

Message = "startRecoButton property is null! Assign a UI Button to it." ("outputText property is null! Assign a UI Text element to it.") Var cancellation = CancellationDetails.FromResult(result) NewMessage = "NOMATCH: Speech could not be recognized." Įlse if (result.Reason = ResultReason.Canceled) If (result.Reason = ResultReason.RecognizedSpeech)Įlse if (result.Reason = ResultReason.NoMatch) Var result = await recognizer.RecognizeOnceAsync().ConfigureAwait(false) For long-running multi-utterance recognition, use StartContinuousRecognitionAsync() instead.

shot recognition like command or query. Note: Since RecognizeOnceAsync() returns only a single utterance, it is suitable only for single The task returns the recognition text as result. single utterance is determined by listening for silence at the end or until a maximum of 15 Starts speech recognition, and returns after a single utterance is recognized. Using (var recognizer = new SpeechRecognizer(config)) Make sure to dispose the recognizer after use! Var config = SpeechConfig.FromSubscription("", "westus") Replace with your own subscription key and service region (e.g., "westus").

Creates an instance of a speech config with specified subscription key and service region. My problem is I'd like it to start transcribing as soon as the program is run in Unity, rather than having to press a button each time I want to transcribe a sentence. When you press the button, it'll transcribe for the duration of a sentence, and you'll have to press the button again for it to transcribe again. The only problem with this tutorial is that the Speech-To-Text is activated by a button. I've following this tutorial, and it worked quite well. I am trying to build a simple app using Microsoft Azure's Cognitive Services Speech To Text SDK in Unit圓D.
