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Mallo-Lucas avatar Mallo-Lucas commented on July 16, 2024

Hi, I know is a bit late but did you solve the issue for the oculus quest?

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mksindia avatar mksindia commented on July 16, 2024

Hi, I know is a bit late but did you solve the issue for the oculus quest?

No :(
I stopped the project.

Any way to implement speech to text on oculus quest through unity ?

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Mallo-Lucas avatar Mallo-Lucas commented on July 16, 2024

to bad, i want to implement it to in a future
i ll start looking any solution

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Mallo-Lucas avatar Mallo-Lucas commented on July 16, 2024

hey if you want to know, i found and sdk that aparently works on oculus quest, i cant test it yet becouse i dont have mi gear, but the coments says that somo people use it for oculus, here is the link:
https://github.com/Azure-Samples/cognitive-services-speech-sdk

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mksindia avatar mksindia commented on July 16, 2024

wow
Sounds like a life saver
Did you try it yet ?

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StuartWright avatar StuartWright commented on July 16, 2024

I tried using this packet on Oculus and it seems the callbacks don't get called, not sure if its a me error or if it just doesnt work for Oculus. I also gave this a go: https://github.com/Azure-Samples/cognitive-services-speech-sdk but you will need to pay for it.

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n33kos avatar n33kos commented on July 16, 2024

I can verify this library does not currently work with Oculus Quest 2 and Unity 2020.3.22f1. Presumably the c# cognitive services library will work, although as stated by @StuartWright it appears to require a subscription to the service via azure.

Here is an example of the exception I'm receiving when calling the SpeechToText.instance.StartRecording() function:

AndroidJavaException: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=android.speech.action.RECOGNIZE_SPEECH (has extras) }
android.content.ActivityNotFoundException: No Activity found to handle Intent { act=android.speech.action.RECOGNIZE_SPEECH (has extras) }
     at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2058)
     at android.app.Instrumentation.execStartActivity(Instrumentation.java:1716)
     at android.app.Activity.startActivityForResult(Activity.java:5211)
     at android.app.Activity.startActivityForResult(Activity.java:5169)
     at com.starseed.speechtotext.Bridge.OpenSpeechToText(Bridge.java:26)
     at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
     at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
     at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
     at android.os.Handler.dispatchMessage(Handler.java:103)
     at android.os.Looper.loop(Looper.java:214)
     at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20

Googling returns this stackoverflow post: https://stackoverflow.com/questions/9479846/no-activity-found-to-handle-intent-act-android-speech-action-recognize-speech

It appears the Quest is missing the com.google.android.voicesearch app (or presumably any other app which would respond to the RECOGNIZE_SPEECH intent). I'm a little out of my depth here on the android and java side of things so I'm not sure if this is a dead end. It seems to me the options would be installing an app to handle the intent (which might not be allowed or possible on this device) or maybe to include a wrapper lib which routes the intent into whatever voice recognition the Quest is using natively.

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n33kos avatar n33kos commented on July 16, 2024

I just stumbled across this, Oculus is working on an experimental voice SDK. If you're trying to integrate voice commands into a game or app this is probably going to be the best supported way to do it: https://developer.oculus.com/experimental/voice-sdk-integrate-voice

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StuartWright avatar StuartWright commented on July 16, 2024

Hey guys I have found a couple solutions if anyone is still interested: #66

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