  = EMOTION_LABELS["neutral"];
        this.wStatusText.color = EMOTION_COLORS["neutral"];
        this.wValueText.text   = "0%";

        this.fStatusText.text  = EMOTION_LABELS["neutral"];
        this.fStatusText.color = EMOTION_COLORS["neutral"];
        this.fValueText.text   = "0%";

        this.vStatusText.text  = EMOTION_LABELS["neutral"];
        this.vStatusText.color = EMOTION_COLORS["neutral"];
        this.vValueText.text   = "0%";

        if (targetPlayer == null)
        {
            targetPlayer = this.GetComponent(typeof(EmotePlayer)) as EmotePlayer;
        }

        if (targetAudio == null)
        {
            targetAudio = this.GetComponent(typeof(AudioSource)) as AudioSource;
        }

        string[] angry    = { "まったくですね。\n腹が立ちますよね。プンプン!", "angry_00", "sample_怒00" };
        string[] disgust  = { "うわぁ~!\n嫌ですね~吐き気がします!", "disgust_00", "sample_哀00" };
        string[] fear     = { "キャー!!恐ろしい!\n怖すぎます!!", "fear_00", "sample_驚00" };
        string[] happy    = { "良かったですね!\nその調子でいきましょう!", "happy_00", "sample_喜00" };
        string[] neutral  = { "他に何か言いたいことはありませんか?", "neutral_00", "背伸び" };
        string[] sad      = { "悲しいですね…\n私も泣きたくなります…", "sad_00", "sample_哀01" };
        string[] surprise = { "ワァー!マジですか!\n本当にびっくりですね!", "surprise_00", "sample_驚01" };

        this.emotionSentences = new Dictionary <string, string[]>()
        {
            { "angry", angry },
            { "disgust", disgust },
            { "fear", fear },
            { "happy", happy },
            { "neutral", neutral },
            { "sad", sad },
            { "surprise", surprise }
        };

        this.StartWordRecogProcess();

        this._mainContext = SynchronizationContext.Current;
    }