godot-psd-training/Communication/voice_communication.gd
soul-walker 104a16955c 添加回复用音频(文本转语音生成的)
语音会话添加play_reply方法实现播放回复
探索录音方式
2024-05-09 20:05:07 +08:00

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GDScript
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extends Node
## 录音效果器
var effect: AudioEffectRecord
## 录音捕获效果器(用于判断录音音量)
var capture: AudioEffectCapture
func _ready():
# We get the index of the "Record" bus.
var idx = AudioServer.get_bus_index("Record")
# And use it to retrieve its first effect, which has been defined
# as an "AudioEffectRecord" resource.
effect = AudioServer.get_bus_effect(idx, 0)
capture = AudioServer.get_bus_effect(idx, 1)
## 启动录音
func startRecord():
if not effect.is_recording_active():
effect.set_recording_active(true)
## 停止录音
func stopRecord():
if effect.is_recording_active():
effect.set_recording_active(false)
var audio_sd = preload("res://Assets/training_speech/sd.mp3")
var audio_zlgzmhfzc = preload("res://Assets/training_speech/zlgzmhfzc.mp3")
## 播放回复
## PS: 是协程函数外部可以await
func play_reply(reply):
stopRecord()
assert(reply is AudioStream, "reply不是音频资源")
## 确保不循环播放
if reply is AudioStreamMP3:
reply.loop = false
if reply is AudioStreamOggVorbis:
reply.loop = false
if reply is AudioStreamWAV:
reply.loop_mode = AudioStreamWAV.LOOP_DISABLED
$AudioStreamPlayer.stream = reply
$AudioStreamPlayer.play()
await $AudioStreamPlayer.finished
## 录音并语音识别检查
## PS: 是协程函数外部如果关心结果需await
func speech_record_check(keywords: Array[String]):
pass
func _on_timer_timeout():
if effect.is_recording_active():
print(capture.get_buffer_length_frames(), ", ", capture.get_discarded_frames(), ", ", capture.get_frames_available())
var buf = capture.get_buffer(capture.get_frames_available())
for vec in buf:
if vec.x > 0.1 or vec.y > 0.1:
print("Left channel volume = ", vec.x, ", Right volume = ", vec.y)
#if effect.is_recording_active():
#recording = effect.get_recording()
#print(recording.data.size(), ", ", recording.format, ", ", recording.loop_mode, ", ", recording.get_length())
#stopRecord()
#var player = AudioStreamPlayer.new()
#add_child(player)
#player.stream = recording
#player.play()
#player.finished.connect( _on_audio_play_finished.bind(player))
#startRecord()
func _on_audio_play_finished(player):
print(player, "播放完成")
player.stop()
player.queue_free()
pass