Streaming input to System.Speech.Recognition.SpeechRecognitionEngine

ぃ、小莉子 提交于 2019-11-27 04:34:13

I got live speech recognition working by overriding the stream class:

class SpeechStreamer : Stream
{
    private AutoResetEvent _writeEvent;
    private List<byte> _buffer;
    private int _buffersize;
    private int _readposition;
    private int _writeposition;
    private bool _reset;

    public SpeechStreamer(int bufferSize)
    {
        _writeEvent = new AutoResetEvent(false);
         _buffersize = bufferSize;
         _buffer = new List<byte>(_buffersize);
         for (int i = 0; i < _buffersize;i++ )
             _buffer.Add(new byte());
        _readposition = 0;
        _writeposition = 0;
    }

    public override bool CanRead
    {
        get { return true; }
    }

    public override bool CanSeek
    {
        get { return false; }
    }

    public override bool CanWrite
    {
        get { return true; }
    }

    public override long Length
    {
        get { return -1L; }
    }

    public override long Position
    {
        get { return 0L; }
        set {  }
    }

    public override long Seek(long offset, SeekOrigin origin)
    {
        return 0L;
    }

    public override void SetLength(long value)
    {

    }

    public override int Read(byte[] buffer, int offset, int count)
    {
        int i = 0;
        while (i<count && _writeEvent!=null)
        {
            if (!_reset && _readposition >= _writeposition)
            {
                _writeEvent.WaitOne(100, true);
                continue;
            }
            buffer[i] = _buffer[_readposition+offset];
            _readposition++;
            if (_readposition == _buffersize)
            {
                _readposition = 0;
                _reset = false;
            }
            i++;
        }

        return count;
    }

    public override void Write(byte[] buffer, int offset, int count)
    {
        for (int i = offset; i < offset+count; i++)
        {
            _buffer[_writeposition] = buffer[i];
            _writeposition++;
            if (_writeposition == _buffersize)
            {
                _writeposition = 0;
                _reset = true;
            }
        }
        _writeEvent.Set();

    }

    public override void Close()
    {
        _writeEvent.Close();
        _writeEvent = null;
        base.Close();
    }

    public override void Flush()
    {

    }
}

... and using an instance of that as the stream input to the SetInputToAudioStream method. As soon as the stream returns a length or the returned count is less than that requested the recognition engine thinks the input has finished. This sets up a circular buffer that never finishes.

Have you tried wrapping the network stream in a System.IO.BufferedStream?

NetworkStream netStream = new NetworkStream(socket,true);
BufferedStream buffStream = new BufferedStream(netStream, 8000*16*1); // buffers 1 second worth of data
appRecognizer.SetInputToAudioStream(buffStream, formatInfo);

I ended up buffering the input and then sending it to the speech recognition engine in successively larger chunks. For instance, I might send at first the first 0.25 seconds, then the first 0.5 seconds, then the first 0.75 seconds, and so on until I get a result. I am not sure if this is the most efficient way of going about this, but it yields satisfactory results for me.

Best of luck, Sean

Hassen

This is my solution.

class FakeStreamer : Stream
{
    public bool bExit = false;
    Stream stream;
    TcpClient client;
    public FakeStreamer(TcpClient client)
    {
        this.client = client;
        this.stream = client.GetStream();
        this.stream.ReadTimeout = 100; //100ms
    }
    public override bool CanRead
    {
        get { return stream.CanRead; }
    }

    public override bool CanSeek
    {
        get { return false; }
    }

    public override bool CanWrite
    {
        get { return stream.CanWrite; }
    }

    public override long Length
    {
        get { return -1L; }
    }

    public override long Position
    {
        get { return 0L; }
        set { }
    }
    public override long Seek(long offset, SeekOrigin origin)
    {
        return 0L;
    }

    public override void SetLength(long value)
    {
        stream.SetLength(value);
    }
    public override int Read(byte[] buffer, int offset, int count)
    {
        int len = 0, c = count;
        while (c > 0 && !bExit)
        {
            try
            {
                len = stream.Read(buffer, offset, c);
            }
            catch (Exception e)
            {
                if (e.HResult == -2146232800) // Timeout
                {
                    continue;
                }
                else
                {
                    //Exit read loop
                    break;
                }
            }
            if (!client.Connected || len == 0)
            {
                //Exit read loop
                return 0;
            }
            offset += len;
            c -= len;
        }
        return count;
    }

    public override void Write(byte[] buffer, int offset, int count)
    {
        stream.Write(buffer,offset,count);
    }

    public override void Close()
    {
        stream.Close();
        base.Close();
    }

    public override void Flush()
    {
        stream.Flush();
    }
}

How to Use:

//client connect in
TcpClient clientSocket = ServerSocket.AcceptTcpClient();
FakeStreamer buffStream = new FakeStreamer(clientSocket);
...
//recognizer init
m_recognizer.SetInputToAudioStream(buffStream , audioFormat);
...
//recognizer end
if (buffStream != null)
    buffStream.bExit = true;
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