// Use this for initialization void Start() { multiplayer = gameObject.GetComponent <Multiplayer>(); emotionColors = new Dictionary <string, Color>() { { "anger", Color.red }, { "disgust", Color.green }, { "fear", Color.magenta }, { "joy", new Color(1, .5f, 0) }, { "sadness", Color.blue } }; defaultColors = new List <Color>() { Color.white }; currentColors = defaultColors; clips = Resources.LoadAll <AudioClip>("GordonSounds"); targetScale = Vector3.one * .01f; //StartCoroutine(GetToneAnalysis("I'm happy")); //HandleSpeech("menu on"); dictationRecognizer = new DictationRecognizer(ConfidenceLevel.Rejected); dictationRecognizer.AutoSilenceTimeoutSeconds = 2; dictationRecognizer.DictationHypothesis += (text) => { var outText = "hypothesis: " + text + "..."; Debug.Log(outText); debug.text = outText; }; dictationRecognizer.DictationResult += (text, confidence) => { HandleSpeech(text); multiplayer.BroadcastSpeech(text); }; dictationRecognizer.DictationComplete += (completionCause) => { var outText = "dictation complete. restarting..."; Debug.Log(outText); debug.text = outText; dictationRecognizer.Start(); }; dictationRecognizer.DictationError += (error, hresult) => { var outText = "Dictation error: " + error; Debug.LogError(outText); debug.text = outText; }; dictationRecognizer.Start(); manipulationRecognizer = new GestureRecognizer(); manipulationRecognizer.SetRecognizableGestures(GestureSettings.ManipulationTranslate | GestureSettings.Tap); manipulationRecognizer.TappedEvent += ManipulationRecognizer_TappedEvent; manipulationRecognizer.ManipulationUpdatedEvent += ManipulationRecognizer_ManipulationUpdatedEvent; manipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent; manipulationRecognizer.ManipulationCanceledEvent += ManipulationRecognizer_ManipulationCompletedEvent; manipulationRecognizer.StartCapturingGestures(); }