Unreal语音示例:讯飞在线语音听写UE4 Demo

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关键字: Unreal 蓝图 语音识别 C++


由于项目需求,使用语音进行游戏交互,踩了两周多的坑,终于搞出来了,记录一下踩坑经历

先贴上demo:https://github.com/303snowing/UnrealXunFeiSpeech
demo的引擎版本是4.17.1,使用Visual Studio 2017 15.3


准备工作

  1. 先到科大讯飞的语音平台注册、创建一个应用(这步必须,因为只有拥有appid才能下载对应的sdk)
  2. 下载在线语音听写sdk:http://www.xfyun.cn/services/voicedictation,解压
  3. 建立Unreal C++空白项目,不需要包含Start Content,示例的项目名称为UnrealXunFeiSpeech
  4. 编译项目并启动项目实例
  5. 建立一个继承自Actor的C++类,可见性为Public

讯飞库在 Windows_voice_1166_59940824/libs 和 Windows_voice_1166_59940824/bin 目录下,头文件在 Windows_voice_1166_59940824/include 目录下

导入讯飞库

  1. 在项目根目录下建立一个XunFei文件夹
  2. 将Windows_voice_1166_59940824/libs和Windows_voice_1166_59940824/include目录拷贝到XunFei文件夹中
  3. 将Windows_voice_1166_59940824/bin下的msc_x64.dll文件拷贝到项目工程的Binaries/Win64目录下(该.dll文件在项目迁移或打包过程中都不可缺少)

配置讯飞库搜索路径

编辑Source/UnrealXunFeiSpeech/UnrealXunFeiSpeech.Build.cs文件,代码如下

// Fill out your copyright notice in the Description page of Project Settings.using UnrealBuildTool;public class UnrealXunFeiSpeech : ModuleRules{    public UnrealXunFeiSpeech(ReadOnlyTargetRules Target) : base(Target)    {        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Json" });        PrivateDependencyModuleNames.AddRange(new string[] {  });        // Uncomment if you are using Slate UI        // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });        // Uncomment if you are using online features        // PrivateDependencyModuleNames.Add("OnlineSubsystem");        // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true        // 此处指定文件搜索路径        PrivateIncludePaths.Add("UnrealXunFeiSpeech/Private");        PublicIncludePaths.Add("UnrealXunFeiSpeech/Public");        //引入讯飞静态库        PublicLibraryPaths.AddRange(new string[] { "..\\XunFei\\libs" });        PublicAdditionalLibraries.AddRange(new string[] { "msc_x64.lib" });        //添加文件搜索路径        PublicIncludePaths.AddRange(new string[] { "..\\XunFei\\include" });    }}

编写代码

1. 创建FWinRec

FWinRec类对应讯飞官方例子的winrec.c文件,是封装的Windows录音功能,在Source/UnrealXunFeiSpeech/Public下创建WinRec.h,在Source/UnrealXunFeiSpeech/Private下创建WinRec.cpp,并在项目中添加到对应目录下

WinRec.h | WinRec.cpp
由于在其他文件中,均直接或者间接的包含WinRec.h,所以在WinRec.h中添加了自定义的Log标签。

// Fill out your copyright notice in the Description page of Project Settings./** @file* @brief a record interface in windows** it encapsluate the windows API waveInxxx;* Common steps:*   create_recorder,*   open_recorder,*   start_record,*   stop_record,*   close_recorder,*   destroy_recorder** @author   303snowing* @date     2017/09/09*/#pragma once//包含项目文件,可在该文件中使用Unreal的库#include "UnrealXunFeiSpeech.h"#include <stdlib.h>#include <windows.h>#include <mmsystem.h>   #include <process.h>#include <errno.h>// 自定义定义静态Log 包含WinRec.h使用DEFINE_LOG_CATEGORY_STATIC(SnowingLog, Log, All);DEFINE_LOG_CATEGORY_STATIC(SnowingWarning, Warning, All);DEFINE_LOG_CATEGORY_STATIC(SnowingError, Error, All);/* error code */enum {    RECORD_ERR_BASE = 0,    RECORD_ERR_GENERAL,    RECORD_ERR_MEMFAIL,    RECORD_ERR_INVAL,    RECORD_ERR_NOT_READY};/* recorder object. */struct recorder {    void(*on_data_ind)(char *data, unsigned long len, void *user_para);    void * user_cb_para;    volatile int state;     /* internal record state */    void * wavein_hdl;    void * rec_thread_hdl;    void * bufheader;    unsigned int bufcount;};//每个类中声明自己的Log标签,方便调试DECLARE_LOG_CATEGORY_EXTERN(WinRec, Warning, All);class FWinRec{    //将回调函数声明为友元,以方便访问私有方法    friend static unsigned int  __stdcall record_thread_proc(void * para); /* the recording callback thread procedure */public:    FWinRec() = default;    FWinRec(FString);    ~FWinRec();private:    void dbg_wave_header(WAVEHDR * buf);    int create_callback_thread(void *thread_proc_para, HANDLE *thread_hdl_out);    void close_callback_thread(HANDLE thread);    int open_rec_device(int dev, WAVEFORMATEX *format, HANDLE thread, HWAVEIN *wave_hdl_out);    int prepare_rec_buffer(HWAVEIN wi, WAVEHDR ** bufheader_out, unsigned int headercount, unsigned int bufsize);    void free_rec_buffer(HWAVEIN wi, WAVEHDR *first_header, unsigned headercount);    void close_rec_device(HWAVEIN wi);    int start_record_internal(HWAVEIN wi, WAVEHDR *header, unsigned int bufcount);    int stop_record_internal(HWAVEIN wi);    void data_proc(struct recorder *rec, MSG *msg);    int is_stopped_internal(struct recorder *rec);    int open_recorder_internal(struct recorder * rec, unsigned int dev, WAVEFORMATEX * fmt);    void close_recorder_internal(struct recorder *rec);public:    /**    * @fn    * @brief    Get the default input device ID    *    * @return   returns WAVE_MAPPER in windows.    */    int get_default_input_dev();    /**    * @fn    * @brief    Get the total number of active input devices.    * @return   the number. 0 means no active device.    */    unsigned int get_input_dev_num();    /**    * @fn    * @brief    Create a recorder object.    * @return   int         - Return 0 in success, otherwise return error code.    * @param    out_rec     - [out] recorder object holder    * @param    on_data_ind - [in]  callback. called when data coming.    * @param    user_cb_para    - [in] user params for the callback.    * @see    */    int create_recorder(struct recorder ** out_rec,        void(*on_data_ind)(char *data, unsigned long len, void *user_para),        void* user_cb_para);    /**    * @fn    * @brief    Destroy recorder object. free memory.    * @param    rec - [in]recorder object    */    void destroy_recorder(struct recorder *rec);    /**    * @fn    * @brief    open the device.    * @return   int         - Return 0 in success, otherwise return error code.    * @param    rec         - [in] recorder object    * @param    dev         - [in] device id, from 0.    * @param    fmt         - [in] record format.    * @see    *   get_default_input_dev()    */    int open_recorder(struct recorder * rec, unsigned int dev, WAVEFORMATEX * fmt);    /**    * @fn    * @brief    close the device.    * @param    rec         - [in] recorder object    */    void close_recorder(struct recorder *rec);    /**    * @fn    * @brief    start record.    * @return   int         - Return 0 in success, otherwise return error code.    * @param    rec         - [in] recorder object    */    int start_record(struct recorder * rec);    /**    * @fn    * @brief    stop record.    * @return   int         - Return 0 in success, otherwise return error code.    * @param    rec         - [in] recorder object    */    int stop_record(struct recorder * rec);    /**    * @fn    * @brief    test if the recording has been stopped.    * @return   int         - 1: stopped. 0 : recording.    * @param    rec         - [in] recorder object    */    int is_record_stopped(struct recorder *rec);};//定义一个静态变量供C++代码使用,以访问全局变量static FWinRec * winrec = new FWinRec(FString("static winrec be created !"));

2.创建FSpeechRecoginzer

FSpeechRecoginzer类对应讯飞官方例子的speechrecoginzer.c文件,封装了语音在线听写功能,在Source/UnrealXunFeiSpeech/Public下创建SpeechRecognizer.h,在Source/UnrealXunFeiSpeech/Private下创建SpeechRecognizer.cpp,并在项目中添加到对应目录下

SpeechRecoginzer.h | SpeechRecoginzer.cpp
基于录音接口和讯飞MSC接口封装一个MIC录音识别的模块

// Fill out your copyright notice in the Description page of Project Settings./*@file@brief 基于录音接口和讯飞MSC接口封装一个MIC录音识别的模块@author     taozhang9@date       2016/05/27*/#pragma once#include <stdlib.h>#include <windows.h>#include "qisr.h"#include "msp_cmn.h"#include "msp_errors.h"#include "WinRec.h"#include "SpeechActor.h"enum sr_audsrc{    SR_MIC, /* write data from mic */    SR_USER /* write data from user by calling API */};#define DEFAULT_INPUT_DEVID     (-1)#define E_SR_NOACTIVEDEVICE     1#define E_SR_NOMEM              2#define E_SR_INVAL              3#define E_SR_RECORDFAIL         4#define E_SR_ALREADY            5struct speech_rec_notifier {    void(*on_result)(const char *result, char is_last);    void(*on_speech_begin)();    void(*on_speech_end)(int reason);   /* 0 if VAD.  others, error : see E_SR_xxx and msp_errors.h  */};#define END_REASON_VAD_DETECT   0   /* detected speech done  */struct speech_rec {    enum sr_audsrc aud_src;  /* from mic or manual  stream write */    struct speech_rec_notifier notif;    const char * session_id;    int ep_stat;    int rec_stat;    int audio_status;    struct recorder *recorder;    volatile int state;    char * session_begin_params;};DECLARE_LOG_CATEGORY_EXTERN(SpeechRecoginzer, Warning, All);//声明代理//DECLARE_DELEGATE_RetVal(FString, OnGetResult)class FSpeechRecoginzer{    friend static void iat_cb(char *data, unsigned long len, void *user_para);public:    FSpeechRecoginzer() = default;    FSpeechRecoginzer(FString);    virtual ~FSpeechRecoginzer();    //OnGetResult GettedResult;private:    void end_sr_on_error(struct speech_rec *sr, int errcode);    void end_sr_on_vad(struct speech_rec *sr);    char * skip_space(char *s);    int update_format_from_sessionparam(const char * session_para, WAVEFORMATEX *wavefmt);    void wait_for_rec_stop(struct recorder *rec, unsigned int timeout_ms);public:    /* must init before start . devid = -1, then the default device will be used.    devid will be ignored if the aud_src is not SR_MIC */    int sr_init(struct speech_rec * sr, const char * session_begin_params, enum sr_audsrc aud_src, int devid, struct speech_rec_notifier * notifier);    int sr_start_listening(struct speech_rec *sr);    int sr_stop_listening(struct speech_rec *sr);    /* only used for the manual write way. */    int sr_write_audio_data(struct speech_rec *sr, char *data, unsigned int len);    /* must call uninit after you don't use it */    void sr_uninit(struct speech_rec * sr);};//定义一个静态变量供C++代码使用,以访问全局变量static  FSpeechRecoginzer * speechrecoginzer = new FSpeechRecoginzer("static soeech recoginzer be created !");

3. 创建FXunFeiSpeech

FXunFeiSpeech类中封装了语音识别的执行方法,包含整体流程控住与事件控制,在Source/UnrealXunFeiSpeech/Public下创建XunFeiSpeech.h,在Source/UnrealXunFeiSpeech/Private下创建XunFeiSpeech.cpp,并在项目中添加到对应目录下

XunFeiSpeech.h | XunFeiSpeech.cpp
语音听写(iFly Auto Transform)技术能够实时地将语音转换成对应的文字。

#pragma once#include <conio.h>#include "msp_cmn.h"#include "msp_errors.h"#include "SpeechRecoginzer.h"/** 语音听写(iFly Auto Transform)技术能够实时地将语音转换成对应的文字。*/#define FRAME_LEN   640#define BUFFER_SIZE 4096// 识别状态类型enum {    EVT_START = 0,    EVT_STOP,    EVT_QUIT,    EVT_TOTAL};DECLARE_LOG_CATEGORY_EXTERN(XunFeiSpeech, Warning, All);class FXunFeiSpeech{public:    //struct speech_rec iat;public:    FXunFeiSpeech();    FXunFeiSpeech(FString);    //事件触发,控制录音的开始、结束、与程序的退出    void SetStart();    void SetStop();    void SetQuit();    //整个流程控制    void speech_mic(const char* session_beging_params);    //将识别结果返回    const char* get_result() const;};//定义静态实例方便其他C++代码使用static FXunFeiSpeech * xunfeispeech = new FXunFeiSpeech(FString("static xunfeispeech be created !"));

4. 创建FSpeechTask

FSpeechTask类继承FNonAbandonableTask,用来将语音识别作为独立线程启动,避免在语音录入和识别时阻塞游戏主线程,在Source/UnrealXunFeiSpeech/Public下创建SpeechTask.h,在Source/UnrealXunFeiSpeech/Private下创建SpeechTask.cpp,并在项目中添加到对应目录下

SpeechTask.h | SpeechTask.cpp

#pragma once#include "XunFeiSpeech.h"#include "AsyncWork.h"class FSpeechTask : public FNonAbandonableTask{    friend class FAutoDeleteAsyncTask<FSpeechTask>;    FSpeechTask()    {        UE_LOG(SnowingWarning, Warning, TEXT("Speech Task be Create !"));    }    void DoWork();    FORCEINLINE TStatId GetStatId() const    {        RETURN_QUICK_DECLARE_CYCLE_STAT(FSpeechTask, STATGROUP_ThreadPoolAsyncTasks);    }};

编写ASpeechActor类

ASpeechActor类为蓝图暴露操作方法,包含语音初始化、打开录音、停止录音和退出录音释放资源操作

  • SpeechActor.h
// Fill out your copyright notice in the Description page of Project Settings.#pragma once//包含SpeechTask,在初始化的时候,启动语音功能#include "SpeechTask.h"#include "CoreMinimal.h"#include "GameFramework/Actor.h"#include "SpeechActor.generated.h"UCLASS()class UNREALXUNFEISPEECH_API ASpeechActor : public AActor{    GENERATED_BODY()private:    //存放语音识别结果    FString Result;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();};
  • SpeechActor.cpp
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "SpeechActor.h"//引入Unreal的Json库,用来解析识别结果(!!!注意在Build.cs文件的Module中加载Json)/*PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Json" });*/#include "Serialization/JsonReader.h"#include "Dom/JsonObject.h"#include "Serialization/JsonSerializer.h"// Sets default valuesASpeechActor::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 spawnedvoid ASpeechActor::BeginPlay(){    Super::BeginPlay();}// Called every framevoid ASpeechActor::Tick(float DeltaTime){    Super::Tick(DeltaTime);}void ASpeechActor::SpeechInit(){    //创建一个SpeechTask任务实例    FAutoDeleteAsyncTask<FSpeechTask>* SpeechTask = new FAutoDeleteAsyncTask<FSpeechTask>();    if (SpeechTask)    {        //异步启动SpeechTask实例 会去单开线程异步执行SpeechTask中的DoWork方法        SpeechTask->StartBackgroundTask();    }    else    {        UE_LOG(SnowingError, Error, TEXT("XunFei task object could not be create !"));        return;    }    UE_LOG(SnowingWarning, Warning, TEXT("XunFei Task Stopped !"));    return;}void ASpeechActor::SpeechOpen(){    xunfeispeech->SetStart();    return;}void ASpeechActor::SpeechStop(){    xunfeispeech->SetStop();    return;}void ASpeechActor::SpeechQuit(){    xunfeispeech->SetQuit();    Sleep(300);//延迟等待资源释放完成    return;}FString ASpeechActor::SpeechResult(){       Result = FString(UTF8_TO_TCHAR(xunfeispeech->get_result()));    //去掉讯飞生成结果中的标点符号json串    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);    //解析并拼接结果 返回给调用者(蓝图)    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(SnowingError, Error, TEXT("%s"), *Result);    return Result;}

编写蓝图脚本示例

这里就比较随意啦,在蓝图中构建一个SpeechActor即可使用其中的方法
Blueprint
注意:
1. 语音初始化在关卡运行时只需要执行一次,避免重复初始化
2. 在关卡结束的时候,或者SpeechActor实例被销毁之前,需要执行SpeechQuit方法,释放语音资源,否则在本次游戏实例中无法再次初始化
3. 在SpeechResult调用之前务必延迟至少0.3秒,等待语音识别结果完整返回
4. 请务必使用Custom Event的形式调用SpeechResult,如果直接在游戏主线程中直接使用函数调用,会造成游戏卡帧

补充
如果出现识别准确率不够,或者对自己的词语不太友好,可以在官方平台的应用管理>语音听写>个性化听写页面上传热词文件,可以优化识别率。

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