VoiceController.cs 8.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.IO;
  4. using UnityEngine;
  5. using UnityEngine.UIElements;
  6. using System.Runtime.InteropServices;
  7. using Unity.VisualScripting;
  8. public class VoiceController : MonoBehaviour
  9. {
  10. // Start is called once before the first execution of Update after the MonoBehaviour is created
  11. private VisualElement waveForm;
  12. private Button voiceBtn;
  13. private Coroutine waveCoroutine;
  14. private AudioClip audioClip; // 保存的音频
  15. private bool isRecording = false;
  16. private string filePathWav, filePathZip;
  17. public bool isCommandMode = false; // 是否在命令对话模式下,是的话只显示语音按钮
  18. private DateTime startRecTime, stopRecTime;
  19. void OnEnable()
  20. {
  21. //Debug.Log("voice controller start");
  22. var root = GetComponent<UIDocument>().rootVisualElement;
  23. var voiceArea = root.Q<VisualElement>("voiceArea");
  24. waveForm = voiceArea.Q<VisualElement>("waveForm");
  25. voiceBtn = voiceArea.Q<Button>("voice");
  26. // root加载完成后,所有element算出位置后再进行计算
  27. root.RegisterCallback<GeometryChangedEvent>(e => OnMainMenuClickGeometryChanged(e));
  28. voiceBtn.RegisterCallback<PointerDownEvent>(e => VoiceBtnPointerDown(e), TrickleDown.TrickleDown); // TrickleDown.TrickleDown参数,确保事件在捕获阶段优先处理。
  29. voiceBtn.RegisterCallback<PointerUpEvent>(e => VoiceBtnPointerUp(e));
  30. }
  31. // Update is called once per frame
  32. void Update()
  33. {
  34. VoiceOnlyCheck();
  35. }
  36. // 只显示语音菜单
  37. private void VoiceOnlyCheck()
  38. {
  39. var root = GetComponent<UIDocument>().rootVisualElement;
  40. var menuArea = root.Q<VisualElement>("menuArea");
  41. var dogMenu = root.Q<VisualElement>("dogMenu");
  42. var quit = root.Q<VisualElement>("quit");
  43. if (isCommandMode)
  44. {
  45. menuArea.style.display = DisplayStyle.None;
  46. dogMenu.style.display = DisplayStyle.None;
  47. quit.style.display = DisplayStyle.None;
  48. }
  49. else
  50. {
  51. menuArea.style.display = DisplayStyle.Flex;
  52. dogMenu.style.display = DisplayStyle.Flex;
  53. quit.style.display = DisplayStyle.Flex;
  54. }
  55. }
  56. IEnumerator WaveFormAnimation()
  57. {
  58. while (true)
  59. {
  60. waveForm.style.height = UnityEngine.Random.Range(15f, 30f);
  61. float alpha = UnityEngine.Random.Range(0.6f, 1f);
  62. waveForm.style.unityBackgroundImageTintColor = new Color(1f, 1f, 1f, alpha);
  63. yield return new WaitForSeconds(0.1f);
  64. }
  65. }
  66. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  67. {
  68. if (waveCoroutine == null)
  69. {
  70. waveCoroutine = StartCoroutine(WaveFormAnimation());
  71. }
  72. }
  73. // 语言控制按键按下的触发事件
  74. void VoiceBtnPointerDown(PointerDownEvent evt)
  75. {
  76. // Debug.Log("voice button pointer down.");
  77. HomeController.listenBreak = true;
  78. // 隐藏Dog list
  79. var root = GetComponent<UIDocument>().rootVisualElement;
  80. var dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  81. dogList.visible = false;
  82. // 狗动作变化注释镜头
  83. foreach (var dog in HomeController.dogsInScene)
  84. {
  85. if (dog.dogState == DogState.IDLE || dog.dogState == DogState.SLEEP)
  86. {
  87. dog.RemoveZzzParticle();
  88. dog.animator.SetTrigger("listen");
  89. dog.animator.SetBool("isListening", true);
  90. }
  91. }
  92. StartRecording();
  93. waveForm.visible = true;
  94. // 如果时间是在深夜,用户点击后恢复正常的场景的光照
  95. int hour = System.DateTime.Now.Hour;
  96. if (hour >= 22 || hour < 5) // 深夜时间
  97. {
  98. HomeSunLight.Instance.DogWakeUpLightSetting();
  99. }
  100. }
  101. // 语音控制按键松开事件
  102. void VoiceBtnPointerUp(PointerUpEvent evt)
  103. {
  104. // Debug.Log("voice button pointer up.");
  105. //HomeController.listenBreak = false;
  106. waveForm.visible = false;
  107. HomeController.listenBreak = false;
  108. // TODO 以后根据音频识别返回值修改狗的行动
  109. foreach (var dog in HomeController.dogsInScene)
  110. {
  111. // 如果在交互模式,就刷新最后交互时间
  112. if (dog.dogState == DogState.INTERACT)
  113. {
  114. dog.animator.SetBool("Listen_status", false);
  115. dog.interactLastUpdate = DateTime.Now;
  116. }
  117. if (dog.animator.GetBool("isListening"))
  118. {
  119. dog.animator.SetBool("isListening", false);
  120. }
  121. }
  122. StopRecording();
  123. }
  124. #region 录音相关
  125. // 开始录音
  126. void StartRecording()
  127. {
  128. if (isRecording) return; // 如果已经在录音,则不再重复开始
  129. // 设置录音文件名和路径
  130. filePathWav = Path.Combine(Application.persistentDataPath, "voice.wav");
  131. filePathZip = Path.Combine(Application.persistentDataPath, "voice.zip");
  132. // 检测目录是否存在不存在就创建
  133. string directoryPath = Path.GetDirectoryName(filePathWav);
  134. if (!Directory.Exists(directoryPath))
  135. {
  136. Directory.CreateDirectory(directoryPath);
  137. }
  138. //删除旧文件
  139. if (File.Exists(filePathWav))
  140. {
  141. File.Delete(filePathWav);
  142. }
  143. if (File.Exists(filePathZip))
  144. {
  145. File.Delete(filePathZip);
  146. }
  147. // 开始录音,最长8秒
  148. startRecTime = DateTime.Now;
  149. audioClip = Microphone.Start(null, false, 8, 44100);
  150. isRecording = true;
  151. Debug.Log("开始录音...");
  152. }
  153. // 停止录音
  154. void StopRecording()
  155. {
  156. if (!isRecording) return; // 如果没有在录音,则直接返回
  157. // 停止录音
  158. Microphone.End(null);
  159. isRecording = false;
  160. Debug.Log("停止录音...");
  161. stopRecTime = DateTime.Now;
  162. TimeSpan duration = stopRecTime - startRecTime;
  163. if (duration.TotalSeconds < 0.5) return; // 如果录音时间小于0.5秒,则不保存文件
  164. // 保存录音为WAV文件和ZIP文件
  165. SaveWavFile(filePathWav, audioClip);
  166. Debug.Log("录音已保存到: " + filePathWav);
  167. ZipFileController.ZipFile(filePathWav, filePathZip);
  168. // 打印zip文件大小
  169. FileInfo fileInfo = new FileInfo(filePathZip);
  170. // Debug.Log("zip文件大小: " + fileInfo.Length / 1024 + "KB");
  171. if (isCommandMode)
  172. {
  173. // command模式,调用Home Controller Command的方法上传音频文件
  174. HomeController.Instance.VoiceCommandRequest(filePathZip);
  175. }
  176. else
  177. {
  178. // 非command模式,调用Home Controller Call的方法上传音频文件
  179. HomeController.Instance.VoiceCallRequest(filePathZip);
  180. }
  181. }
  182. // 保存音频文件wav
  183. void SaveWavFile(string path, AudioClip audio)
  184. {
  185. // 创建文件流
  186. using (FileStream fileStream = new(path, FileMode.Create))
  187. {
  188. using (BinaryWriter writer = new BinaryWriter(fileStream))
  189. {
  190. // 写入WAV文件头
  191. writer.Write(new char[4] { 'R', 'I', 'F', 'F' }); // RIFF标志
  192. writer.Write(36 + audio.samples * 2); // 文件大小
  193. writer.Write(new char[4] { 'W', 'A', 'V', 'E' }); // WAVE标志
  194. writer.Write(new char[4] { 'f', 'm', 't', ' ' }); // fmt标志
  195. writer.Write(16); // fmt块大小
  196. writer.Write((ushort)1); // 音频格式(PCM)
  197. writer.Write((ushort)audio.channels); // 声道数
  198. writer.Write(audio.frequency); // 采样率
  199. writer.Write(audio.frequency * audio.channels * 2); // 字节率
  200. writer.Write((ushort)(audio.channels * 2)); // 块对齐
  201. writer.Write((ushort)16); // 位深度
  202. writer.Write(new char[4] { 'd', 'a', 't', 'a' }); // data标志
  203. writer.Write(audio.samples * 2); // 数据大小
  204. // 写入音频数据
  205. float[] samples = new float[audio.samples * audio.channels];
  206. audio.GetData(samples, 0);
  207. for (int i = 0; i < samples.Length; i++)
  208. {
  209. writer.Write((short)(samples[i] * short.MaxValue)); // 将浮点数转换为16位整数
  210. }
  211. }
  212. }
  213. }
  214. #endregion
  215. }