1.注册科大讯飞开发者账户 2.创建一个应用,获取APPID
3.下载离线sdk(你是什么平台的就下什么平台的)
4.开打压缩包
5.我们需要的文件 ? ? ? ? bin\msc.dll ????????bin\msc_x64.dll ????????bin\msc\res\tts目录的jet文件 6.创建Unity项目,把需要的plugin和tts文件依次放入工程中
/// <summary>
/// 引入TTSDll函数的类
/// </summary>
private class TTSDll
{
//登录,用户名,密码,appid配置
[DllImport("msc_x64", CallingConvention = CallingConvention.StdCall)]
public static extern int MSPLogin(string usr, string pwd, string parameters);
//退出
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern int MSPLogout();
//初始化TTS会话,获取SessionID
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern IntPtr QTTSSessionBegin(string _params, ref int errorCode);
//传入需要转化的文字
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern int QTTSTextPut(string sessionID, string textString, uint textLen, string _params);
//开始获取, 注意SynthStatus
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern IntPtr QTTSAudioGet(string sessionID, ref int audioLen, ref SynthStatus synthStatus, ref int errorCode);
//结束
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern int QTTSSessionEnd(string sessionID, string hints);
//没用到
[DllImport("msc_x64", CallingConvention = CallingConvention.Winapi)]
public static extern int QTTSGetParam(string sessionID, string paramName, string paramValue, ref uint valueLen);
}
- 怎么知道有几个说话者
通过tts文件夹得知:xiaofeng &?xiaoyan - SynthStatus获取状态
public enum SynthStatus
{
//开始获取
TTS_FLAG_STILL_HAVE_DATA = 1,
//获取结束
TTS_FLAG_DATA_END,
//取消
TTS_FLAG_CMD_CANCELED
}
- QTTSSessionBegin的第一个参数设置
string szParams = $"engine_type = local, voice_name = { m_Speeker }, text_encoding = UTF8, tts_res_path = { TTSPath(m_Speeker) }, sample_rate = 16000, speed = { m_Speed }, volume = { m_Vol }, pitch = 50, rdn = 2";
离线语音合成 Windows SDK 文档 | 讯飞开放平台文档中心https://www.xfyun.cn/doc/tts/offline_tts/Windows-SDK.html#_2-3-%E5%8F%82%E6%95%B0%E4%B8%8E%E8%AF%B4%E6%98%8E -
?sdk默认生成wav格式的音频,但是流文件保存的wav文件无法播放怎么办? -
获取的流文件如何在unity中使用AudioSource播出?
我们先看下sdk的例子
/*
* 语音合成(Text To Speech,TTS)技术能够自动将任意文字实时转换为连续的
* 自然语音,是一种能够在任何时间、任何地点,向任何人提供语音信息服务的
* 高效便捷手段,非常符合信息时代海量数据、动态更新和个性化查询的需求。
*/
#include <stdlib.h>
#include <stdio.h>
#include <windows.h>
#include <conio.h>
#include <errno.h>
#include "qtts.h"
#include "msp_cmn.h"
#include "msp_errors.h"
#ifdef _WIN64
#pragma comment(lib,"../../libs/msc_x64.lib")//x64
#else
#pragma comment(lib,"../../libs/msc.lib")//x86
#endif
/* wav音频头部格式 */
typedef struct _wave_pcm_hdr
{
char riff[4]; // = "RIFF"
int size_8; // = FileSize - 8
char wave[4]; // = "WAVE"
char fmt[4]; // = "fmt "
int fmt_size; // = 下一个结构体的大小 : 16
short int format_tag; // = PCM : 1
short int channels; // = 通道数 : 1
int samples_per_sec; // = 采样率 : 8000 | 6000 | 11025 | 16000
int avg_bytes_per_sec; // = 每秒字节数 : samples_per_sec * bits_per_sample / 8
short int block_align; // = 每采样点字节数 : wBitsPerSample / 8
short int bits_per_sample; // = 量化比特数: 8 | 16
char data[4]; // = "data";
int data_size; // = 纯数据长度 : FileSize - 44
} wave_pcm_hdr;
/* 默认wav音频头部数据 */
wave_pcm_hdr default_wav_hdr =
{
{ 'R', 'I', 'F', 'F' },
0,
{'W', 'A', 'V', 'E'},
{'f', 'm', 't', ' '},
16,
1,
1,
16000,
32000,
2,
16,
{'d', 'a', 't', 'a'},
0
};
/* 文本合成 */
int text_to_speech(const char* src_text, const char* des_path, const char* params)
{
int ret = -1;
FILE* fp = NULL;
const char* sessionID = NULL;
unsigned int audio_len = 0;
wave_pcm_hdr wav_hdr = default_wav_hdr;
int synth_status = MSP_TTS_FLAG_STILL_HAVE_DATA;
if (NULL == src_text || NULL == des_path)
{
printf("params is error!\n");
return ret;
}
fp = fopen(des_path, "wb");
if (NULL == fp)
{
printf("open %s error.\n", des_path);
return ret;
}
/* 开始合成 */
sessionID = QTTSSessionBegin(params, &ret);
if (MSP_SUCCESS != ret)
{
printf("QTTSSessionBegin failed, error code: %d.\n", ret);
fclose(fp);
return ret;
}
ret = QTTSTextPut(sessionID, src_text, (unsigned int)strlen(src_text), NULL);
if (MSP_SUCCESS != ret)
{
printf("QTTSTextPut failed, error code: %d.\n",ret);
QTTSSessionEnd(sessionID, "TextPutError");
fclose(fp);
return ret;
}
printf("正在合成 ...\n");
fwrite(&wav_hdr, sizeof(wav_hdr) ,1, fp); //添加wav音频头,使用采样率为16000
while (1)
{
/* 获取合成音频 */
const void* data = QTTSAudioGet(sessionID, &audio_len, &synth_status, &ret);
if (MSP_SUCCESS != ret)
break;
if (NULL != data)
{
fwrite(data, audio_len, 1, fp);
wav_hdr.data_size += audio_len; //计算data_size大小
}
if (MSP_TTS_FLAG_DATA_END == synth_status)
break;
}
printf("\n");
if (MSP_SUCCESS != ret)
{
printf("QTTSAudioGet failed, error code: %d.\n",ret);
QTTSSessionEnd(sessionID, "AudioGetError");
fclose(fp);
return ret;
}
/* 修正wav文件头数据的大小 */
wav_hdr.size_8 += wav_hdr.data_size + (sizeof(wav_hdr) - 8);
/* 将修正过的数据写回文件头部,音频文件为wav格式 */
fseek(fp, 4, 0);
fwrite(&wav_hdr.size_8,sizeof(wav_hdr.size_8), 1, fp); //写入size_8的值
fseek(fp, 40, 0); //将文件指针偏移到存储data_size值的位置
fwrite(&wav_hdr.data_size,sizeof(wav_hdr.data_size), 1, fp); //写入data_size的值
fclose(fp);
fp = NULL;
/* 合成完毕 */
ret = QTTSSessionEnd(sessionID, "Normal");
if (MSP_SUCCESS != ret)
{
printf("QTTSSessionEnd failed, error code: %d.\n",ret);
}
return ret;
}
int main(int argc, char* argv[])
{
int ret = MSP_SUCCESS;
const char* login_params = "appid = XXXXXXXX, work_dir = .";//登录参数,appid与msc库绑定,请勿随意改动
/*
* rdn: 合成音频数字发音方式
* volume: 合成音频的音量
* pitch: 合成音频的音调
* speed: 合成音频对应的语速
* voice_name: 合成发音人
* sample_rate: 合成音频采样率
* text_encoding: 合成文本编码格式
*
*/
const char* session_begin_params = "engine_type = local, voice_name = xiaoyan, text_encoding = GB2312, tts_res_path = fo|res\\tts\\xiaoyan.jet;fo|res\\tts\\common.jet, sample_rate = 16000, speed = 50, volume = 50, pitch = 50, rdn = 2";
const char* filename = "tts_sample.wav"; //合成的语音文件名称
const char* text = "科大讯飞作为智能语音技术提供商,在智能语音技术领域有着长期的研究积累,并在中文语音合成、语音识别、口语评测等多项技术上拥有技术成果。科大讯飞是我国以语音技术为产业化方向的国家863计划产业化基地"; //合成文本
/* 用户登录 */
ret = MSPLogin(NULL, NULL, login_params); //第一个参数是用户名,第二个参数是密码,第三个参数是登录参数,用户名和密码可在http://www.xfyun.cn注册获取
if (MSP_SUCCESS != ret)
{
printf("MSPLogin failed, error code: %d.\n", ret);
goto exit ;//登录失败,退出登录
}
printf("\n###########################################################################\n");
printf("## 语音合成(Text To Speech,TTS)技术能够自动将任意文字实时转换为连续的 ##\n");
printf("## 自然语音,是一种能够在任何时间、任何地点,向任何人提供语音信息服务的 ##\n");
printf("## 高效便捷手段,非常符合信息时代海量数据、动态更新和个性化查询的需求。 ##\n");
printf("###########################################################################\n\n");
/* 文本合成 */
printf("开始合成 ...\n");
ret = text_to_speech(text, filename, session_begin_params);
if (MSP_SUCCESS != ret)
{
printf("text_to_speech failed, error code: %d.\n", ret);
}
printf("合成完毕\n");
exit:
printf("按任意键退出 ...\n");
_getch();
MSPLogout(); //退出登录
return 0;
}
看完后气不气,还特么需要手动添加wav的文件头,这样生成的wav文件才能播放
那么我们就针对这个编写C#的wav文件头
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
/// <summary>
/// wave文件头
/// </summary>
public struct WAVE_Header
{
public int RIFF_ID; //4 byte , 'RIFF'
public int File_Size; //4 byte , 文件长度
public int RIFF_Type; //4 byte , 'WAVE'
public int FMT_ID; //4 byte , 'fmt'
public int FMT_Size; //4 byte , 数值为16或18,18则最后又附加信息
public short FMT_Tag; //2 byte , 编码方式,一般为0x0001
public ushort FMT_Channel; //2 byte , 声道数目,1--单声道;2--双声道
public int FMT_SamplesPerSec; //4 byte , 采样频率
public int AvgBytesPerSec; //4 byte , 每秒所需字节数,记录每秒的数据量
public ushort BlockAlign; //2 byte , 数据块对齐单位(每个采样需要的字节数)
public ushort BitsPerSample; //2 byte , 每个采样需要的bit数
public int DATA_ID; //4 byte , 'data'
public int DATA_Size; //4 byte ,
}
public class ToWave
{
/// <summary>
/// 根据数据段的长度,生产文件头
/// </summary>
/// <param name="data_len">音频数据长度</param>
/// <returns>返回wav文件头结构体</returns>
public static WAVE_Header getWave_Header(int data_len)
{
WAVE_Header wav_Header = new WAVE_Header();
wav_Header.RIFF_ID = 0x46464952; //字符RIFF
wav_Header.File_Size = data_len + 36;
wav_Header.RIFF_Type = 0x45564157; //字符WAVE
wav_Header.FMT_ID = 0x20746D66; //字符fmt
wav_Header.FMT_Size = 16;
wav_Header.FMT_Tag = 0x0001;
wav_Header.FMT_Channel = 1; //单声道
wav_Header.FMT_SamplesPerSec = 16000; //采样频率
wav_Header.AvgBytesPerSec = 32000; //每秒所需字节数
wav_Header.BlockAlign = 2; //每个采样1个字节
wav_Header.BitsPerSample = 16; //每个采样8bit
wav_Header.DATA_ID = 0x61746164; //字符data
wav_Header.DATA_Size = data_len;
return wav_Header;
}
/// <summary>
/// 把结构体转化为字节序列
/// </summary>
/// <param name="structure">被转化的结构体</param>
/// <returns>返回字节序列</returns>
public static byte[] StructToBytes(object structure)
{
int size = Marshal.SizeOf(structure);
IntPtr buffer = Marshal.AllocHGlobal(size);
try
{
Marshal.StructureToPtr(structure, buffer, false);
Byte[] bytes = new Byte[size];
Marshal.Copy(buffer, bytes, 0, size);
return bytes;
}
finally
{
Marshal.FreeHGlobal(buffer);
}
}
}
public class XunFeiTemplate
{
private string m_SessionID;
private string m_Speed;
private string m_Vol;
private string m_Speeker;
private Dictionary<Speeker, string> DSpeeker = new Dictionary<Speeker, string>();
/// <summary>
/// 构造函数,初始化引擎
/// </summary>
/// <param name="configs">初始化引擎参数</param>
/// <param name="szParams">开始会话用参数</param>
public XunFeiTemplate(string name, string password, string configs)
{
DSpeeker.Add(Speeker.XiaoYan_Woman_Mandarin, "xiaoyan");
DSpeeker.Add(Speeker.XiaoFeng_Man_Mandarin, "xiaofeng");
int ret = TTSDll.MSPLogin(name, password, configs);
if (ret != 0) throw new Exception("初始化TTS引擎错误,错误代码:" + ret);
m_Speed = "50";
m_Vol = "100";
SetSpeaker(Speeker.XiaoYan_Woman_Mandarin);
UnityEngine.Debug.Log(TTSPath(m_Speeker));
}
public void SetSpeaker(Speeker speeker)
{
if (DSpeeker.ContainsKey(speeker))
m_Speeker = DSpeeker[speeker];
}
public void CloseXunFei()
{
int ret = TTSDll.MSPLogout();
if (ret != 0) throw new Exception("逆初始化TTS引擎错误,错误代码:" + ret);
}
public string TTSPath(string speeker)
{
//fo|C:\\Users\\Administrator\\Desktop\\tts\\xiaofeng.jet;fo|C:\\Users\\Administrator\\Desktop\\tts\\common.jet
string path = UnityEngine.Application.streamingAssetsPath;
path = path.Replace("/", "\\");
string combine = "fo|{0}\\tts\\{1}.jet;fo|{2}\\tts\\common.jet";
return string.Format(combine, path, speeker, path);
}
/// <summary>
/// 把文本转换成声音,写入指定的内存流
/// </summary>
/// <param name="speekText">要转化成语音的文字</param>
/// <param name="mStream">合成结果输出的音频流</param>
private void Speek(string speekText, ref MemoryStream mStream)
{
if (speekText == "" || m_Speed == "" || m_Vol == "" || m_Speeker == "") return;
string szParams = $"engine_type = local, voice_name = { m_Speeker }, text_encoding = UTF8, tts_res_path = { TTSPath(m_Speeker) }, sample_rate = 16000, speed = { m_Speed }, volume = { m_Vol }, pitch = 50, rdn = 2";
int ret = 0;
try
{
m_SessionID = Marshal.PtrToStringAnsi(TTSDll.QTTSSessionBegin(szParams, ref ret));
if (ret != 0)
{
UnityEngine.Debug.Log(ret);
throw new Exception("初始化TTS会话错误,错误代码:" + ret);
}
ret = TTSDll.QTTSTextPut(m_SessionID, speekText, (uint)Encoding.Default.GetByteCount(speekText), null);
if (ret != 0)
{
UnityEngine.Debug.Log(ret);
throw new Exception("发送数据,错误代码:" + ret);
}
SynthStatus synth_status = SynthStatus.TTS_FLAG_STILL_HAVE_DATA;
while (true)
{
int audio_len = 0;
IntPtr source = TTSDll.QTTSAudioGet(m_SessionID, ref audio_len, ref synth_status, ref ret);
byte[] array = new byte[audio_len];
if (audio_len > 0)
{
Marshal.Copy(source, array, 0, audio_len);
}
mStream.Write(array, 0, audio_len);
//将合成的音频字节数据存放到内存流中
//Thread.Sleep(15);//防止CPU频繁占用
if (synth_status == SynthStatus.TTS_FLAG_DATA_END || ret != 0)
break;
}
}
catch (Exception ex)
{
UnityEngine.Debug.Log(ex.Message);
}
finally
{
ret = TTSDll.QTTSSessionEnd(m_SessionID, "");
if (ret != 0) throw new Exception("结束TTS会话错误,错误代码:" + ret);
}
}
public MemoryStream SpeechSynthesis(string SpeekText)
{
MemoryStream mStream = new MemoryStream(1024 * 8);
mStream.Write(new byte[44], 0, 44);
Speek(SpeekText, ref mStream);
//创建wav文件头
WAVE_Header header = ToWave.getWave_Header((int)mStream.Length - 44);
//把文件头结构转化为字节数组
byte[] headerByte = ToWave.StructToBytes(header);
//定位到文件头
mStream.Position = 0;
//写入文件头
mStream.Write(headerByte, 0, headerByte.Length);
return mStream;
}
}
最终获得的MemoryStream就能保存为正常的wav文件了
MemoryStream mStream = new MemoryStream(1024 * 8);
Speek(SpeekText, ref mStream);
using (FileStream wavFile = new FileStream("music/test.wav", FileMode.Create))
{
mStream.WriteTo(wavFile);
}
PS:TTSDll.MSPLogin(name, password, configs);
configs的配置按示例程序中
?用户名和密码可以传null
TTSPath获得的是绝对路径,sdk里面获取的是相对路径,unity用不了所以使用绝对路径
当然,你也可以保存为wav文件,通过动态加载的方式,让AudioSource播放。
但是,我们既然获得了流媒体,为什么不直接在AudioSource播放呢?
AudioClip底层有个SetData的方法,那么就证明这个想法是可行的,我们只要把二进制流转为AudioClip中的数据就可以了。
wav格式解析自行百度理解。
public bool?SetData(float[]?data, int?offsetSamples); 设置剪辑的采样数据。 采样的浮点数范围是-1.0 ~ 1.0(超过这个限制会引发瑕疵或未知的行为),采样数由浮点数数组的长度确定。使用offsetSamples从剪辑的随机位置开始读。如果从偏移值读取的长度比剪辑长,读取将环绕从剪辑开始读取剩余采样。
PS:仅支持未压缩的PCM wav文件。
public static AudioClip Clip(byte[] fileBytes, int offsetSamples = 0, string name = "ifly")
{
//string riff = Encoding.ASCII.GetString (fileBytes, 0, 4);
//string wave = Encoding.ASCII.GetString (fileBytes, 8, 4);
int subchunk1 = BitConverter.ToInt32(fileBytes, 16);
ushort audioFormat = BitConverter.ToUInt16(fileBytes, 20);
// NB: Only uncompressed PCM wav files are supported.
string formatCode = FormatCode(audioFormat);
//Debug.AssertFormat(audioFormat == 1 || audioFormat == 65534, "Detected format code '{0}' {1}, but only PCM and WaveFormatExtensable uncompressed formats are currently supported.", audioFormat, formatCode);
ushort channels = BitConverter.ToUInt16(fileBytes, 22);
int sampleRate = BitConverter.ToInt32(fileBytes, 24);
//int byteRate = BitConverter.ToInt32 (fileBytes, 28);
//UInt16 blockAlign = BitConverter.ToUInt16 (fileBytes, 32);
ushort bitDepth = BitConverter.ToUInt16(fileBytes, 34);
int headerOffset = 16 + 4 + subchunk1 + 4;
int subchunk2 = BitConverter.ToInt32(fileBytes, headerOffset);
//Debug.LogFormat ("riff={0} wave={1} subchunk1={2} format={3} channels={4} sampleRate={5} byteRate={6} blockAlign={7} bitDepth={8} headerOffset={9} subchunk2={10} filesize={11}", riff, wave, subchunk1, formatCode, channels, sampleRate, byteRate, blockAlign, bitDepth, headerOffset, subchunk2, fileBytes.Length);
//Log.Info(bitDepth);
float[] data;
switch (bitDepth)
{
case 8:
data = Convert8BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2);
break;
case 16:
data = Convert16BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2);
break;
case 24:
data = Convert24BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2);
break;
case 32:
data = Convert32BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2);
break;
default:
throw new Exception(bitDepth + " bit depth is not supported.");
}
AudioClip audioClip = AudioClip.Create(name, data.Length, channels, sampleRate, false);
audioClip.SetData(data, 0);
return audioClip;
}
private static string FormatCode(UInt16 code)
{
switch (code)
{
case 1:
return "PCM";
case 2:
return "ADPCM";
case 3:
return "IEEE";
case 7:
return "μ-law";
case 65534:
return "WaveFormatExtensable";
default:
Debug.LogWarning("Unknown wav code format:" + code);
return "";
}
}
#region wav file bytes to Unity AudioClip conversion methods
private static float[] Convert8BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32(source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 8-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
float[] data = new float[wavSize];
sbyte maxValue = sbyte.MaxValue;
int i = 0;
while (i < wavSize)
{
data[i] = (float)source[i] / maxValue;
++i;
}
return data;
}
private static float[] Convert16BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32(source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 16-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = sizeof(Int16); // block size = 2
int convertedSize = wavSize / x;
float[] data = new float[convertedSize];
Int16 maxValue = Int16.MaxValue;
int offset = 0;
int i = 0;
while (i < convertedSize)
{
offset = i * x + headerOffset;
data[i] = (float)BitConverter.ToInt16(source, offset) / maxValue;
++i;
}
Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
private static float[] Convert24BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32(source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 24-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = 3; // block size = 3
int convertedSize = wavSize / x;
int maxValue = Int32.MaxValue;
float[] data = new float[convertedSize];
byte[] block = new byte[sizeof(int)]; // using a 4 byte block for copying 3 bytes, then copy bytes with 1 offset
int offset = 0;
int i = 0;
while (i < convertedSize)
{
offset = i * x + headerOffset;
Buffer.BlockCopy(source, offset, block, 1, x);
data[i] = (float)BitConverter.ToInt32(block, 0) / maxValue;
++i;
}
Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
private static float[] Convert32BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32(source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 32-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = sizeof(float); // block size = 4
int convertedSize = wavSize / x;
Int32 maxValue = Int32.MaxValue;
float[] data = new float[convertedSize];
int offset = 0;
int i = 0;
while (i < convertedSize)
{
offset = i * x + headerOffset;
data[i] = (float)BitConverter.ToInt32(source, offset) / maxValue;
++i;
}
Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
#endregion
最终播放代码:
m_XunFeiTemplate.SetSpeaker(Speeker.XiaoYan_Woman_Mandarin);
MemoryStream memoryStream = m_XunFeiTemplate.SpeechSynthesis(text.text);
byte[] datas = memoryStream.ToArray();
m_AudioSource.clip = ToAudio.Clip(datas);
m_AudioSource.loop = false;
m_AudioSource.volume = 1;
m_AudioSource.Play();
??有兴趣的小伙伴可以关注一波
?o(* ̄▽ ̄*)ブ
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