Files
fs2open.github.com/code/sound/voicerec.cpp
asarium b6dc287427 Add pstypes.h to precompiled header
At least on my system that saved ~25% of the compile time (2:01 to 1:33)
so it appears that this is indeed something that help compile
performance.

Also does some house cleaning by using the new PCH command of CMake if
it is available which reduces our dependencies.
2020-08-29 11:26:16 +02:00

560 lines
14 KiB
C++

/*
* Code created by Thomas Whittaker (Random Tiger) for a FreeSpace 2 source code project
*
* You may not sell or otherwise commercially exploit the source or things you
* created based on the source.
*
*/
#ifdef _WIN32
#ifndef FS2_VOICER
#if NDEBUG
#pragma message( "WARNING: You have not compiled voice recognition into this build (use FS2_VOICER)" )
#endif // NDEBUG
#else // to end-of-file ...
#ifdef LAUNCHER
#include "stdafx.h"
#endif //LAUNCHER
#pragma warning(push)
#pragma warning(disable: 4995)
// Visual Studio complains that some functions are deprecated so this fixes that
#include <cstring>
#include <cwchar>
#include <cstdio>
#pragma warning(pop)
#define WIN32_LEAN_AND_MEAN
// Since we define these ourself we need to undefine them for the sapi header
#pragma push_macro("strcpy_s")
#pragma push_macro("strcat_s")
#pragma push_macro("memset")
#pragma push_macro("memcpy")
#undef strcpy_s
#undef strcat_s
#undef memset
#undef memcpy
#include <sphelper.h> // Contains definitions of SAPI functions
#pragma pushpop_macro("strcpy_s")
#pragma pushpop_macro("strcat_s")
#pragma pushpop_macro("memset")
#pragma pushpop_macro("memcpy")
#include <stdio.h>
#include "voicerec.h"
#include "sound/grammar.h"
// FreeSpace includes
#include "cfile/cfile.h"
#include "hud/hudsquadmsg.h"
#include "io/keycontrol.h"
#include "osapi/osapi.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include <SDL_syswm.h>
CComPtr<ISpRecoGrammar> p_grammarObject; // Pointer to our grammar object
CComPtr<ISpRecoContext> p_recogContext; // Pointer to our recognition context
CComPtr<ISpRecognizer> p_recogEngine; // Pointer to our recognition engine instance
CComPtr<ISpAudio> cpAudio; // Pointer for Audio Input Device
const bool DEBUG_ON = false;
extern int button_function(int n);
extern void hud_squadmsg_msg_all_fighters();
extern void hud_squadmsg_shortcut( int command );
extern bool hud_squadmsg_ship_valid(ship *shipp, object *objp = nullptr);
extern bool hud_squadmsg_wing_valid(wing *wingp);
extern int Msg_instance;;
extern int Msg_shortcut_command;
extern int Squad_msg_mode;
namespace
{
bool system_event_handler(const SDL_Event& e)
{
switch (e.syswm.msg->msg.win.msg)
{
case WM_RECOEVENT:
if (Game_mode & GM_IN_MISSION && Cmdline_voice_recognition)
{
VOICEREC_process_event(e.syswm.msg->msg.win.hwnd);
return true;
}
break;
default:
break;
}
return false;
}
}
void doVid_Action(int action)
{
// If menu is up
if(Player->flags & PLAYER_FLAGS_MSG_MODE)
{
switch(action)
{
case VID_DestroyTarget: Msg_shortcut_command = ATTACK_TARGET_ITEM; break;
case VID_DisableTarget: Msg_shortcut_command = DISABLE_TARGET_ITEM; break;
case VID_DisarmTarget: Msg_shortcut_command = DISARM_TARGET_ITEM; break;
case VID_DestroySubsys: Msg_shortcut_command = DISABLE_SUBSYSTEM_ITEM; break;
case VID_ProtectTarget: Msg_shortcut_command = PROTECT_TARGET_ITEM; break;
case VID_IgnoreTarget: Msg_shortcut_command = IGNORE_TARGET_ITEM; break;
case VID_FormWing: Msg_shortcut_command = FORMATION_ITEM; break;
case VID_CoverMe: Msg_shortcut_command = COVER_ME_ITEM; break;
case VID_EngageEnemy: Msg_shortcut_command = ENGAGE_ENEMY_ITEM; break;
case VID_Depart: Msg_shortcut_command = DEPART_ITEM; break;
default: Msg_shortcut_command = -1; break;
}
if(Msg_instance == MESSAGE_ALL_FIGHTERS || Squad_msg_mode == SM_MODE_ALL_FIGHTERS )
{
hud_squadmsg_send_to_all_fighters(Msg_shortcut_command);
}
else if(Squad_msg_mode == SM_MODE_SHIP_COMMAND)
{
// skip if player cannot order this ship
if (hud_squadmsg_ship_valid(&Ships[Msg_instance]))
hud_squadmsg_send_ship_command( Msg_instance, Msg_shortcut_command, 1 );
}
else if(Squad_msg_mode == SM_MODE_WING_COMMAND)
{
// skip if player cannot order this wing
if (hud_squadmsg_wing_valid(&Wings[Msg_instance]))
hud_squadmsg_send_wing_command( Msg_instance, Msg_shortcut_command, 1 );
}
else if(Squad_msg_mode == SM_MODE_REINFORCEMENTS )
{
}
hud_squadmsg_toggle();
}
else
{
switch(action)
{
case VID_DestroyTarget: button_function(ATTACK_MESSAGE); break;
case VID_DisableTarget: button_function(DISABLE_MESSAGE); break;
case VID_DisarmTarget: button_function(DISARM_MESSAGE); break;
case VID_DestroySubsys: button_function(ATTACK_SUBSYSTEM_MESSAGE); break;
case VID_ProtectTarget: button_function(PROTECT_MESSAGE); break;
case VID_IgnoreTarget: button_function(IGNORE_MESSAGE); break;
case VID_FormWing: button_function(FORM_MESSAGE); break;
case VID_CoverMe: button_function(COVER_MESSAGE); break;
case VID_EngageEnemy: button_function(ENGAGE_MESSAGE); break;
case VID_Depart: button_function(WARP_MESSAGE); break;
}
}
}
bool VOICEREC_init(HWND hWnd, int event_id, int grammar_id, int command_resource)
{
HRESULT hr = S_OK;
while (true)
{
// create a recognition engine
hr = p_recogEngine.CoCreateInstance(CLSID_SpInprocRecognizer);
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, "Failed to create a recognition engine\n","Error");
printf("Failed to create a recognition engine\n");
break;
}
// create the command recognition context
hr = p_recogEngine->CreateRecoContext( &p_recogContext );
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to create the command recognition context\n","Error");
printf("Failed to create the command recognition context\n");
break;
}
// Let SR know that window we want it to send event information to, and using
// what message
hr = p_recogContext->SetNotifyWindowMessage( hWnd, event_id, 0, 0 );
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to SetNotifyWindowMessage\n","Error");
break;
}
// Tell SR what types of events interest us. Here we only care about command
// recognition.
hr = p_recogContext->SetInterest( SPFEI(SPEI_RECOGNITION), SPFEI(SPEI_RECOGNITION) );
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to set events\n","Error");
break;
}
// Create a grammar
hr = p_recogContext->CreateGrammar(grammar_id, &p_grammarObject);
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to create grammar\n","Error");
break;
}
// Load our grammar from data\phrases.xml, or if that doesn't exist, from the compiled in
// user defined ("SRGRAMMAR") resource type.
hr = p_grammarObject->LoadCmdFromFile(L"data\\phrases.xml", SPLO_STATIC);
if (FAILED(hr))
{
hr = p_grammarObject->LoadCmdFromResource(NULL, MAKEINTRESOURCEW(command_resource),
L"SRGRAMMAR", MAKELANGID(LANG_NEUTRAL, SUBLANG_NEUTRAL),
SPLO_STATIC);
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to load resource SRGRAMMAR\n","Error");
break;
}
}
hr = SpCreateDefaultObjectFromCategoryId(SPCAT_AUDIOIN, &cpAudio);
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to get default audio input\n", "Error");
break;
}
// Set the audio input to our token.
hr = p_recogEngine->SetInput(cpAudio, TRUE);
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to set audio input\n", "Error");
}
// Set rules to active, we are now listening for commands
hr = p_grammarObject->SetRuleState(NULL, NULL, SPRS_ACTIVE );
if (FAILED(hr))
{
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR,"Failed to set listening for commands\n","Error");
break;
}
break;
}
// if we failed and have a partially setup SAPI, close it all down
if (FAILED(hr))
{
VOICEREC_deinit();
}
os::events::addEventListener(SDL_SYSWMEVENT, os::events::DEFAULT_LISTENER_WEIGHT, system_event_handler);
return ( hr == S_OK);
}
void VOICEREC_deinit()
{
if ( cpAudio )
{
cpAudio.Release();
}
// Release grammar, if loaded
if ( p_grammarObject )
{
p_grammarObject.Release();
}
// Release recognition context, if created
if ( p_recogContext )
{
p_recogContext->SetNotifySink(NULL);
p_recogContext.Release();
}
// Release recognition engine instance, if created
if ( p_recogEngine )
{
p_recogEngine.Release();
}
}
void VOICEREC_execute_command(ISpPhrase *pPhrase, HWND hWnd);
void VOICEREC_process_event(HWND hWnd)
{
CSpEvent event; // Event helper class
// Loop processing events while there are any in the queue
while (event.GetFrom(p_recogContext) == S_OK)
{
// Look at recognition event only
switch (event.eEventId)
{
case SPEI_RECOGNITION:
VOICEREC_execute_command(event.RecoResult(), hWnd);
break;
}
}
}
/******************************************************************************
* ExecuteCommand *
*----------------*
* Description:
* Called to Execute commands that have been identified by the speech engine.
*
******************************************************************************/
char VOICEREC_lastCommand[30];
void VOICEREC_execute_command(ISpPhrase *pPhrase, HWND hWnd)
{
SPPHRASE *pElements;
// Get the phrase elements, one of which is the rule id we specified in
// the grammar. Switch on it to figure out which command was recognized.
if (SUCCEEDED(pPhrase->GetPhrase(&pElements)))
{
#ifndef NDEBUG
if(DEBUG_ON)
{
WCHAR *pwszText;
char szText[255];
int i;
pPhrase->GetText(static_cast<ULONG>(SP_GETWHOLEPHRASE), static_cast<ULONG>(SP_GETWHOLEPHRASE), TRUE, &pwszText, NULL);
memset(szText, 0, 255);
for (i=0;i<254;i++)
{
if (*(pwszText + i) == 0)
{
break;
}
szText[i] = (char)(*(pwszText + i));
szText[i+1] = 0;
}
mprintf(( "recognized speech : %s \n", szText ));
mprintf(( "speech Rule.ulId : %d \n", pElements->Rule.ulId ));
mprintf(( "confidence: %f \n", pElements->pProperties->SREngineConfidence));
::CoTaskMemFree(pwszText);
}
#endif
int part1, part2, part3;
part1 = part2 = part3 = -1;
switch ( pElements->Rule.ulId )
{
case VID_WingName:
{
part1 = pElements->pProperties->vValue.ulVal;
if (pElements->pProperties->pNextSibling)
{
part2 = pElements->pProperties->pNextSibling->vValue.ulVal;
if (pElements->pProperties->pNextSibling->pNextSibling)
{
part3 = pElements->pProperties->pNextSibling->pNextSibling->vValue.ulVal;
}
}
if (part2 == -1)
break; // no ship number or wing
const wchar_t* valstr = pElements->pProperties->pszValue;
char* wing_name = new char[wcslen(valstr)+1];
size_t j = 0;
for (size_t i = 0; i < wcslen(valstr); i++) {
int c = wctob(valstr[i]);
if (c != EOF) {
wing_name[j++] = static_cast<char>(c);
}
}
wing_name[j] = '\0';
if (part2 == 0)
{
Msg_instance = wing_lookup(wing_name);
delete[] wing_name;
if (Msg_instance < 0)
break;
if(!(Player->flags & PLAYER_FLAGS_MSG_MODE))
{
hud_squadmsg_toggle();
}
if (hud_squadmsg_wing_valid(&Wings[Msg_instance]))
hud_squadmsg_do_mode(SM_MODE_WING_COMMAND);
}
else
{
char shipName[NAME_LENGTH];
wing_bash_ship_name(shipName, wing_name, part2);
delete[] wing_name;
Msg_instance = ship_name_lookup(shipName);
// Can't issue commands to yourself or to nobody
if (Msg_instance < 0 || Msg_instance == Player_obj->instance)
{
break;
}
if(!(Player->flags & PLAYER_FLAGS_MSG_MODE))
{
hud_squadmsg_toggle();
}
if (hud_squadmsg_ship_valid(&Ships[Msg_instance]))
hud_squadmsg_do_mode(SM_MODE_SHIP_COMMAND);
}
if (part3 == -1)
break;
}
case VID_Action:
{
int action;
if (part3 == -1)
{
action = pElements->pProperties->vValue.ulVal;
}
else
{
action = part3;
}
doVid_Action(action);
break;
}
// These commands run no matter what, and will even bring up the menu
case VID_TopMenu:
{
int action = pElements->pProperties->vValue.ulVal;
bool msgWindow = false;
if (Player->flags & PLAYER_FLAGS_MSG_MODE)
{
msgWindow = true;
}
// If the command window is not up, or it is and its a cancel request toggle
if((msgWindow && action == VID_Cancel) || (!msgWindow && action != VID_Cancel))
{
hud_squadmsg_toggle();
}
switch(action)
{
case VID_Ships:
hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
break;
case VID_Wings:
hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
break;
case VID_AllFighters:
case VID_AllWings:
hud_squadmsg_msg_all_fighters();
// can have the action to perform spoken directly afterwards
if (pElements->pProperties->pFirstChild) {
doVid_Action(pElements->pProperties->pFirstChild->vValue.ulVal);
}
break;
case VID_Reinforcements:
hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
break;
case VID_SupportShip:
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
break;
case VID_AbortSupport:
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
break;
case VID_More:
break;
}
break;
}
// phrases for transferring shield energy to different locations
case VID_shields:
{
int action = pElements->pProperties->vValue.ulVal;
switch(action)
{
case 0: button_function( SHIELD_XFER_TOP ); break;
case 1: button_function( SHIELD_XFER_LEFT ); break;
case 2: button_function( SHIELD_XFER_RIGHT ); break;
case 3: button_function( SHIELD_XFER_BOTTOM ); break;
case 4: button_function( SHIELD_EQUALIZE ); break;
}
break;
}
// basic cheat, phrase as a value equivalent to the defines in ControlConfig/ControlsConfig.h
// it just calls the button_function with this value
case VID_speed:
case VID_targeting:
case VID_other:
{
int action = pElements->pProperties->vValue.ulVal;
if (action > -1)
{
button_function( action );
}
break;
}
// nearly the same as the previous except it has some extra entries for
// maximising/minimising energy
case VID_power:
{
int action = pElements->pProperties->vValue.ulVal;
if (action >= INCREASE_WEAPON && action <= ETS_EQUALIZE)
{
button_function( action );
}
else
{
// this is for the max engines etc.
for (int i=1; i<7; i++)
{
button_function( action - 132 );
}
}
break;
}
}
// Free the pElements memory which was allocated for us
::CoTaskMemFree(pElements);
}
}
#endif // VOICER
#endif // _WIN32