VoiceController.cs 7.7 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. public void VoiceOnlyCheck()
  38. {
  39. var root = GetComponent<UIDocument>().rootVisualElement;
  40. var menuArea = root.Q<VisualElement>("menuArea");
  41. var dogMenu = root.Q<VisualElement>("dogMenu");
  42. if (isCommandMode)
  43. {
  44. menuArea.style.display = DisplayStyle.None;
  45. dogMenu.style.display = DisplayStyle.None;
  46. }
  47. else
  48. {
  49. menuArea.style.display = DisplayStyle.Flex;
  50. dogMenu.style.display = DisplayStyle.Flex;
  51. }
  52. }
  53. IEnumerator WaveFormAnimation()
  54. {
  55. while (true)
  56. {
  57. waveForm.style.height = UnityEngine.Random.Range(15f, 30f);
  58. float alpha = UnityEngine.Random.Range(0.6f, 1f);
  59. waveForm.style.unityBackgroundImageTintColor = new Color(1f, 1f, 1f, alpha);
  60. yield return new WaitForSeconds(0.1f);
  61. }
  62. }
  63. void OnMainMenuClickGeometryChanged(GeometryChangedEvent evt)
  64. {
  65. if (waveCoroutine == null)
  66. {
  67. waveCoroutine = StartCoroutine(WaveFormAnimation());
  68. }
  69. }
  70. // 语言控制按键按下的触发事件
  71. void VoiceBtnPointerDown(PointerDownEvent evt)
  72. {
  73. Debug.Log("voice button pointer down.");
  74. HomeController.listenBreak = true;
  75. // 隐藏Dog list
  76. var root = GetComponent<UIDocument>().rootVisualElement;
  77. var dogList = root.Q<VisualElement>("dogMenu").Q<VisualElement>("dogList");
  78. dogList.visible = false;
  79. // 狗动作变化注释镜头
  80. foreach (var dog in HomeController.dogsInScene)
  81. {
  82. dog.RemoveZzzParticle();
  83. dog.animator.SetTrigger("Listen");
  84. dog.animator.SetBool("isListening", true);
  85. }
  86. StartRecording();
  87. waveForm.visible = true;
  88. // 如果时间是在深夜,用户点击后恢复正常的场景的光照
  89. int hour = System.DateTime.Now.Hour;
  90. if (hour >= 22 || hour < 5) // 深夜时间
  91. {
  92. HomeSunLight.Instance.DogWakeUpLightSetting();
  93. }
  94. }
  95. // 语音控制按键松开事件
  96. void VoiceBtnPointerUp(PointerUpEvent evt)
  97. {
  98. Debug.Log("voice button pointer up.");
  99. //HomeController.listenBreak = false;
  100. waveForm.visible = false;
  101. HomeController.listenBreak = false;
  102. // TODO 以后根据音频识别返回值修改狗的行动
  103. foreach (var dog in HomeController.dogsInScene)
  104. {
  105. dog.animator.SetBool("isListening", false);
  106. }
  107. StopRecording();
  108. }
  109. #region 录音相关
  110. // 开始录音
  111. void StartRecording()
  112. {
  113. if (isRecording) return; // 如果已经在录音,则不再重复开始
  114. // 设置录音文件名和路径
  115. filePathWav = Path.Combine(Application.persistentDataPath, "voice.wav");
  116. filePathZip = Path.Combine(Application.persistentDataPath, "voice.zip");
  117. // 检测目录是否存在不存在就创建
  118. string directoryPath = Path.GetDirectoryName(filePathWav);
  119. if (!Directory.Exists(directoryPath))
  120. {
  121. Directory.CreateDirectory(directoryPath);
  122. }
  123. //删除旧文件
  124. if (File.Exists(filePathWav))
  125. {
  126. File.Delete(filePathWav);
  127. }
  128. if (File.Exists(filePathZip))
  129. {
  130. File.Delete(filePathZip);
  131. }
  132. // 开始录音,最长8秒
  133. startRecTime = DateTime.Now;
  134. audioClip = Microphone.Start(null, false, 8, 44100);
  135. isRecording = true;
  136. Debug.Log("开始录音...");
  137. }
  138. // 停止录音
  139. void StopRecording()
  140. {
  141. if (!isRecording) return; // 如果没有在录音,则直接返回
  142. // 停止录音
  143. Microphone.End(null);
  144. isRecording = false;
  145. Debug.Log("停止录音...");
  146. stopRecTime = DateTime.Now;
  147. TimeSpan duration = stopRecTime - startRecTime;
  148. if (duration.TotalSeconds < 0.5) return; // 如果录音时间小于0.5秒,则不保存文件
  149. // 保存录音为WAV文件和ZIP文件
  150. SaveWavFile(filePathWav, audioClip);
  151. Debug.Log("录音已保存到: " + filePathWav);
  152. ZipFileController.ZipFile(filePathWav, filePathZip);
  153. if (isCommandMode)
  154. {
  155. // command模式,调用Home Controller Command的方法上传音频文件
  156. HomeController.Instance.VoiceCommandRequest(filePathZip);
  157. }
  158. else
  159. {
  160. // 非command模式,调用Home Controller Call的方法上传音频文件
  161. HomeController.Instance.VoiceCallRequest(filePathZip);
  162. }
  163. }
  164. // 保存音频文件wav
  165. void SaveWavFile(string path, AudioClip audio) {
  166. // 创建文件流
  167. using (FileStream fileStream = new(path, FileMode.Create))
  168. {
  169. using (BinaryWriter writer = new BinaryWriter(fileStream))
  170. {
  171. // 写入WAV文件头
  172. writer.Write(new char[4] { 'R', 'I', 'F', 'F' }); // RIFF标志
  173. writer.Write(36 + audio.samples * 2); // 文件大小
  174. writer.Write(new char[4] { 'W', 'A', 'V', 'E' }); // WAVE标志
  175. writer.Write(new char[4] { 'f', 'm', 't', ' ' }); // fmt标志
  176. writer.Write(16); // fmt块大小
  177. writer.Write((ushort)1); // 音频格式(PCM)
  178. writer.Write((ushort)audio.channels); // 声道数
  179. writer.Write(audio.frequency); // 采样率
  180. writer.Write(audio.frequency * audio.channels * 2); // 字节率
  181. writer.Write((ushort)(audio.channels * 2)); // 块对齐
  182. writer.Write((ushort)16); // 位深度
  183. writer.Write(new char[4] { 'd', 'a', 't', 'a' }); // data标志
  184. writer.Write(audio.samples * 2); // 数据大小
  185. // 写入音频数据
  186. float[] samples = new float[audio.samples * audio.channels];
  187. audio.GetData(samples, 0);
  188. for (int i = 0; i < samples.Length; i++)
  189. {
  190. writer.Write((short)(samples[i] * short.MaxValue)); // 将浮点数转换为16位整数
  191. }
  192. }
  193. }
  194. }
  195. #endregion
  196. }