GenshinTextToSpeech: Unity 音频合成插件
GenshinTextToSpeech: Unity 音频合成插件
GenshinTextToSpeech 是一款基于 Unity 的音频合成插件,支持使用原神角色的声音进行文本朗读。该插件使用 RESTful API 进行语音合成,并提供多种音频设置选项,例如声音角色、音频格式、长度、噪声等。
代码示例
using System;
using System.Collections;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.Networking;
public class GenshinTextToSpeech : TTS
{
#region 参数定义
/// <summary>
/// Genshin 配置项
/// </summary>
[SerializeField] private GenshinSettings m_GenshinSettings;
/// <summary>
/// 朗读的角色
/// </summary>
[Header("朗读声音设置")]
public string speaker = '胡桃';
/// <summary>
/// 音频格式
/// </summary>
[Header("音频格式设置")]
public string format = 'wav';
/// <summary>
/// 音频长度
/// </summary>
[Header("音频长度设置")]
public float length = 1f;
/// <summary>
/// 噪声
/// </summary>
[Header("噪声设置")]
public float noise = 0.5f;
/// <summary>
/// 噪声权重
/// </summary>
[Header("噪声权重设置")]
public float noisew = 0.9f;
/// <summary>
/// 声调比例
/// </summary>
[Header("声调比例设置")]
public float sdp_ratio = 0.2f;
#endregion
private void Awake()
{
// m_GenshinSettings = this.GetComponent<GenshinSettings>(); // 移除该行代码
m_PostURL = string.Format("https://{0}/api", m_GenshinSettings.apiDomain);
}
/// <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 = new UnityWebRequest(m_PostURL, "POST"))
{
byte[] data = System.Text.Encoding.UTF8.GetBytes(textToSpeechRequestBody);
speechRequest.uploadHandler = (UploadHandler)new UploadHandlerRaw(data);
speechRequest.downloadHandler = (DownloadHandler)new DownloadHandlerAudioClip(speechRequest.uri, AudioType.WAV);
yield return speechRequest.SendWebRequest();
if (speechRequest.responseCode == 200)
{
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 = new UnityWebRequest(m_PostURL, "POST"))
{
byte[] data = System.Text.Encoding.UTF8.GetBytes(textToSpeechRequestBody);
speechRequest.uploadHandler = (UploadHandler)new UploadHandlerRaw(data);
speechRequest.downloadHandler = (DownloadHandler)new DownloadHandlerAudioClip(speechRequest.uri, AudioType.WAV);
yield return speechRequest.SendWebRequest();
if (speechRequest.responseCode == 200)
{
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}&msg={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;
}
}
// GenshinSettings 类不需要修改,因为在调用 GenerateTextToSpeech 方法时,你已经将 m_GenshinSettings.apiDomain 传递给了 urlParams。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "GenshinSettings", menuName = "ScriptableObjects/GenshinSettings")]
public class GenshinSettings : ScriptableObject
{
public string apiDomain;
}
### 错误原因及解决方案
错误消息 “ArgumentException: GetComponent requires that the requested component 'GenshinSettings' derives from MonoBehaviour or Component or is an interface.” 表示你尝试使用 GetComponent 获取一个 GenshinSettings 组件,但 GenshinSettings 不是一个 MonoBehaviour 或 Component,而是一个 ScriptableObject。
解决方法:
1. 移除 `m_GenshinSettings = this.GetComponent<GenshinSettings>();` 代码行。
2. 在你的场景中创建一个 GenshinSettings 实例,并将其赋值给 `m_GenshinSettings` 变量。
这样,你就可以在不使用 GetComponent 的情况下使用 GenshinSettings 中的 apiDomain 属性。
### 总结
GenshinTextToSpeech 是一款功能强大的 Unity 音频合成插件,支持使用原神角色的声音进行文本朗读。通过修改代码并设置 GenshinSettings ,你可以轻松地使用该插件合成各种音频,并在你的 Unity 项目中添加个性化的声音效果。
原文地址: https://www.cveoy.top/t/topic/jO2a 著作权归作者所有。请勿转载和采集!