Playmaker Forum
PlayMaker Feedback => Action Requests => Topic started by: cel on March 21, 2019, 04:43:56 AM
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Upon reading this https://lightbuzz.com/speech-recognition-unity/ would it be possible to make an action that let us define and add the words we want recognised and then fire an event?
thanks
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Hi,
Sounds like an old project ( 2017 ), is it still up?
Does the project on github works for you? https://github.com/lightbuzz/speech-recognition-unity
Bye,
Jean
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yes, I works for me... I actually used the script from here and changed it so that when it recognises a word the script makes an fsm fire an event.... and it works like a charm in unity 2018
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Hi,
Can you try this package : https://github.com/PlayMakerEcosystem/PlayMakerCustomActions_U2018/blob/master/PlayMaker/Ecosystem/Custom%20Packages/Audio/SpeechRecongnition.unitypackage?raw=true
use the component PlayMakerSpeechRecognitionProxy, define the words you want to catch, and define the playmaker event target and event you want to send.
the event will have tis event data string set the recognized word.
Let me know how it goes, if it's ok, I'll put it on the ecosystem.
Bye,
Jean
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I can't get it to work.... tried everything, fsm, broadcast all, game object, it just doesn't list any event on the onphraserecognised, it's always none, maybe I'm doing something wrong...
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Hi,
you have to have global events defined first.
it works here:
(https://i.imgur.com/2ox2Piv.png)
what version of PlayMaker are you using?
Bye,
Jean
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yep, got it working, events need to be global... one last thing, is there a chance to have the "last spoken word" stored in an fsm variable? I'm trying to avoid get property.
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Hi,
it's passed as an event data with the event being sent. so use GetEventInfo to retrieve the spoken word.
Bye,
Jean
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Brilliant, works as a charm... Just need to test it on an xbox one. Thank you so much
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Hi,
cool, I'll put it on the ecosystem in the coming days.
Bye,
Jean
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Hi,
Done (http://hutonggames.com/playmakerforum/index.php?topic=20343.0)
Bye,
Jean
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amazing...it works like a charm, I was wondering if it's possible to set the keywords as variables
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Hi,
ok, I created a new action called "SpeechRecognitionSetKeywords"
Can you try and let me know how it goes ( it's blind coding)
Bye,
Jean
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thanks for your reply
but I can't find the new action
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Hi,
have you updated the package from the Ecosystem?
Bye,
Jean
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Are you sure you updated the speech recognition package jean?
I'm not seeing the new action when updating, just the proxy script.
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Hi,
true... my bad, my packer rules where messed up, can you try now? I just uploaded a new version of the package.
Bye,
Jean
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I am getting the update however i'm also getting the following error on the "SpeechRecognitionSetKeywords" action where the FsmArray variable is suppose to be.
Error editing fields: Keywords
Unknown FsmArray Type: Use ArrayEditorAttribute to specify a VariableType
Thanks
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Hi,
odd, what version of Unity and Playmaker do you have?
Bye,
Jean
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2019.1.8f1
Latest asset store PlayMaker version
Clean project
Still getting the error, not that i'm using the action right now but i just thought you should know in case somebody else runs into this problem.
Thanks.
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Hi,
my bad, I was not looking properly :) it's fixed, should be all good now.
Bye,
Jean
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Good afternoon.
I have just come across this thread as I am currently trying to destroy an object using speech recognition. I am new to Playmaker and therefore followed a few Youtube tutorials on how to use the editor but I am currently stuck and was hoping that someone could take a look at my FSM and hopefully point out where i'm going wrong. As I say my aim is to destroy the object when the user says "delete"
Thank you in advance.
(https://imgur.com/p8GT0Fo)
(https://imgur.com/iRwZLsX)
(https://imgur.com/GSgqEcP)
(https://imgur.com/y5tvkkb)
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Sorry here are the screenshots
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Hi.
The Player Entered State does not have any action.
how does it know to set a 'Yes' event there?
you probably need to have a trigger event there