Unity 工具 之 Azure 微软语音合成普通方式和流式获取音频数据的简单整理

Unity 工具 之 Azure 微软语音合成普通方式和流式获取音频数据的简单整理

目录

Unity 工具 之 Azure 微软语音合成普通方式和流式获取音频数据的简单整理

一、简单介绍

二、实现原理

三、注意实现

四、实现步骤

 六、关键脚本

附加:

声音设置相关


一、简单介绍

Unity 工具类,自己整理的一些游戏开发可能用到的模块,单独独立使用,方便游戏开发。

本节介绍,这里在使用微软的Azure 进行语音合成的两个方法的做简单整理,这里简单说明,如果你有更好的方法,欢迎留言交流。

官网注册:

面向学生的 Azure - 免费帐户额度 | Microsoft Azure

官网技术文档网址:

技术文档 | Microsoft Learn

官网的TTS:

文本转语音快速入门 - 语音服务 - Azure Cognitive Services | Microsoft Learn

Azure Unity SDK  包官网:

安装语音 SDK - Azure Cognitive Services | Microsoft Learn

SDK具体链接:

https://aka.ms/csspeech/unitypackage

二、实现原理

1、官网申请得到语音合成对应的 SPEECH_KEY 和 SPEECH_REGION

2、然后对应设置 语言 和需要的声音 配置

3、使用 普通方式 和 流式获取得到音频数据,在声源中播放即可

三、注意实现

1、在合成语音文本较长的情况下,流式获取的速度明显会优于普通的方式

2、目前流式获取的方式,我是暂时没有好的方式管理网络错误和音频播放结束的事件

(如果有兄弟集美们知道,还请留言赐教哈)

四、实现步骤

1、下载好SDK 导入

2、简单的搭建场景

3、写测试脚本,和普通获取和流式获取方式

4、把测试脚本添加到场景中,并赋值

 5、运行,输入文字,点击对应按钮即可

 六、关键脚本

1、Test


using UnityEngine;
using UnityEngine.UI;

public class Test : MonoBehaviour
{
    public InputField m_InputField;
    public Button m_StreamButton;
    public Button m_NormalButton;
    public AudioSource m_AudioSource;

    // Start is called before the first frame update
    void Start()
    {

        m_StreamButton.onClick.AddListener(() => {
            AzureTTSStream.Instance.StartTTS(m_InputField.text, m_AudioSource);
        });
        m_NormalButton.onClick.AddListener(() => {
            AzureTTSNormal.Instance.StartTTS(m_InputField.text, m_AudioSource);
        });
    }

}

2、AzureTTSNormal

using Microsoft.CognitiveServices.Speech;
using System;
using System.Collections;
using UnityEngine;

public class AzureTTSNormal : MonoSingleton<AzureTTSNormal>
{
    private AudioSource m_AudioSource;

    private string m_SubscriptionKey = "Your";
    private string m_Region = "Your";
    private string m_SpeechSynthesisLanguage = "zh-CN";
    private string m_SpeechSynthesisVoiceName = "zh-CN-XiaochenNeural";
    private Coroutine m_TTSCoroutine;

    /// <summary>
    /// 你的授权
    /// </summary>
    /// <param name="subscriptionKey">子脚本的Key</param>
    /// <param name="region">地区</param>
    public void SetAzureAuthorization(string subscriptionKey, string region)
    {
        m_SubscriptionKey = subscriptionKey;
        m_Region = region;
    }

    /// <summary>
    /// 设置语音和声音
    /// </summary>
    /// <param name="language">语言</param>
    /// <param name="voiceName">声音</param>
    public void SetLanguageVoiceName(SpeechSynthesisLanguage language, SpeechSynthesisVoiceName voiceName)
    {
        m_SpeechSynthesisLanguage = language.ToString().Replace('_', '-');
        m_SpeechSynthesisVoiceName = voiceName.ToString().Replace('_', '-');
    }

    /// <summary>
    /// 设置音源
    /// </summary>
    /// <param name="audioSource"></param>
    public void SetAudioSource(AudioSource audioSource)
    {
        m_AudioSource = audioSource;
    }

    /// <summary>
    /// 开始TTS
    /// </summary>
    /// <param name="spkMsg"></param>
    /// <param name="errorAction"></param>
    public void StartTTS(string spkMsg, Action<string> errorAction = null)
    {
        StopTTS();
        m_TTSCoroutine = StartCoroutine(SynthesizeAudioCoroutine(spkMsg, errorAction));
    }

    /// <summary>
    /// 开始TTS
    /// </summary>
    /// <param name="spkMsg"></param>
    /// <param name="audioSource"></param>
    /// <param name="errorAction"></param>
    public void StartTTS(string spkMsg, AudioSource audioSource, Action<string> errorAction = null)
    {
        SetAudioSource(audioSource);
        StartTTS(spkMsg, errorAction);
    }

    /// <summary>
    /// 暂停TTS
    /// </summary>
    public void StopTTS()
    {
        if (m_TTSCoroutine != null)
        {
            StopCoroutine(m_TTSCoroutine);
            m_TTSCoroutine = null;
        }
        if (m_AudioSource != null)
        {
            m_AudioSource.Stop();
            m_AudioSource.clip = null;
        }
    }

    public IEnumerator SynthesizeAudioCoroutine(string spkMsg, Action<string> errorAction)
    {
        yield return null;
        var config = SpeechConfig.FromSubscription(m_SubscriptionKey, m_Region);
        config.SpeechSynthesisLanguage = m_SpeechSynthesisLanguage;
        config.SpeechSynthesisVoiceName = m_SpeechSynthesisVoiceName;
        // Creates a speech synthesizer.
        // Make sure to dispose the synthesizer after use!
        using (var synthsizer = new SpeechSynthesizer(config, null))
        {

            // Starts speech synthesis, and returns after a single utterance is synthesized.
            var result = synthsizer.SpeakTextAsync(spkMsg).Result;
            //print("after   " + DateTime.Now);

            // Checks result.
            string newMessage = string.Empty;
            if (result.Reason == ResultReason.SynthesizingAudioCompleted)
            {
                // Since native playback is not yet supported on Unity yet (currently only supported on Windows/Linux Desktop),
                // use the Unity API to play audio here as a short term solution.
                // Native playback support will be added in the future release.
                var sampleCount = result.AudioData.Length / 2;
                var audioData = new float[sampleCount];
                for (var i = 0; i < sampleCount; ++i)
                {
                    audioData[i] = (short)(result.AudioData[i * 2 + 1] << 8 | result.AudioData[i * 2]) / 32768.0F;

                }
                // The default output audio format is 16K 16bit mono
                var audioClip = AudioClip.Create("SynthesizedAudio", sampleCount, 1, 16000, false);
                audioClip.SetData(audioData, 0);
                m_AudioSource.clip = audioClip;
                Debug.Log(" audioClip.length " + audioClip.length);
                m_AudioSource.Play();


            }

            else if (result.Reason == ResultReason.Canceled)
            {
                var cancellation = SpeechSynthesisCancellationDetails.FromResult(result);
                newMessage = $"CANCELED:\nReason=[{cancellation.Reason}]\nErrorDetails=[{cancellation.ErrorDetails}]\nDid you update the subscription info?";
                Debug.Log(" newMessage "+ newMessage);
                if (errorAction!=null) { errorAction.Invoke(newMessage); }

            }


        }
    }
}

3、AzureTTSStream

using UnityEngine;
using Microsoft.CognitiveServices.Speech;
using System.IO;
using System;
using System.Collections;

public class AzureTTSStream : MonoSingleton<AzureTTSStream>
{
    private AudioSource m_AudioSource;

    private string m_SubscriptionKey = "Your";

    private string m_Region = "Your";

    private string m_SpeechSynthesisLanguage = "zh-CN";

    private string m_SpeechSynthesisVoiceName = "zh-CN-XiaochenNeural";

    public const int m_SampleRate = 16000;

    public const int m_BufferSize = m_SampleRate * 60; //最大支持60s音频,但是也可以调大,流式的无所谓

    public const int m_UpdateSize = m_SampleRate / 10; //采样容量,越大越卡

    private Coroutine m_TTSCoroutine;
    private int m_DataIndex = 0;

    private AudioDataStream m_AudioDataStream;

    private void OnEnable()
    {
        StopTTS();
    }

    private void OnDisable()
    {
        StopTTS();
    }

    /// <summary>
    /// 你的授权
    /// </summary>
    /// <param name="subscriptionKey">子脚本的Key</param>
    /// <param name="region">地区</param>
    public void SetAzureAuthorization(string subscriptionKey, string region)
    {
        m_SubscriptionKey = subscriptionKey;
        m_Region = region;
    }

    /// <summary>
    /// 设置语音和声音
    /// </summary>
    /// <param name="language">语言</param>
    /// <param name="voiceName">声音</param>
    public void SetLanguageVoiceName(SpeechSynthesisLanguage language, SpeechSynthesisVoiceName voiceName)
    {
        m_SpeechSynthesisLanguage = language.ToString().Replace('_', '-');
        m_SpeechSynthesisVoiceName = voiceName.ToString().Replace('_', '-');
    }

    /// <summary>
    /// 设置音源
    /// </summary>
    /// <param name="audioSource"></param>
    public void SetAudioSource(AudioSource audioSource)
    {
        m_AudioSource = audioSource;
    }

    /// <summary>
    /// 开始TTS
    /// </summary>
    /// <param name="spkMsg"></param>
    /// <param name="errorAction"></param>
    public void StartTTS(string spkMsg, Action<string> errorAction = null)
    {
        StopTTS();
        m_TTSCoroutine = StartCoroutine(SynthesizeAudioCoroutine(spkMsg, errorAction));
    }

    /// <summary>
    /// 开始TTS
    /// </summary>
    /// <param name="spkMsg"></param>
    /// <param name="audioSource"></param>
    /// <param name="errorAction"></param>
    public void StartTTS(string spkMsg, AudioSource audioSource, Action<string> errorAction = null)
    {
        SetAudioSource(audioSource);
        StartTTS(spkMsg, errorAction);
    }

    /// <summary>
    /// 暂停TTS
    /// </summary>
    public void StopTTS()
    {
        // 释放流
        if (m_AudioDataStream != null)
        {
            m_AudioDataStream.Dispose();
            m_AudioDataStream = null;
        }

        if (m_TTSCoroutine != null)
        {
            StopCoroutine(m_TTSCoroutine);
            m_TTSCoroutine = null;

        }
        if (m_AudioSource != null)
        {
            m_AudioSource.Stop();
            m_AudioSource.clip = null;
            m_DataIndex = 0;
        }
    }

    /// <summary>
    /// 发起TTS
    /// </summary>
    /// <param name="speakMsg">TTS的文本</param>
    /// <param name="errorAction">错误事件(目前没有好的判断方法)</param>
    /// <returns></returns>
    private IEnumerator SynthesizeAudioCoroutine(string speakMsg, Action<string> errorAction)
    {
        var config = SpeechConfig.FromSubscription(m_SubscriptionKey, m_Region);
        config.SpeechSynthesisLanguage = m_SpeechSynthesisLanguage;
        config.SpeechSynthesisVoiceName = m_SpeechSynthesisVoiceName;
        var audioClip = AudioClip.Create("SynthesizedAudio", m_BufferSize, 1, m_SampleRate, false);
        m_AudioSource.clip = audioClip;
        using (var synthesizer = new SpeechSynthesizer(config, null))
        {

            var result = synthesizer.StartSpeakingTextAsync(speakMsg);
            yield return new WaitUntil(() => result.IsCompleted);
            m_AudioSource.Play();
            using (m_AudioDataStream = AudioDataStream.FromResult(result.Result))
            {
                MemoryStream memStream = new MemoryStream();
                byte[] buffer = new byte[m_UpdateSize * 2];
                uint bytesRead;
                do
                {
                    bytesRead = m_AudioDataStream.ReadData(buffer);
                    memStream.Write(buffer, 0, (int)bytesRead);
                    if (memStream.Length >= m_UpdateSize * 2)
                    {
                        var tempData = memStream.ToArray();
                        var audioData = new float[m_UpdateSize];
                        for (int i = 0; i < m_UpdateSize; ++i)
                        {
                            audioData[i] = (short)(tempData[i * 2 + 1] << 8 | tempData[i * 2]) / 32768.0F;
                        }

                        audioClip.SetData(audioData, m_DataIndex);
                        m_DataIndex = (m_DataIndex + m_UpdateSize) % m_BufferSize;

                        memStream = new MemoryStream();
                        yield return null;
                    }
                } while (bytesRead > 0);

            }
        }

        if (m_DataIndex == 0)
        {
            if (errorAction != null)
            {
                errorAction.Invoke(" AudioData error");
            }
        }
    }
}

/// <summary>
/// 添加更多的其他语言
/// 形式类似为 Zh_CN 对应 "zh-CN";
/// </summary>
public enum SpeechSynthesisLanguage
{
    Zh_CN,
}

/// <summary>
/// 添加更多的其他声音
/// 形式类似为 Zh_CN_XiaochenNeural 对应 "zh-CN-XiaochenNeural";
/// </summary>
public enum SpeechSynthesisVoiceName
{
    Zh_CN_XiaochenNeural,
}

4、MonoSingleton

using UnityEngine;
public class MonoSingleton<T> : MonoBehaviour where T : MonoBehaviour
{
    private static T instance;
    public static T Instance
    {
        get
        {
            if (instance == null)
            {
                // 查找存在的实例
                instance = (T)FindObjectOfType(typeof(T));

                // 如果不存在实例,则创建
                if (instance == null)
                {
                    // 需要创建一个游戏对象,再把这个单例组件挂载到游戏对象上
                    var singletonObject = new GameObject();
                    instance = singletonObject.AddComponent<T>();
                    singletonObject.name = typeof(T).ToString() + " (Singleton)";

                    // 让实例不在切换场景时销毁
                    DontDestroyOnLoad(singletonObject);
                }
            }

            return instance;
        }
    }
}

附加:

声音设置相关

语言支持 - 语音服务 - Azure Cognitive Services | Azure Docs

中国部分声音选择设置:

wuu-CN 中文(吴语,简体) wuu-CN-XiaotongNeural1,2(女)
wuu-CN-YunzheNeural1,2(男)
yue-CN 中文(粤语,简体) yue-CN-XiaoMinNeural1,2(女)
yue-CN-YunSongNeural1,2(男)
zh-cn 中文(普通话,简体) zh-cn-XiaochenNeural(女)
zh-cn-XiaohanNeural(女)
zh-cn-XiaomengNeural(女)
zh-cn-XiaomoNeural(女)
zh-cn-XiaoqiuNeural(女)
zh-cn-XiaoruiNeural(女)
zh-cn-XiaoshuangNeural(女性、儿童)
zh-cn-XiaoxiaoNeural(女)
zh-cn-XiaoxuanNeural(女)
zh-cn-XiaoyanNeural(女)
zh-cn-XiaoyiNeural(女)
zh-cn-XiaoyouNeural(女性、儿童)
zh-cn-XiaozhenNeural(女)
zh-cn-YunfengNeural(男)
zh-cn-YunhaoNeural(男)
zh-cn-YunjianNeural(男)
zh-cn-YunxiaNeural(男)
zh-cn-YunxiNeural(男)
zh-cn-YunyangNeural(男)
zh-cn-YunyeNeural(男)
zh-cn-YunzeNeural(男)
zh-cn-henan 中文(中原官话河南,简体) zh-cn-henan-YundengNeural2(男)
zh-cn-liaoning 中文(东北官话,简体) zh-cn-liaoning-XiaobeiNeural1,2(女)
zh-cn-shaanxi 中文(中原官话陕西,简体) zh-cn-shaanxi-XiaoniNeural1,2(女)
zh-cn-shandong 中文(冀鲁官话,简体) zh-cn-shandong-YunxiangNeural2(男)
zh-cn-sichuan 中文(西南普通话,简体) zh-cn-sichuan-YunxiNeural1,2(男)
zh-HK 中文(粤语,繁体) zh-HK-HiuGaaiNeural(女)
zh-HK-HiuMaanNeural(女)
zh-HK-WanLungNeural1(男)
zh-TW 中文(台湾普通话,繁体) zh-TW-HsiaoChenNeural(女)
zh-TW-HsiaoYuNeural(女)
zh-TW-YunJheNeural(男)
zu-ZA 祖鲁语(南非) zu-ZA-ThandoNeural2(女)
zu-ZA-ThembaNeural2(男)

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转载自blog.csdn.net/u014361280/article/details/130902485