pico neo3,unity 2021开发,讯飞语音测评unity SDK,用户射线点击UI面板录音按钮对单词录音,自动检测录音状态,同步显示录音可视化,如波状图,录音结束显示测评分数UI,回放录音,重录功能。对应脚本和unity事件的绑定,讯飞语音测评sdk与unity功能的接入、申请讯飞语音API接口的步骤。请分别给出具体详细步骤和对应脚本C#的完整实例。

时间: 2023-08-05 14:03:27 浏览: 55
这是一个比较复杂的项目,需要涉及到讯飞语音测评SDK的接入和使用,以及UI面板录音、波状图可视化、录音状态检测等功能的开发。以下是一个大致的实现步骤及对应脚本C#的完整实例: 1. 讯飞语音测评SDK的接入和使用 (1)首先,需要在讯飞开发者平台上注册账号,并创建应用,获取AppID和API Key。 (2)然后在Unity中导入讯飞语音测评SDK,并在项目中创建一个讯飞语音测评的管理类,用于初始化SDK和进行测评操作。 ```csharp using UnityEngine; using System.Collections; using System.Collections.Generic; using System; using System.IO; using System.Text; using System.Xml; using System.Xml.Serialization; using UnityEngine.UI; using UnityEngine.EventSystems; using UnityEngine.Events; using UnitySpeechToText.Utilities; namespace UnitySpeechToText.Services { public class IFlytekSpeechEvaluator : MonoBehaviour { public string appID = "yourAppID"; public string APIKey = "yourAPIKey"; private GameObject recordButton; private GameObject playButton; private GameObject stopButton; private float[,] waveData; private int recordLength = 0; private int recordPosition = 0; private AudioClip recordClip; private bool isRecording = false; private bool isPlaying = false; private bool isStopped = false; private float startTime; private float endTime; private AudioSource audioSource; private string tempPath; private string audioFilePath; private string audioFileName; private string resultFilePath; private string resultFileName; private string resultText; private string errorText; private bool hasResult = false; private bool hasError = false; private bool isInitialized = false; private bool isRecordingAllowed = true; private bool isPlayingAllowed = true; private bool isStoppingAllowed = true; private bool isEvaluatingAllowed = false; private bool isDebugMode = false; private bool isDebugLogEnabled = false; private bool isDebugFileEnabled = false; private bool isDebugEnabled = false; private bool isInitializedDebug = false; private bool isRecordingAllowedDebug = true; private bool isPlayingAllowedDebug = true; private bool isStoppingAllowedDebug = true; private bool isEvaluatingAllowedDebug = false; private bool isDebugModeDebug = false; private bool isDebugLogEnabledDebug = false; private bool isDebugFileEnabledDebug = false; private bool isDebugEnabledDebug = false; private Dictionary<string, string> parameters; public UnityEvent OnStartRecording; public UnityEvent OnStopRecording; public UnityEvent OnStartPlaying; public UnityEvent OnStopPlaying; public UnityEvent OnStartEvaluating; public UnityEvent OnStopEvaluating; public UnityEvent OnResultReceived; public UnityEvent OnErrorReceived; public UnityEvent OnDebugModeChanged; public UnityEvent OnDebugLogEnabledChanged; public UnityEvent OnDebugFileEnabledChanged; public UnityEvent OnResultFilePathChanged; public UnityEvent OnErrorTextChanged; public UnityEvent OnIsInitializedChanged; public UnityEvent OnIsRecordingAllowedChanged; public UnityEvent OnIsPlayingAllowedChanged; public UnityEvent OnIsStoppingAllowedChanged; public UnityEvent OnIsEvaluatingAllowedChanged; public UnityEvent OnWaveDataChanged; public UnityEvent OnRecordPositionChanged; public UnityEvent OnRecordLengthChanged; public UnityEvent OnIsRecordingChanged; public UnityEvent OnIsPlayingChanged; public UnityEvent OnIsStoppedChanged; public UnityEvent OnStartTimeChanged; public UnityEvent OnEndTimeChanged; } } ``` (3)接着,在管理类中实现初始化SDK和测评操作的方法。初始化SDK方法需要在Start()函数中调用。 ```csharp public void Start() { InitSpeechEvaluator(); } private void InitSpeechEvaluator() { if (string.IsNullOrEmpty(appID) || string.IsNullOrEmpty(APIKey)) { Debug.LogError("Please specify AppID and APIKey in the Inspector."); return; } if (audioSource == null) { audioSource = gameObject.AddComponent<AudioSource>(); } if (!Directory.Exists(tempPath)) { Directory.CreateDirectory(tempPath); } if (isDebugMode) { Debug.Log("Initializing Speech Evaluator..."); } // Initialize the Speech Evaluator SpeechEvaluator.Instance.Init(appID, APIKey); // Set the Callbacks SpeechEvaluator.Instance.OnResultReceived += OnResultReceivedHandler; SpeechEvaluator.Instance.OnErrorReceived += OnErrorReceivedHandler; isInitialized = true; if (isDebugMode) { Debug.Log("Speech Evaluator Initialized."); } } public void Evaluate(string text) { if (!isInitialized || !isEvaluatingAllowed) { return; } if (isDebugMode) { Debug.Log("Evaluating Speech..."); } // Start Recording StartRecording(); // Play the Text to Evaluate SpeechEvaluator.Instance.Evaluate(text); // Stop Recording StopRecording(); } ``` 2. UI面板录音、波状图可视化、录音状态检测等功能的开发 (1)添加按钮和文本框 在Unity中创建一个Canvas,然后在Canvas中添加一个Button和一个Text,用于实现录音和显示分数的功能。将Button命名为RecordButton,将Text命名为ScoreText。 (2)添加录音和波状图可视化的脚本 在Canvas上添加一个新的脚本,用于实现录音和波状图可视化的功能。以下是该脚本的主要代码: ```csharp using UnityEngine; using UnityEngine.UI; public class RecordAndVisualize : MonoBehaviour { public Button recordButton; public Text scoreText; public AudioSource audioSource; public Image waveImage; public int waveSamples = 1024; public float waveHeight = 100f; public Color waveColor = Color.white; public Color backgroundColor = Color.black; public float waveUpdateTime = 0.1f; public float silenceThreshold = 0.001f; public float silenceDuration = 0.5f; public bool isRecording = false; public bool isPlaying = false; public bool isStopped = false; private float[] waveData; private int wavePosition = 0; private float startTime; private float endTime; private AudioClip recordClip; private string audioFileName; private string resultFileName; private string resultText; private float silenceStart = 0f; private float lastUpdateTime = 0f; void Start() { recordButton.onClick.AddListener(OnRecordButtonClick); } void Update() { if (isRecording) { Record(); } else if (isPlaying) { Play(); } else if (isStopped) { Stop(); } else { UpdateWaveImage(); } } void OnRecordButtonClick() { if (!isRecording) { StartRecording(); } else { StopRecording(); } } void StartRecording() { isRecording = true; startTime = Time.time; audioFileName = "audio_" + startTime.ToString("yyyyMMddHHmmss") + ".wav"; resultFileName = "result_" + startTime.ToString("yyyyMMddHHmmss") + ".txt"; recordClip = Microphone.Start(null, false, 10, 44100); waveData = new float[waveSamples]; UpdateWaveImage(); } void StopRecording() { isRecording = false; Microphone.End(null); waveData = null; UpdateWaveImage(); Evaluate(); } void Record() { int samplePosition = Microphone.GetPosition(null); float[] samples = new float[recordClip.samples * recordClip.channels]; recordClip.GetData(samples, 0); for (int i = 0; i < waveSamples && wavePosition < recordClip.samples; i++, wavePosition++) { waveData[i] = samples[wavePosition]; } UpdateWaveImage(); } void Play() { if (Time.time - lastUpdateTime >= waveUpdateTime) { lastUpdateTime = Time.time; UpdateWaveImage(); } } void Stop() { waveData = null; UpdateWaveImage(); } void UpdateWaveImage() { if (waveImage != null) { waveImage.color = backgroundColor; waveImage.fillAmount = 1f; if (waveData != null) { float[] fft = SpeechToTextUtils.CalculateFFT(waveData); float[] spectrum = SpeechToTextUtils.GetSpectrum(fft, waveSamples, audioSource.clip.frequency); for (int i = 0; i < waveSamples; i++) { float x = (float)i / waveSamples; float y = waveHeight * spectrum[i]; waveImage.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, x * waveImage.rectTransform.rect.width, 1f); waveImage.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, waveHeight / 2f - y / 2f, y); waveImage.color = waveColor; } } } } void Evaluate() { string audioFilePath = Application.persistentDataPath + "/" + audioFileName; string resultFilePath = Application.persistentDataPath + "/" + resultFileName; File.WriteAllBytes(audioFilePath, WavUtility.FromAudioClip(recordClip)); StartCoroutine(SpeechEvaluator.Instance.Evaluate(audioFilePath, resultFilePath, OnResultReceived, OnErrorReceived)); } void OnResultReceived(string result) { resultText = result; scoreText.text = resultText; } void OnErrorReceived(string error) { Debug.LogError(error); } } ``` (3)添加录音状态检测的脚本 在Canvas上添加一个新的脚本,用于实现录音状态检测的功能。以下是该脚本的主要代码: ```csharp using UnityEngine; using UnityEngine.UI; public class RecordStatus : MonoBehaviour { public Image statusImage; public Color recordingColor = Color.red; public Color playingColor = Color.green; public Color stoppedColor = Color.gray; public float blinkTime = 0.5f; public bool isRecording = false; public bool isPlaying = false; public bool isStopped = false; private float lastBlinkTime = 0f; void Update() { if (isRecording) { statusImage.color = recordingColor; } else if (isPlaying) { statusImage.color = playingColor; } else if (isStopped) { statusImage.color = stoppedColor; } else { statusImage.color = Color.white; } if ((isRecording || isPlaying) && Time.time - lastBlinkTime >= blinkTime) { lastBlinkTime = Time.time; statusImage.enabled = !statusImage.enabled; } } } ``` 3. 对应脚本和Unity事件的绑定 将RecordAndVisualize脚本中的recordButton属性和RecordStatus脚本中的statusImage属性分别与对应的Button和Image对象绑定,然后在Unity中添加OnClick事件,并将RecordAndVisualize脚本中的OnRecordButtonClick方法绑定到OnClick事件中。 4. 申请讯飞语音API接口的步骤 (1)访问讯飞开放平台,注册账号并登录。 (2)创建新应用,获取AppID和API Key。 (3)在应用管理页面中开通语音评测服务。 (4)在代码中使用AppID和API Key进行身份验证,并调用讯飞语音测评SDK的相关接口实现功能。

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