private void SpeechRecognized(object sender, SpeechRecognizerEventArgs e) { const string saveruleCommand = "SAVE"; const string newruleCommand = "NEW"; if (null == e.SemanticValue) { return; } // Handle game mode control commands switch (e.SemanticValue) { case saveruleCommand: isSaveMedia(saveruleCommand); return; case newruleCommand: isSaveMedia(newruleCommand); return; } // We only handle speech commands with an associated sound source angle, so we can find the // associated player if (!e.SourceAngle.HasValue) { return; } }
private void SpeechRecognized(object sender, SpeechRecognizerEventArgs e) { const string OneruleCommand = "ONE"; const string tworuleCommand = "TWO"; const string threeruleCommand = "THREE"; const string fourruleCommand = "FOUR"; const string fiveruleCommand = "FIVE"; const string sixruleCommand = "SIX"; const string sevenruleCommand = "SEVEN"; const string eightruleCommand = "EIGHT"; const string nineruleCommand = "NINE"; const string zeroruleCommand = "ZERO"; //Delete const string deleteruleComand = "DELETE"; const string clearruleCommand = "CLEAR"; const string finishruleCommand = "FINISH"; if (null == e.SemanticValue) { return; } // Handle game mode control commands switch (e.SemanticValue) { case OneruleCommand: DisplayWords(OneruleCommand); return; case tworuleCommand: DisplayWords(tworuleCommand); return; case threeruleCommand: DisplayWords(threeruleCommand); return; case fourruleCommand: DisplayWords(fourruleCommand); return; case fiveruleCommand: DisplayWords(fiveruleCommand); return; case sixruleCommand: DisplayWords(sixruleCommand); return; case sevenruleCommand: DisplayWords(sevenruleCommand); return; case eightruleCommand: DisplayWords(eightruleCommand); return; case nineruleCommand: DisplayWords(nineruleCommand); return; case zeroruleCommand: DisplayWords(zeroruleCommand); return; case deleteruleComand: DisplayWords(deleteruleComand); return; case clearruleCommand: DisplayWords(clearruleCommand); return; case finishruleCommand: DisplayWords(finishruleCommand); return; } // We only handle speech commands with an associated sound source angle, so we can find the // associated player if (!e.SourceAngle.HasValue) { return; } }