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I am a seasoned software engineer with a focus on C++, holding a degree in Control and Automation Engineering (Mechatronics). My professional journey has been dedicated to crafting robust software solutions. I've contributed significantly to addressing regional challenges through the development of various software applications.

My background extends beyond practical applications; I engage in continuous learning, conducting experiments and creating free tools to assist fellow developers. My commitment lies in delivering tangible results through thoughtful software engineering, always driven by a passion for problem-solving.

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ueazspeechsampleproject's Issues

vs2022 faild

严重性 代码 说明 项目 文件 行 禁止显示状态
错误 MSB3073 命令“"\UE_5.1\Engine\Build\BatchFiles\Build.bat" PluginsManagementEditor Win64 Development -Project="UEAzSpeechSampleProject\PluginsManagement.uproject" -WaitMutex -FromMsBuild”已退出,代码为 6。 PluginsManagement D:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44

Crashing when trying to build for android

So I have been trying to build the project for android but it just crashes on launching the app. No build errors, all good until I open the app on my device. Tried all android flavours. Noticing the same thing when I implemented the plugin on my project. It crashes on clicking the Speech to text option and it can't find the microphone id or any available sound devices.
The plugin works great on windows and on editor but on building for android it crashes.

Hope someone can help me with it.

Couldn't checkout due to LFS limits

batch response: This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.   
Failed to fetch some objects from 'https://github.com/lucoiso/UEAzSpeechSampleProject.git/info/lfs'

Perform Execution Queue Crash.

Hello,
1.Play the sample
2.Click the Perform Execution Queue button
3.The engine(5.3/5.2)will crash in chance.

Win11
UE 5.3.2
AZSpeech 1.6.17

When AzSpeechEngineSubsystem.cpp line 223 DequeueAudioExecutionQueue(QueueId); run a second time,
It goes into endless loop:

Unhandled Exception: EXCEPTION_STACK_OVERFLOW

UnrealEditor_AzSpeech!UAzSpeechHelper::ConvertAudioDataToSoundWave() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechHelper.cpp:148]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:90]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:44]
UnrealEditor_AzSpeech!UAzSpeechSpeechSynthesisBase::PlayAudio() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Synthesis\Bases\AzSpeechSpeechSynthesisBase.cpp:95]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::DequeueAudioExecutionQueue() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:280]
UnrealEditor_AzSpeech!UAzSpeechEngineSubsystem::OnQueueExecutionCompleted() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\AzSpeechEngineSubsystem.cpp:224]
UnrealEditor_AzSpeech!TBaseUObjectMethodDelegateInstance<1,UAzSpeechEngineSubsystem const ,void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy,__int64>::ExecuteIfSafe() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_AzSpeech!TDelegate<void __cdecl(FAzSpeechTaskData),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\UE\UE_5.3\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_AzSpeech!UAzSpeechTaskBase::SetReadyToDestroy() [E:\UnrealProjects\UEAzSpeechSampleProject\Plugins\UEAzSpeech\Source\AzSpeech\Private\AzSpeech\Tasks\Bases\AzSpeechTaskBase.cpp:127]


......

Speech Recognition not working

Hello there, nice job with the plugin!
I'm trying to make the speech recognition to work, but it doesn't give me any recognized text, the update seems to be working, the rest of the services are working perfectly.

I know that this point of reference is not enough to debug, so I wanna ask: should i leave the speech to text node's parameters empty? and should it work like the rest of the systems or do I need any special azure configuration?

image

Visual Studio modules required

I hope you can help me, I know is not related to the plugin.

When I try to run the build I have this message: the following modules are required to run this program: Microsoft Visual C++ Runtime. Do you know how can I include those files in the build or auto execute the installer?

I've seen that I can use the "Additional Command Line Arguments" and put something like this: -Prereqs=install --include="Microsoft.VisualStudio.Component.VC.Runtime.UCRT" --quiet
And in the project settings there is an option for Prerequisites directory.

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