【UE5/UE4】超详细教程接入科大讯飞语音唤醒SDK并初始持久监听(10102错误码解决)

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【UE5/UE4】超详细教程接入科大讯飞语音唤醒SDK并初始持久监听(10102错误码解决)

先导

Windows环境下
**UE版本为UE4.27及以下
你需要具备一定的C++基础,或全程一对一对照我的代码编写你的代码
使用Offline Voice Recognition插件作为录音插件(仅做录音插件使用)
基于https://github.com/zhangmei126/XunFei二次开发
语音识别部分参考CSDNUE4如何接入科大讯飞的语音识别
在此基础上增加了语音唤醒功能,实际上语音唤醒与上述文章中是两个模块
由于讯飞插件的使用需要调用MSPLogin,也就是需要先注册
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其插件中的SpeechInit()方法已经为我们注册好了,如果可以自己写注册的话,后述本文语音唤醒部分是不分引擎版本的

语音唤醒环境配置

参考UE4如何接入科大讯飞的语音识别接入科大讯飞sdk以及使用Offline Voice Recognition插件了后,在plugins中确保他们都是开启的状态
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你要确保你的SDK下载的是Windows版本以及一下SDK文件包
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你要确保你的SDK下载后正确导入了且appid已经拥有了正确的配置
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你要确保你SDK下载后将Windows_awaken_exp1227_iat1226_af12f15d\bin\msc\res\ivw\wakeupresource.jet放置到了你的c盘根目录下
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如果你是为了10102错误码来此文章:
此处是讯飞的坑,讯飞的wakeupresource.jet的路径必须是绝对路径
c++中也就必须要使用转义符"\\"即
const char* params = "ivw_threshold=0:5, ivw_res_path =fo|c:\\wakeupresource.jet";
至此10102解决了,就这么简单,但是很坑
打开VisualStudio

  1. 打开讯飞插件文件夹
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  2. 在SpeechActor.cpp中引入qivw.h
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    qivw.h语音唤醒具备以下方法
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  3. 在SpeechActor.h中
#pragma once  #include "SpeechTask.h"  #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "SpeechActor.generated.h"  UCLASS() class XUNFEI_API ASpeechActor : public AActor { 	GENERATED_BODY() private: 	FString Result; 	DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWakeUpBufferDelegate); public: 	// Sets default values for this actor's properties 	ASpeechActor();  protected: 	// Called when the game starts or when spawned 	virtual void BeginPlay() override;  public: 	 	// Called every frame 	virtual void Tick(float DeltaTime) override;  	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "SpeechInit", Keywords = "Speech Recognition Initialization")) 	void SpeechInit();  	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "SpeechOpen", Keywords = "Speech Recognition Open")) 	void SpeechOpen();  	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "SpeechStop", Keywords = "Speech Recognition Stop")) 	void SpeechStop();  	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "SpeechQuit", Keywords = "Speech Recognition Quit")) 	void SpeechQuit(); 	 	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "SpeechResult", Keywords = "Speech Recognition GetResult")) 	FString SpeechResult(); 	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "WakeUpStart", Keywords = "Speech Recognition GetResult")) 	FString WakeUpStart(); 	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "WakeUpEnd", Keywords = "Speech Recognition GetResult")) 	bool WakeUpEnd(FString SessionID); 	UFUNCTION(BlueprintCallable, Category = "XunFei", meta = (DisplayName = "WakeUpBuffer", Keywords = "Speech Recognition GetResult")) 	bool WakeUpBuffer(TArray<uint8> MyArray, FString SessionID);  	//这是一个回调函数 	UPROPERTY(BlueprintAssignable) 	 FWakeUpBufferDelegate OnWakeUpBuffer; 	 }; 
  1. 在SpeechActor.cpp中
// Fill out your copyright notice in the Description page of Project Settings. #pragma once  #include "SpeechActor.h" #include "XunFei.h" #include "Dom/JsonObject.h" #include "Serialization/JsonReader.h" #include "Serialization/JsonSerializer.h" #include <qivw.h>  // Sets default values ASpeechActor::ASpeechActor() : 	Result{} {  	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it. 	PrimaryActorTick.bCanEverTick = false; }    // Called when the game starts or when spawned void ASpeechActor::BeginPlay() { 	Super::BeginPlay(); }  // Called every frame void ASpeechActor::Tick(float DeltaTime) { 	Super::Tick(DeltaTime);  }  void ASpeechActor::SpeechInit() { 	FAutoDeleteAsyncTask<FSpeechTask>* SpeechTask = new FAutoDeleteAsyncTask<FSpeechTask>();  	if (SpeechTask) 	{ 		SpeechTask->StartBackgroundTask(); 	} 	else 	{ 		UE_LOG(XunFeiLog, Error, TEXT("XunFei task object could not be create !")); 		return; 	}  	UE_LOG(XunFeiLog, Log, TEXT("XunFei Task Stopped !")); 	return; }  void ASpeechActor::SpeechOpen() { 	xunfeispeech->SetStart(); 	return; }  void ASpeechActor::SpeechStop() { 	xunfeispeech->SetStop(); 	return; }  void ASpeechActor::SpeechQuit() { 	xunfeispeech->SetQuit(); 	Sleep(300); 	return; }  FString ASpeechActor::SpeechResult() {	 	Result = FString(UTF8_TO_TCHAR(xunfeispeech->get_result()));  	FString LajiString("{\"sn\":2,\"ls\":true,\"bg\":0,\"ed\":0,\"ws\":[{\"bg\":0,\"cw\":[{\"sc\":0.00,\"w\":\"\"}]}]}");  	int32 LajiIndex = Result.Find(*LajiString);  	if (LajiIndex != -1) 	{ 		Result.RemoveFromEnd(LajiString); 	}  	TSharedPtr<FJsonObject> JsonObject;  	TSharedRef< TJsonReader<TCHAR> > Reader = TJsonReaderFactory<TCHAR>::Create(Result);  	if (FJsonSerializer::Deserialize(Reader, JsonObject)) 	{ 		Result.Reset(); 		TArray< TSharedPtr<FJsonValue> > TempArray = JsonObject->GetArrayField("ws"); 		for (auto rs : TempArray) 		{ 			Result.Append((rs->AsObject()->GetArrayField("cw"))[0]->AsObject()->GetStringField("w")); 		} 	}  	UE_LOG(XunFeiLog, Log, TEXT("%s"), *Result); 	 	return Result; }  // 在 cb_ivw_msg_proc 静态函数中进行事件触发 int cb_ivw_msg_proc(const char* sessionID1, int msg, int param1, int param2, const void* info, void* userData) { 	if (MSP_IVW_MSG_ERROR == msg) //唤醒出错消息 	{ 		UE_LOG(LogTemp, Warning, TEXT("不在")); 		return 0; 	} 	else if (MSP_IVW_MSG_WAKEUP == msg) //唤醒成功消息 	{ 		UE_LOG(LogTemp, Warning, TEXT("imhere")); 		if (userData) { 			ASpeechActor* MYThis = reinterpret_cast<ASpeechActor*>(userData); 			if (MYThis) { 				UE_LOG(LogTemp, Warning, TEXT("diaoyongle")); 				MYThis->OnWakeUpBuffer.Broadcast(); 				return 1; 			} 		} 	} 	return 0; } FString ASpeechActor::WakeUpStart() { 	int err_code = MSP_SUCCESS; 	const char* params = "ivw_threshold=0:5, ivw_res_path =fo|c:\\wakeupresource.jet"; 	int ret = 0; 	const char* sessionID = QIVWSessionBegin(NULL, params, &ret); 	err_code = QIVWRegisterNotify(sessionID,cb_ivw_msg_proc, this); 	if (err_code != MSP_SUCCESS) 	{ 		UE_LOG(LogTemp, Warning, TEXT("QIVWRegisterNotify failed, error code is: %d"), ret); 	} 	else { 		UE_LOG(LogTemp, Warning, TEXT("QIVWRegisterNotify success, error code is: %d"), ret); 	} 	 	if (MSP_SUCCESS != ret) 	{ 		 		 		UE_LOG(LogTemp, Warning, TEXT("QIVWSessionBegin failed, error code is: %d"),ret); 	} 	return FString(sessionID); 	UE_LOG(LogTemp, Warning, TEXT("QIVWSessionBegin is working")); 	 	 }  bool ASpeechActor::WakeUpEnd(FString SessionID) { 	 		int ret = QIVWSessionEnd(TCHAR_TO_ANSI(*SessionID) , "normal end"); 	if (MSP_SUCCESS != ret) 	{ 		UE_LOG(LogTemp, Warning, TEXT("QIVWSessionEnd failed, error code is: %d"), ret); 		return false; 	} 	UE_LOG(LogTemp, Warning, TEXT("QIVWSessioniSEnd")); 	return true; }   bool ASpeechActor::WakeUpBuffer(TArray<uint8> BitArray, FString SessionID) { 	int ret = 0;  	if (BitArray.Num() == 0) 	{ 		 		return false; 	} 	else 	{ 		int audio_len = BitArray.Num(); 		int audio_status =2;  // 设置音频状态,这里假设为MSP_AUDIO_SAMPLE_LAST  		ret = QIVWAudioWrite(TCHAR_TO_ANSI(*SessionID), BitArray.GetData(), audio_len, audio_status); 		if (MSP_SUCCESS != ret) 		{ 				printf("QIVWAudioWrite failed, error code is: %d", ret); 				return false; 		} 		return true; 	} }  

至此准备工作完成
打开我们的蓝图

  1. 在确保你的Offline Voice Recognition插件打开的前提下添加vosk插件
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  2. 考虑本文的应用环境需要他初始化时就持续监听
    故而让其开始运行时就开启录音(语音唤醒需要录音文件才能监听)

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  1. 接下里我们需要注册讯飞,并且在运行结束释放讯飞注册
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    4.讯飞注册后等待两秒注册我们的wakeup语音唤醒
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  2. 绑定一个唤醒事件

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3. 在设置一个1.1秒的定时器
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4. 定时器内部(正在语音识别默认值为false)
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5. 语音唤醒的自定义事件(唤醒五秒钟后恢复继续监听)
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蓝图文件以绑定
author:Dacimal
定制化开发联系:19815779273(不闲聊)

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