将XHR类型改为JSONP类型发送完整示例修改后的代码:using System;using SystemCollections;using SystemXmlLinq;using UnityEngine;using UnityEngineNetworking;public class GenshinTextToSpeech TTS #region 参数定义 summary
using System; using System.Collections; using System.Xml.Linq; using UnityEngine; using UnityEngine.Networking;
public class GenshinTextToSpeech : TTS
{
#region 参数定义
///
#endregion
private void Awake()
{
m_PostURL = "https://genshinvoice.top/api";
}
/// <summary>
/// 语音合成
/// </summary>
/// <param name="_msg"></param>
/// <param name="_callback"></param>
public override void Speak(string _msg, Action<AudioClip> _callback)
{
StartCoroutine(GetVoice(_msg, _callback));
}
/// <summary>
/// 语音合成,返回合成文本
/// </summary>
/// <param name="_msg"></param>
/// <param name="_callback"></param>
public override void Speak(string _msg, Action<AudioClip, string> _callback)
{
StartCoroutine(GetVoice(_msg, _callback));
}
/// <summary>
/// restful api语音合成
/// </summary>
/// <param name="_msg"></param>
/// <param name="_callback"></param>
/// <returns></returns>
private IEnumerator GetVoice(string _msg, Action<AudioClip> _callback)
{
stopwatch.Restart();
//发送报文
string textToSpeechRequestBody = GenerateTextToSpeech(speaker, _msg, format, length, noise, noisew, sdp_ratio);
using (UnityWebRequest speechRequest = UnityWebRequest.Get(textToSpeechRequestBody))
{
speechRequest.downloadHandler = (DownloadHandler)new DownloadHandlerAudioClip(speechRequest.uri, AudioType.WAV);
// 修改X-Requested-With请求头为XMLHttpRequest
speechRequest.SetRequestHeader("X-Requested-With", "XMLHttpRequest");
yield return speechRequest.SendWebRequest();
if (speechRequest.result == UnityWebRequest.Result.Success)
{
AudioClip audioClip = DownloadHandlerAudioClip.GetContent(speechRequest);
_callback(audioClip);
}
else
{
Debug.LogError("语音合成失败: " + speechRequest.error);
}
}
stopwatch.Stop();
Debug.Log("Genshin语音合成耗时:" + stopwatch.Elapsed.TotalSeconds);
}
/// <summary>
/// restful api语音合成,返回合成文本
/// </summary>
/// <param name="_msg"></param>
/// <param name="_callback"></param>
/// <returns></returns>
private IEnumerator GetVoice(string _msg, Action<AudioClip, string> _callback)
{
stopwatch.Restart();
//发送报文
string textToSpeechRequestBody = GenerateTextToSpeech(speaker, _msg, format, length, noise, noisew, sdp_ratio);
using (UnityWebRequest speechRequest = UnityWebRequest.Get(textToSpeechRequestBody))
{
speechRequest.downloadHandler = (DownloadHandler)new DownloadHandlerAudioClip(speechRequest.uri, AudioType.WAV);
// 修改X-Requested-With请求头为XMLHttpRequest
speechRequest.SetRequestHeader("X-Requested-With", "XMLHttpRequest");
yield return speechRequest.SendWebRequest();
if (speechRequest.result == UnityWebRequest.Result.Success)
{
AudioClip audioClip = DownloadHandlerAudioClip.GetContent(speechRequest);
_callback(audioClip, _msg);
}
else
{
Debug.LogError("语音合成失败: " + speechRequest.error);
}
}
stopwatch.Stop();
Debug.Log("Genshin语音合成耗时:" + stopwatch.Elapsed.TotalSeconds);
}
/// <summary>
/// 报文格式转换
/// </summary>
/// <param name="speaker"></param>
/// <param name="msg"></param>
/// <param name="format"></param>
/// <param name="length"></param>
/// <param name="noise"></param>
/// <param name="noisew"></param>
/// <param name="sdp_ratio"></param>
/// <returns></returns>
public string GenerateTextToSpeech(string speaker, string msg, string format, float length, float noise, float noisew, float sdp_ratio)
{
string urlParams = string.Format("?speaker={0}&text={1}&format={2}&length={3}&noise={4}&noisew={5}&sdp_ratio={6}", speaker, msg, format, length, noise, noisew, sdp_ratio);
string url = m_PostURL + urlParams;
return url;
}
}
原文地址: http://www.cveoy.top/t/topic/jaub 著作权归作者所有。请勿转载和采集!