##質問内容
下記コード部分について、下記エラーの解消方法をご教示いただきたい
コード:
guard let inputNode = audioEngine.inputNode else { fatalError("Audio engine has no input node") }
エラー:
Initializer for conditional binding must have Optional type, not 'AVAudioInputNode'
##状況の説明
当方、iOSアプリの開発を勉強するため、XcodeでSwiftUIを触り始めた初学者です。
SwiftUIで音声認識を行うため、GitHUBのコード(https://github.com/noir-neo/UniSpeech/blob/master/Assets/UniSpeech/Plugins/iOS/SpeechRecognizer.swift)を下に下記コードを記載していますが、上記エラーの解消方法がわかりません。
同様の質問(https://teratail.com/questions/209673)も参照して回答に従い、
下記のようにコードを変更した場合も他部分で様々なエラーが発生してしまいました。
guard let inputNode = audioEngine.inputNode else { fatalError("Audio engine has no input node") }
↓
var inputNode : [String]?
guard let inputNode = audioEngine.inputNode else { fatalError("Audio engine has no input node") }
なお、環境はXCode Ver11.5となります。
初学者のため、質問項目などで情報不足などございましたらご指摘いただけますと幸いです。
##該当コード
import Foundation
import Speech
public class SpeechRecognizer : NSObject {
static let sharedInstance: SpeechRecognizer = SpeechRecognizer()
private var _unitySendMessageGameObjectName: String = "SpeechRecognizer" var unitySendMessageGameObjectName: String { get { return _unitySendMessageGameObjectName } set { _unitySendMessageGameObjectName = newValue } } private let speechRecognizer = SFSpeechRecognizer(locale: Locale(identifier: "ja-JP"))! private var recognitionRequest: SFSpeechAudioBufferRecognitionRequest? private var recognitionTask: SFSpeechRecognitionTask? private let audioEngine = AVAudioEngine() private override init() { super.init() speechRecognizer.delegate = self } func requestRecognizerAuthorization() { SFSpeechRecognizer.requestAuthorization { authStatus in OperationQueue.main.addOperation { switch authStatus { case .authorized: self.unitySendMessage("OnAuthorized") break case .denied: // User denied access to speech recognition self.unitySendMessage("OnUnauthorized") case .restricted: // Speech recognition restricted on this device self.unitySendMessage("OnUnauthorized") case .notDetermined: // Speech recognition not yet authorized self.unitySendMessage("OnUnauthorized") @unknown default: <#fatalError()#> } } } } func startRecord() -> Bool { if audioEngine.isRunning { return false } try! startRecording() return true } func stopRecord() -> Bool { if !audioEngine.isRunning { return false } audioEngine.stop() recognitionRequest?.endAudio() return true } private func startRecording() throws { refreshTask() let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(AVAudioSession.Category.record) try audioSession.setMode(AVAudioSession.Mode.measurement) try audioSession.setActive(true) recognitionRequest = SFSpeechAudioBufferRecognitionRequest() guard let inputNode = audioEngine.inputNode else { fatalError("Audio engine has no input node") } guard let recognitionRequest = recognitionRequest else { fatalError("Unable to created a SFSpeechAudioBufferRecognitionRequest object") } recognitionRequest.shouldReportPartialResults = true // A recognition task represents a speech recognition session. // We keep a reference to the task so that it can be cancelled. recognitionTask = speechRecognizer.recognitionTask(with: recognitionRequest) { result, error in var isFinal = false if let result = result { self.unitySendMessage("OnRecognized", message: result.bestTranscription.formattedString) isFinal = result.isFinal } if error != nil || isFinal { self.audioEngine.stop() inputNode.removeTap(onBus: 0) self.recognitionRequest = nil self.recognitionTask = nil self.unitySendMessage("OnError", message: error.debugDescription) } } let recordingFormat = inputNode.outputFormat(forBus: 0) inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer: AVAudioPCMBuffer, when: AVAudioTime) in self.recognitionRequest?.append(buffer) } try startAudioEngine() } private func refreshTask() { if let recognitionTask = recognitionTask { recognitionTask.cancel() self.recognitionTask = nil } } private func startAudioEngine() throws { audioEngine.prepare() try audioEngine.start() } func unitySendMessage(_ methodName: String, message: String = "") { unitySendMessage(self.unitySendMessageGameObjectName, methodName, message) }
}
extension SpeechRecognizer: SFSpeechRecognizerDelegate {
public func speechRecognizer(_ speechRecognizer: SFSpeechRecognizer, availabilityDidChange available: Bool) {
if (available) {
unitySendMessage("OnAvailable")
} else {
unitySendMessage("OnUnavailable")
}
}
}
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