回答編集履歴
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内容追記
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Qiita | UnityでMicrosoft Cognitive Speech Servicesによる音声認識をAndroidスマホで実装する
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[https://qiita.com/tomato_sugar/items/ac4b5dbe8277496add56](https://qiita.com/tomato_sugar/items/ac4b5dbe8277496add56)
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途中でわからないことがあれば言ってください。アドバイスできると思います。
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途中でわからないことがあれば言ってください。アドバイスできると思います。
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---
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追記:Azure Cognitive Speech SDK 導入方法
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自分のアカウントのAzure上で Cognitive Services を立てている前提です。
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立て方は上記のQiita記事を参考にしてください。
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1, Microsoftさん公式のUnityのサンプルプロジェクトをgit cloneする。
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[https://github.com/Azure-Samples/cognitive-services-speech-sdk/tree/master/quickstart/csharp/unity/from-microphone](https://github.com/Azure-Samples/cognitive-services-speech-sdk/tree/master/quickstart/csharp/unity/from-microphone)
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※これをzipでDLして quickstart/csharp/unity/from-microphone でもよい。
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[https://github.com/Azure-Samples/cognitive-services-speech-sdk](https://github.com/Azure-Samples/cognitive-services-speech-sdk)
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2, `Microsoft.CognitiveServices.Speech.xxx.unitypackage` をDLしてインポートする[https://aka.ms/csspeech/unitypackage](https://aka.ms/csspeech/unitypackage)
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3, Assets/Scripts/`HelloWorld.cs` を下の内容に書き換える。
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変更点は、キー等の情報をスクリプトに直接記入するようになっていたので[SerializeField]でEditor上から入力できるようにした。あと日本語対応。
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```C#
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//
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// Copyright (c) Microsoft. All rights reserved.
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// Licensed under the MIT license. See LICENSE.md file in the project root for full license information.
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//
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// <code>
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using UnityEngine;
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using UnityEngine.UI;
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using Microsoft.CognitiveServices.Speech;
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#if PLATFORM_ANDROID
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using UnityEngine.Android;
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#endif
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#if PLATFORM_IOS
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using UnityEngine.iOS;
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using System.Collections;
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#endif
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public class HelloWorld : MonoBehaviour
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{
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// Hook up the two properties below with a Text and Button object in your UI.
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public Text outputText;
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public Button startRecoButton;
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private object threadLocker = new object();
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private bool waitingForReco;
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private string message;
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private bool micPermissionGranted = false;
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#if PLATFORM_ANDROID || PLATFORM_IOS
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// Required to manifest microphone permission, cf.
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// https://docs.unity3d.com/Manual/android-manifest.html
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private Microphone mic;
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#endif
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[SerializeField] string subscriptionKey = "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx";
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[SerializeField] string serviceRegion = "japaneast";
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public async void ButtonClick()
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{
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// Creates an instance of a speech config with specified subscription key and service region.
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// Replace with your own subscription key and service region (e.g., "westus").
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var config = SpeechConfig.FromSubscription(subscriptionKey, serviceRegion);
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var lang = SourceLanguageConfig.FromLanguage("ja-JP");
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// Make sure to dispose the recognizer after use!
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using (var recognizer = new SpeechRecognizer(config, lang))
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{
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lock (threadLocker)
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{
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waitingForReco = true;
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}
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// Starts speech recognition, and returns after a single utterance is recognized. The end of a
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// single utterance is determined by listening for silence at the end or until a maximum of 15
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// seconds of audio is processed. The task returns the recognition text as result.
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// Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single
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// shot recognition like command or query.
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// For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.
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var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false);
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// Checks result.
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string newMessage = string.Empty;
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if (result.Reason == ResultReason.RecognizedSpeech)
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{
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newMessage = result.Text;
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}
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else if (result.Reason == ResultReason.NoMatch)
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{
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newMessage = "NOMATCH: Speech could not be recognized.";
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}
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else if (result.Reason == ResultReason.Canceled)
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{
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var cancellation = CancellationDetails.FromResult(result);
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newMessage = $"CANCELED: Reason={cancellation.Reason} ErrorDetails={cancellation.ErrorDetails}";
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}
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lock (threadLocker)
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{
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message = newMessage;
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waitingForReco = false;
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}
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}
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}
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void Start()
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{
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if (outputText == null)
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{
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UnityEngine.Debug.LogError("outputText property is null! Assign a UI Text element to it.");
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}
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else if (startRecoButton == null)
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{
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message = "startRecoButton property is null! Assign a UI Button to it.";
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UnityEngine.Debug.LogError(message);
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}
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else
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{
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// Continue with normal initialization, Text and Button objects are present.
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#if PLATFORM_ANDROID
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// Request to use the microphone, cf.
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// https://docs.unity3d.com/Manual/android-RequestingPermissions.html
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message = "Waiting for mic permission";
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if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
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{
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Permission.RequestUserPermission(Permission.Microphone);
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}
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#elif PLATFORM_IOS
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if (!Application.HasUserAuthorization(UserAuthorization.Microphone))
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{
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Application.RequestUserAuthorization(UserAuthorization.Microphone);
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}
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#else
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micPermissionGranted = true;
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message = "Click button to recognize speech";
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#endif
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startRecoButton.onClick.AddListener(ButtonClick);
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}
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}
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void Update()
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{
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#if PLATFORM_ANDROID
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if (!micPermissionGranted && Permission.HasUserAuthorizedPermission(Permission.Microphone))
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{
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micPermissionGranted = true;
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message = "Click button to recognize speech";
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}
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#elif PLATFORM_IOS
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if (!micPermissionGranted && Application.HasUserAuthorization(UserAuthorization.Microphone))
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{
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micPermissionGranted = true;
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message = "Click button to recognize speech";
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}
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#endif
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lock (threadLocker)
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{
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if (startRecoButton != null)
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{
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startRecoButton.interactable = !waitingForReco && micPermissionGranted;
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}
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if (outputText != null)
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{
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outputText.text = message;
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}
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}
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}
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}
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// </code>
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```
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4, 作成済みのリソースから `キー1` を `subscriptionKey` に張り付ける。また `場所` が `serviceRegion` に相当するので japaneast でなければ書き換える。
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5, Build Settings の Target Platform を Android に変更してビルド。実機で動作確認。(Windows でも iOS でもOKです。)
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書式修正
answer
CHANGED
@@ -1,9 +1,9 @@
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>音声認識APIを用いて音声をテキスト化し、switch文の中で照合させて合致したcase内の処理によってアニメーションを変えるという流れなのでしょうか
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> 音声認識APIを用いて音声をテキスト化し、switch文の中で照合させて合致したcase内の処理によってアニメーションを変えるという流れなのでしょうか
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その処理で大丈夫です。
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>『そもそもAPIをどの様に用いれば上記の処理が出来るのか』が分からない
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> 『そもそもAPIをどの様に用いれば上記の処理が出来るのか』が分からない
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unityで利用できる音声認識APIは以下のようなものがあります。
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・`UnityEngine.Windows.Speech`
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