206 lines
5.1 KiB
Ucode
206 lines
5.1 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SpeechRecognition extends Object
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native
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collapsecategories
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hidecategories(Object);
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struct native RecognisableWord
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{
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var() int Id;
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/** This is the reference word, which is returned upon recognition. e.g. "Loque". Does not need to be unique. */
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var() string ReferenceWord;
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/** This is the word string that is passed into the recognition. e.g. "Loke" */
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var() string PhoneticWord;
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};
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struct native RecogVocabulary
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{
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/** Arrays of words that can be recognised - note that words need an ID unique among the contents of all three arrays */
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var() array<RecognisableWord> WhoDictionary;
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var() array<RecognisableWord> WhatDictionary;
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var() array<RecognisableWord> WhereDictionary;
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/** Name of vocab file */
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var string VocabName;
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/** Cached processed vocabulary data */
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var array<byte> VocabData;
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/** Working copy of vocab data */
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var array<byte> WorkingVocabData;
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structcpptext
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{
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/**
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* Creates the work data required for speech recognition
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*/
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UBOOL CreateSpeechRecognitionData( class USpeechRecognition* Owner, FString Folder, INT Index );
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/**
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* Loads the created vocabulary after it has been modified by BuildVoice
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*/
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UBOOL LoadSpeechRecognitionData( void );
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/**
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* Clear out all the created vocab data
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*/
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void Clear( void );
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/**
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* Returns name of created vocab file
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*/
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FString GetVocabName( void );
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/**
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* Returns address of converted vocab data
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*/
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void* GetVocabData( void );
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/**
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* Return the number of items in this vocabulary
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*/
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INT GetNumItems( void );
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/**
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* Return the number of bytes allocated by this resource
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*/
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INT GetResourceSize( void );
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/**
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* Write dictionary to a text file
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*/
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void OutputDictionary( TArrayNoInit<struct FRecognisableWord>& Dictionary, FString& Line );
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UBOOL SaveDictionary( FString& TextFile );
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/**
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* Looks up the word in the dictionary
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*/
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FString GetStringFromWordId( DWORD WordId );
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/**
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* Initialise the recogniser
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*/
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UBOOL InitSpeechRecognition( class USpeechRecognition* Owner );
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}
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};
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struct native RecogUserData
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{
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/** Bitfield of active vocabularies */
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var int ActiveVocabularies;
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/** Workspace for recognition data */
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var array<byte> UserData;
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};
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/** Language to recognise data in */
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var() string Language<ToolTip=Use 3 letter code eg. INT, FRA, etc.>;
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/** Threshhold below which the recognised word will be ignored */
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var() float ConfidenceThreshhold<ToolTip=Values between 1 and 100.>;
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/** Array of vocabularies that can be swapped in and out */
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var() array<RecogVocabulary> Vocabularies;
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/** Cached neural net data */
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var array<byte> VoiceData;
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/** Working copy of neural net data */
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var array<byte> WorkingVoiceData;
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/** Cached user data */
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var array<byte> UserData;
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/** Cached user data - max users */
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var RecogUserData InstanceData[4];
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/** Whether this object has been altered */
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var duplicatetransient transient bool bDirty;
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/** Whether the object was successfully initialised or not */
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var duplicatetransient transient bool bInitialised;
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/** Cached pointers to Fonix data */
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var duplicatetransient native const pointer FnxVoiceData;
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cpptext
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{
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/**
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* Initialise the recogniser
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*/
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UBOOL InitSpeechRecognition( INT MaxLocalTalkers );
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/**
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* Validates a word from a dictionary
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*/
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UBOOL ValidateRecognitionItem( BYTE* UniqueIDs, FRecognisableWord& Word );
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/**
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* Validates the source speech recognition data
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*/
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UBOOL ValidateRecognitionData( void );
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/**
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* Creates the work data required for speech recognition
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*/
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UBOOL CreateSpeechRecognitionData( void );
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/**
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* Process input samples
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*/
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DWORD RecogniseSpeech( DWORD UserIndex, SWORD* Samples, INT NumSamples );
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/**
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* Select vocabularies
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*/
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UBOOL SelectVocabularies( DWORD LocalTalker, DWORD VocabBitField );
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/**
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* Returns an array of recognised words based on the grammer rules $who $what [$where]
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*/
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UBOOL GetResult( DWORD UserIndex, TArray<struct FSpeechRecognizedWord>& Words );
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/**
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* Looks up the word in the dictionary
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*/
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FString GetStringFromWordId( DWORD WordID );
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/**
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* Returns a one line description of an object for viewing in the thumbnail view of the generic browser
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*/
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virtual FString GetDesc( void );
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/**
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* Returns detailed info to populate listview columns
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*/
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virtual FString GetDetailedDescription( INT InIndex );
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/**
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* @return The size of the asset.
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*/
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virtual INT GetResourceSize( void );
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/**
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* Callback after any property has changed
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*/
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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/**
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* Called before the package is saved
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*/
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virtual void PreSave( void );
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/**
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* Manages any error codes that may have occurred
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*/
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FString HandleError( INT Error );
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/**
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* Convert the language code to Fonix folder
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*/
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FString GetLanguageFolder( void );
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}
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defaultproperties
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{
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Language="INT"
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ConfidenceThreshhold=50
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}
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