Conversation
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First of all, very impressive work! Here is my quick test of it: command.mp4For integration into the main repository this will require some extra work, like:
That's ok if you want to share it as it is. I'll leave this PR open until me or someone else will want to rework it. Thank you for sharing this! |
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It was awesome to see your video & response today! Those three points make sense. I won't have the time to integrate, but feel free to change anything to better fit your framework. |
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Some notes on this. I have implemented voice commands with some changes from the Streaming Demo. It's a bit laggy and doesn't seem as good as @DebrisHauler's work but I think it's decent. I'm only listening to OnSegmentUpdated from the stream and checking if the words are included there. |
I wanted to get commands working for my unity game. And I've put together a bare bones scene to share what I've got working. Simply open 6 - Voice Commands.unity, run the scene, and start talking into the mic.
Some notes:
-It listens forever without running out of memory. I added a LoopingMicrophone class that leverages Unity's looping audio clip which overwrites itself as it wraps around. It is set in a public variable as a 10 second looping clip.
-For matching transcription to commands, I used a custom longest common substring algorithm. The custom part means I recursively exclude older spoken words in order to forgive previous user ramblings.
-A similarity threshold is set on the VoiceCommandsManager. So lowering it to around 0.6 allows the user deviate a bit from the command say by throwing in an unnecessary word. 1.0 will require the phrase to be spoken exactly.
-I know maybe this doesn't fit with some coding style Macoron had setup, but this is working for me and I just want to share. Please take it, rework it, or leave it.