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UE3:SpeechRecognition (UDK)

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UDK Object >> SpeechRecognition
Package: 
Engine
This class in other games:
UT3


Properties[edit]

Property group 'SpeechRecognition'[edit]

ConfidenceThreshhold[edit]

Type: float

Threshhold below which the recognised word will be ignored

Default value: 50.0

Language[edit]

Type: string

Language to recognise data in

Default value: "INT"

Vocabularies[edit]

Type: array<RecogVocabulary>

Array of vocabularies that can be swapped in and out

Internal variables[edit]

bDirty[edit]

Type: bool

Modifiers: duplicatetransient, transient

Whether this object has been altered

bInitialised[edit]

Type: bool

Modifiers: duplicatetransient, transient

Whether the object was successfully initialised or not

FnxVoiceData[edit]

Type: pointer

Modifiers: duplicatetransient, native, const

Cached pointers to Fonix data

InstanceData[edit]

Type: RecogUserData

Array size: 4

Cached user data - max users

UserData[edit]

Type: array<byte>

Cached user data

VoiceData[edit]

Type: array<byte>

Cached neural net data

WorkingVoiceData[edit]

Type: array<byte>

Working copy of neural net data

Structs[edit]

RecognisableWord[edit]

Modifiers: native

int Id 
string ReferenceWord 
This is the reference word, which is returned upon recognition. e.g. "Loque". Does not need to be unique.
string PhoneticWord 
This is the word string that is passed into the recognition. e.g. "Loke"

RecogUserData[edit]

Modifiers: native

int ActiveVocabularies 
Bitfield of active vocabularies
array<byte> UserData 
Workspace for recognition data

RecogVocabulary[edit]

Modifiers: native

array<RecognisableWord> WhoDictionary 
Arrays of words that can be recognised - note that words need an ID unique among the contents of all three arrays
array<RecognisableWord> WhatDictionary 
array<RecognisableWord> WhereDictionary 
string VocabName 
Name of vocab file
array<byte> VocabData 
Cached processed vocabulary data
array<byte> WorkingVocabData 
Working copy of vocab data