使用語音 SDK 與用戶端應用程式整合
重要
自定義命令將於 2026 年 4 月 30 日淘汰。 自 2023 年 10 月 30 日起,您無法在 Speech Studio 中建立新的自定義命令應用程式。 與此變更相關, LUIS 將於 2025 年 10 月 1 日淘汰。 自 2023 年 4 月 1 日起,您無法建立新的 LUIS 資源。
在本文中,您將瞭解如何從 UWP 應用程式中執行的語音 SDK 向已發布的自定義命令應用程式提出要求。 若要建立自定義命令應用程式的連線,您需要:
- 發佈自訂指令應用程式並取得應用程式識別碼 (應用程式識別子)
- 使用語音 SDK 建立 通用 Windows 平台 (UWP) 用戶端應用程式,讓您能夠與自定義命令應用程式通訊
必要條件
需要自定義命令應用程式才能完成本文。 請嘗試快速入門來建立自訂命令應用程式:
您也需要:
- Visual Studio 2019 或更高版本。 本指南以Visual Studio 2019為基礎。
- Azure AI 語音資源金鑰和區域:在 Azure 入口網站上建立語音資源。 如需詳細資訊,請參閱建立多服務資源。
- 啟用您的裝置以進行開發
步驟 1:發佈自定義命令應用程式
開啟您先前建立的自訂命令應用程式。
移至 [設定],選取 [LUIS 資源]。
如果未 指派預測資源 ,請選取查詢預測金鑰或建立新的預測密鑰。
發布應用程式之前,一律需要查詢預測密鑰。 如需 LUIS 資源的詳細資訊,請參閱 建立 LUIS 資源
返回編輯命令,選取 [發佈]。
從「發佈」通知複製應用程式識別碼,以供稍後使用。
複製語音資源金鑰以供稍後使用。
步驟 2:建立 Visual Studio 專案
建立適用於UWP開發的Visual Studio專案,並 安裝語音 SDK。
步驟 3:新增範例程序代碼
在此步驟中,我們會新增定義應用程式使用者介面的 XAML 程式代碼,並新增 C# 程式代碼後置實作。
XAML 程式代碼
藉由新增 XAML 程式代碼來建立應用程式的使用者介面。
在 方案總管 中,開啟
MainPage.xaml
在設計工具的 XAML 檢視中,以下列代碼段取代整個內容:
<Page x:Class="helloworld.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="using:helloworld" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" Background="{ThemeResource ApplicationPageBackgroundThemeBrush}"> <Grid> <StackPanel Orientation="Vertical" HorizontalAlignment="Center" Margin="20,50,0,0" VerticalAlignment="Center" Width="800"> <Button x:Name="EnableMicrophoneButton" Content="Enable Microphone" Margin="0,10,10,0" Click="EnableMicrophone_ButtonClicked" Height="35"/> <Button x:Name="ListenButton" Content="Talk" Margin="0,10,10,0" Click="ListenButton_ButtonClicked" Height="35"/> <StackPanel x:Name="StatusPanel" Orientation="Vertical" RelativePanel.AlignBottomWithPanel="True" RelativePanel.AlignRightWithPanel="True" RelativePanel.AlignLeftWithPanel="True"> <TextBlock x:Name="StatusLabel" Margin="0,10,10,0" TextWrapping="Wrap" Text="Status:" FontSize="20"/> <Border x:Name="StatusBorder" Margin="0,0,0,0"> <ScrollViewer VerticalScrollMode="Auto" VerticalScrollBarVisibility="Auto" MaxHeight="200"> <!-- Use LiveSetting to enable screen readers to announce the status update. --> <TextBlock x:Name="StatusBlock" FontWeight="Bold" AutomationProperties.LiveSetting="Assertive" MaxWidth="{Binding ElementName=Splitter, Path=ActualWidth}" Margin="10,10,10,20" TextWrapping="Wrap" /> </ScrollViewer> </Border> </StackPanel> </StackPanel> <MediaElement x:Name="mediaElement"/> </Grid> </Page>
[設計] 檢視會更新以顯示應用程式的使用者介面。
C# 程式代碼後置來源
新增程式代碼後置來源,讓應用程式如預期般運作。 程式代碼後置來源包括:
- 和
Speech.Dialog
命名空間的必要using
Speech
語句。 - 簡單的實作,可確保麥克風存取,並聯機到按鈕處理程式。
- 在應用程式中呈現訊息和錯誤的基本UI協助程式。
- 初始化程式代碼路徑的登陸點。
- 可播放文字到語音轉換的協助程式(沒有串流支援)。
- 要開始接聽的空白按鈕處理程式。
新增程序代碼後置來源,如下所示:
在 方案總管 中,開啟程式代碼後置原始程式檔
MainPage.xaml.cs
(分組在 下方MainPage.xaml
)以下列程式代碼取代檔案的內容:
using Microsoft.CognitiveServices.Speech; using Microsoft.CognitiveServices.Speech.Audio; using Microsoft.CognitiveServices.Speech.Dialog; using System; using System.IO; using System.Text; using Windows.UI.Xaml; using Windows.UI.Xaml.Controls; using Windows.UI.Xaml.Media; namespace helloworld { public sealed partial class MainPage : Page { private DialogServiceConnector connector; private enum NotifyType { StatusMessage, ErrorMessage }; public MainPage() { this.InitializeComponent(); } private async void EnableMicrophone_ButtonClicked( object sender, RoutedEventArgs e) { bool isMicAvailable = true; try { var mediaCapture = new Windows.Media.Capture.MediaCapture(); var settings = new Windows.Media.Capture.MediaCaptureInitializationSettings(); settings.StreamingCaptureMode = Windows.Media.Capture.StreamingCaptureMode.Audio; await mediaCapture.InitializeAsync(settings); } catch (Exception) { isMicAvailable = false; } if (!isMicAvailable) { await Windows.System.Launcher.LaunchUriAsync( new Uri("ms-settings:privacy-microphone")); } else { NotifyUser("Microphone was enabled", NotifyType.StatusMessage); } } private void NotifyUser( string strMessage, NotifyType type = NotifyType.StatusMessage) { // If called from the UI thread, then update immediately. // Otherwise, schedule a task on the UI thread to perform the update. if (Dispatcher.HasThreadAccess) { UpdateStatus(strMessage, type); } else { var task = Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, () => UpdateStatus(strMessage, type)); } } private void UpdateStatus(string strMessage, NotifyType type) { switch (type) { case NotifyType.StatusMessage: StatusBorder.Background = new SolidColorBrush( Windows.UI.Colors.Green); break; case NotifyType.ErrorMessage: StatusBorder.Background = new SolidColorBrush( Windows.UI.Colors.Red); break; } StatusBlock.Text += string.IsNullOrEmpty(StatusBlock.Text) ? strMessage : "\n" + strMessage; if (!string.IsNullOrEmpty(StatusBlock.Text)) { StatusBorder.Visibility = Visibility.Visible; StatusPanel.Visibility = Visibility.Visible; } else { StatusBorder.Visibility = Visibility.Collapsed; StatusPanel.Visibility = Visibility.Collapsed; } // Raise an event if necessary to enable a screen reader // to announce the status update. var peer = Windows.UI.Xaml.Automation.Peers.FrameworkElementAutomationPeer.FromElement(StatusBlock); if (peer != null) { peer.RaiseAutomationEvent( Windows.UI.Xaml.Automation.Peers.AutomationEvents.LiveRegionChanged); } } // Waits for and accumulates all audio associated with a given // PullAudioOutputStream and then plays it to the MediaElement. Long spoken // audio will create extra latency and a streaming playback solution // (that plays audio while it continues to be received) should be used -- // see the samples for examples of this. private void SynchronouslyPlayActivityAudio( PullAudioOutputStream activityAudio) { var playbackStreamWithHeader = new MemoryStream(); playbackStreamWithHeader.Write(Encoding.ASCII.GetBytes("RIFF"), 0, 4); // ChunkID playbackStreamWithHeader.Write(BitConverter.GetBytes(UInt32.MaxValue), 0, 4); // ChunkSize: max playbackStreamWithHeader.Write(Encoding.ASCII.GetBytes("WAVE"), 0, 4); // Format playbackStreamWithHeader.Write(Encoding.ASCII.GetBytes("fmt "), 0, 4); // Subchunk1ID playbackStreamWithHeader.Write(BitConverter.GetBytes(16), 0, 4); // Subchunk1Size: PCM playbackStreamWithHeader.Write(BitConverter.GetBytes(1), 0, 2); // AudioFormat: PCM playbackStreamWithHeader.Write(BitConverter.GetBytes(1), 0, 2); // NumChannels: mono playbackStreamWithHeader.Write(BitConverter.GetBytes(16000), 0, 4); // SampleRate: 16kHz playbackStreamWithHeader.Write(BitConverter.GetBytes(32000), 0, 4); // ByteRate playbackStreamWithHeader.Write(BitConverter.GetBytes(2), 0, 2); // BlockAlign playbackStreamWithHeader.Write(BitConverter.GetBytes(16), 0, 2); // BitsPerSample: 16-bit playbackStreamWithHeader.Write(Encoding.ASCII.GetBytes("data"), 0, 4); // Subchunk2ID playbackStreamWithHeader.Write(BitConverter.GetBytes(UInt32.MaxValue), 0, 4); // Subchunk2Size byte[] pullBuffer = new byte[2056]; uint lastRead = 0; do { lastRead = activityAudio.Read(pullBuffer); playbackStreamWithHeader.Write(pullBuffer, 0, (int)lastRead); } while (lastRead == pullBuffer.Length); var task = Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, () => { mediaElement.SetSource( playbackStreamWithHeader.AsRandomAccessStream(), "audio/wav"); mediaElement.Play(); }); } private void InitializeDialogServiceConnector() { // New code will go here } private async void ListenButton_ButtonClicked( object sender, RoutedEventArgs e) { // New code will go here } } }
注意
如果您看到錯誤:「類型 'Object' 定義於未參考的元件中」
- 以滑鼠右鍵按下您的解決方案。
- 選擇 [管理方案的 NuGet 套件],選取 [更新
- 如果您在更新清單中看到 Microsoft.NETCore.UniversalWindowsPlatform,請將 Microsoft.NETCore.UniversalWindowsPlatform 更新為最新版本
將下列程式代碼新增至的方法主體
InitializeDialogServiceConnector
// This code creates the `DialogServiceConnector` with your resource information. // create a DialogServiceConfig by providing a Custom Commands application id and Speech resource key // The RecoLanguage property is optional (default en-US); note that only en-US is supported in Preview const string speechCommandsApplicationId = "YourApplicationId"; // Your application id const string speechSubscriptionKey = "YourSpeechSubscriptionKey"; // Your Speech resource key const string region = "YourServiceRegion"; // The Speech resource region. var speechCommandsConfig = CustomCommandsConfig.FromSubscription(speechCommandsApplicationId, speechSubscriptionKey, region); speechCommandsConfig.SetProperty(PropertyId.SpeechServiceConnection_RecoLanguage, "en-us"); connector = new DialogServiceConnector(speechCommandsConfig);
將字串
YourApplicationId
、YourSpeechSubscriptionKey
和YourServiceRegion
取代為您的應用程式、語音索引鍵和 區域您自己的值將下列代碼段附加至 方法主體的結尾
InitializeDialogServiceConnector
// // This code sets up handlers for events relied on by `DialogServiceConnector` to communicate its activities, // speech recognition results, and other information. // // ActivityReceived is the main way your client will receive messages, audio, and events connector.ActivityReceived += (sender, activityReceivedEventArgs) => { NotifyUser( $"Activity received, hasAudio={activityReceivedEventArgs.HasAudio} activity={activityReceivedEventArgs.Activity}"); if (activityReceivedEventArgs.HasAudio) { SynchronouslyPlayActivityAudio(activityReceivedEventArgs.Audio); } }; // Canceled will be signaled when a turn is aborted or experiences an error condition connector.Canceled += (sender, canceledEventArgs) => { NotifyUser($"Canceled, reason={canceledEventArgs.Reason}"); if (canceledEventArgs.Reason == CancellationReason.Error) { NotifyUser( $"Error: code={canceledEventArgs.ErrorCode}, details={canceledEventArgs.ErrorDetails}"); } }; // Recognizing (not 'Recognized') will provide the intermediate recognized text // while an audio stream is being processed connector.Recognizing += (sender, recognitionEventArgs) => { NotifyUser($"Recognizing! in-progress text={recognitionEventArgs.Result.Text}"); }; // Recognized (not 'Recognizing') will provide the final recognized text // once audio capture is completed connector.Recognized += (sender, recognitionEventArgs) => { NotifyUser($"Final speech to text result: '{recognitionEventArgs.Result.Text}'"); }; // SessionStarted will notify when audio begins flowing to the service for a turn connector.SessionStarted += (sender, sessionEventArgs) => { NotifyUser($"Now Listening! Session started, id={sessionEventArgs.SessionId}"); }; // SessionStopped will notify when a turn is complete and // it's safe to begin listening again connector.SessionStopped += (sender, sessionEventArgs) => { NotifyUser($"Listening complete. Session ended, id={sessionEventArgs.SessionId}"); };
將下列代碼段新增至 類別中
MainPage
方法的ListenButton_ButtonClicked
主體// This code sets up `DialogServiceConnector` to listen, since you already established the configuration and // registered the event handlers. if (connector == null) { InitializeDialogServiceConnector(); // Optional step to speed up first interaction: if not called, // connection happens automatically on first use var connectTask = connector.ConnectAsync(); } try { // Start sending audio await connector.ListenOnceAsync(); } catch (Exception ex) { NotifyUser($"Exception: {ex.ToString()}", NotifyType.ErrorMessage); }
從功能表列,選擇 [ 檔案>儲存全部 ] 以儲存變更
試試看
從功能表列,選擇 [建>置建置方案 ] 以建置應用程式。 程式代碼應該編譯而不會發生錯誤。
選擇 [偵>錯開始偵錯] (或按 F5) 啟動應用程式。 helloworld 視窗隨即出現。
選取 [ 啟用麥克風]。 如果存取權要求快顯,請選取 [ 是]。
選取 [交談],然後在裝置的麥克風中說出英文片語或句子。 您的語音會傳輸至 Direct Line Speech 通道,並轉譯為出現在視窗中的文字。