n00854180t,
Passing in a sound wave is certainly possible. i hadn’t gone down that path yet, as I didn’t really see a useful application (and I have limited time).
You could certainly pass in a sound wave, and have it return a time-frame of when phoneme’s were spoken.
This brings me to my next point, the approximation (from my testing) is rather approximate (or all over the shop, from my testing).
You could perhaps use this information with a phoneme dictionary list, and an advanced algorithm to match the detected/matched phoneme’s, and approximate the timing of the gaps.
I am unsure how well this would work, to be perfectly honest.
Regarding the phoneme work, I have created a branch, and will check-in my work later in the week. I don’t really have the time to thoroughly test (it seems very random)
But, this will show you how it CAN work, and should provide a starting place for your development or expansion.
,
Did you look at the blueprint example?
Simply change the Word Spoken function to perform a switch statement on the incoming text, and trigger whatever you like based on the phrase you added.
Note: Simple phrases are more error prone (eg. false positives)… especially something as simple as “Go”
Andrew, there does exist an Arabic language model for Sphinx.
I went down the path of investigation of Arabic (as another person had requested) but it seems Arabic is not supported by Unreal Engine 4.
Have you tried pasting Arabic text into an FString. It simply comes up as a series of unknown characters.
I had thought of converting the Arabic dictionary file, into a Latin transliteration, but I have no idea how that could be done on a large scale.
Ideas?