Speech Engine Prototype

This commit is contained in:
FlightControl 2019-09-15 18:02:45 +02:00
parent 04a699f990
commit b309c25619
4 changed files with 345 additions and 30 deletions

View File

@ -3511,12 +3511,12 @@ do -- AI_A2G_DISPATCHER
self:F({"Defender Takeoff", DefenderGroup:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = DefenderGroup:GetCallsign()
local DefenderName = DefenderGroup:GetCallsign() -- #string
local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne.", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", wheels up.", DefenderGroup )
AI_A2G_Fsm:Patrol() -- Engage on the TargetSetUnit
end
end
@ -3529,7 +3529,7 @@ do -- AI_A2G_DISPATCHER
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling.", "Patrolling.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", patrolling.", DefenderGroup )
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@ -3548,7 +3548,7 @@ do -- AI_A2G_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", moving on to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
@ -3563,7 +3563,7 @@ do -- AI_A2G_DISPATCHER
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
@ -3574,7 +3574,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", returning to base.", DefenderGroup )
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
@ -3587,7 +3587,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
Dispatcher:MessageToPlayers( DefenderName .. ", lost control." )
if DefenderGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
DefenderGroup:Destroy()
@ -3602,7 +3602,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", landing at base.", DefenderGroup )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
@ -3659,7 +3659,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderTarget = DefenderTarget } )
if DefenderTarget then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!", "Wheels_up.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", wheels up.", DefenderGroup )
AI_A2G_Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
end
end
@ -3675,7 +3675,7 @@ do -- AI_A2G_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Moving_on_to_ground_target.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end
@ -3691,7 +3691,7 @@ do -- AI_A2G_DISPATCHER
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), "Engaging_ground_target.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
@ -3701,7 +3701,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", returning to base.", DefenderGroup )
self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
@ -3732,7 +3732,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", DefenderGroup )
Dispatcher:MessageToPlayers( DefenderName .. ", landing at base.", DefenderGroup )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )

View File

@ -0,0 +1,310 @@
--- **Core** - Makes the radio talk.
--
-- ===
--
-- ## Features:
--
-- * Send text strings using a vocabulary that is converted in spoken language.
-- * Possiblity to implement multiple language.
--
-- ===
--
-- ### Authors: FlightControl
--
-- @module Core.Speech
-- @image Core_Radio.JPG
--- Makes the radio speak.
--
-- # RADIOSPEECH usage
--
--
-- @type RADIOSPEECH
-- @extends Core.RadioQueue#RADIOQUEUE
RADIOSPEECH = {
ClassName = "RADIOSPEECH",
Vocabulary = {
EN = {},
}
}
RADIOSPEECH.Vocabulary.EN = {
["1"] = { "1", 0.25 },
["2"] = { "2", 0.25 },
["3"] = { "3", 0.30 },
["4"] = { "4", 0.35 },
["5"] = { "5", 0.35 },
["6"] = { "6", 0.42 },
["7"] = { "7", 0.38 },
["8"] = { "8", 0.20 },
["9"] = { "9", 0.32 },
["10"] = { "10", 0.35 },
["11"] = { "11", 0.40 },
["12"] = { "12", 0.42 },
["13"] = { "13", 0.38 },
["14"] = { "14", 0.42 },
["15"] = { "15", 0.42 },
["16"] = { "16", 0.52 },
["17"] = { "17", 0.59 },
["18"] = { "18", 0.40 },
["19"] = { "19", 0.47 },
["20"] = { "20", 0.38 },
["30"] = { "30", 0.29 },
["40"] = { "40", 0.35 },
["50"] = { "50", 0.32 },
["60"] = { "60", 0.44 },
["70"] = { "70", 0.48 },
["80"] = { "80", 0.26 },
["90"] = { "90", 0.36 },
["100"] = { "100", 0.55 },
["1000"] = { "1000", 1 },
["chevy"] = { "chevy", 0.35 },
["colt"] = { "colt", 0.35 },
["springfield"] = { "springfield", 0.65 },
["dodge"] = { "dodge", 0.35 },
["enfield"] = { "enfield", 0.5 },
["ford"] = { "ford", 0.32 },
["pontiac"] = { "pontiac", 0.55 },
["uzi"] = { "uzi", 0.28 },
["degrees"] = { "degrees", 0.5 },
["<EFBFBD>"] = { "degrees", 0.5 },
["kilometers"] = { "kilometers", 0.65 },
["km"] = { "kilometers", 0.65 },
["miles"] = { "miles", 0.45 },
["mi"] = { "miles", 0.45 },
["br"] = { "br", 1.1 },
["bra"] = { "bra", 0.3 },
["returning to base"] = { "returning_to_base", 0.85 },
["moving on to ground target"] = { "moving_on_to_ground_target", 1.20 },
["engaging ground target"] = { "engaging_ground_target", 1.20 },
["wheels up"] = { "wheels_up", 0.42 },
["landing at base"] = { "landing at base", 0.8 },
["patrolling"] = { "patrolling", 0.55 },
["for"] = { "for", 0.31 },
["and"] = { "and", 0.31 },
["at"] = { "at", 0.3 },
["dot"] = { "dot", 0.26 },
["defender"] = { "defender", 0.45 },
}
--- Create a new RADIOSPEECH object for a given radio frequency/modulation.
-- @param #RADIOSPEECH self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @return #RADIOSPEECH self The RADIOSPEECH object.
function RADIOSPEECH:New(frequency, modulation)
-- Inherit base
local self = BASE:Inherit( self, RADIOQUEUE:New( frequency, modulation ) ) -- #RADIOSPEECH
self.Language = "EN"
self:BuildTree()
return self
end
--- Add Sentence to the Speech collection.
-- @param #RADIOSPEECH self
-- @param #string RemainingSentence The remaining sentence during recursion.
-- @param #table Speech The speech node.
-- @param #string Sentence The full sentence.
-- @param #string Data The speech data.
-- @return #RADIOSPEECH self The RADIOSPEECH object.
function RADIOSPEECH:AddSentenceToSpeech( RemainingSentence, Speech, Sentence, Data )
self:I( { RemainingSentence, Speech, Sentence, Data } )
local Token, RemainingSentence = RemainingSentence:match( "^ *(%w+)(.*)" )
self:I( { Token = Token, RemainingSentence = RemainingSentence } )
-- Is there a Token?
if Token then
-- We check if the Token is already in the Speech collection.
if not Speech[Token] then
-- There is not yet a vocabulary registered for this.
Speech[Token] = {}
if RemainingSentence and RemainingSentence ~= "" then
-- We use recursion to iterate through the complete Sentence, and make a chain of Tokens.
-- The last Speech node in the collection contains the Sentence and the Data to be spoken.
-- This to ensure that during the actual speech:
-- - Complete sentences are being understood.
-- - Words without speech are ignored.
-- - Incorrect sequence of words are ignored.
Speech[Token].Next = {}
self:AddSentenceToSpeech( RemainingSentence, Speech[Token].Next, Sentence, Data )
else
-- There is no remaining sentence, so we add speech to the Sentence.
-- The recursion stops here.
Speech[Token].Sentence = Sentence
Speech[Token].Data = Data
end
end
end
end
--- Build the tree structure based on the language words, in order to find the correct sentences and to ignore incomprehensible words.
-- @param #RADIOSPEECH self
-- @return #RADIOSPEECH self The RADIOSPEECH object.
function RADIOSPEECH:BuildTree()
self.Speech = {}
for Language, Sentences in pairs( self.Vocabulary ) do
self:I( { Language = Language, Sentences = Sentences })
self.Speech[Language] = {}
for Sentence, Data in pairs( Sentences ) do
self:I( { Sentence = Sentence, Data = Data } )
self:AddSentenceToSpeech( Sentence, self.Speech[Language], Sentence, Data )
end
end
self:I( { Speech = self.Speech } )
return self
end
--- Speak a sentence.
-- @param #RADIOSPEECH self
-- @param #string Sentence The sentence to be spoken.
function RADIOSPEECH:SpeakWords( Sentence, Speech )
local Word, RemainderSentence = Sentence:match( "^[^%d%a]*(%a*)(.*)" )
self:I( { Word = Word, Speech = Speech[Word], RemainderSentence = RemainderSentence } )
if Word and Word ~= "" then
-- Construct of words
Word = Word:lower()
if Speech[Word] then
-- The end of the sentence has been reached. Now Speech.Next should be nil, otherwise there is an error.
if Speech[Word].Next == nil then
self:I( { Sentence = Speech[Word].Sentence, Data = Speech[Word].Data } )
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], "EN/" )
else
if RemainderSentence and RemainderSentence ~= "" then
RemainderSentence = self:SpeakWords( RemainderSentence, Speech[Word].Next )
end
end
end
end
return RemainderSentence
end
--- Speak a sentence.
-- @param #RADIOSPEECH self
-- @param #string Sentence The sentence to be spoken.
function RADIOSPEECH:SpeakDigits( Sentence, Speech )
local Digits, RemainderSentence = Sentence:match( "^[^%a%d]*(%d*)(.*)" )
self:I( { Digits = Digits, Speech = Speech[Digits], RemainderSentence = RemainderSentence } )
if Digits and Digits ~= "" then
-- Construct numbers
local Number = tonumber( Digits )
local Multiple = nil
while Number >= 0 do
if Number > 1000 then
Multiple = math.floor( Number / 1000 ) * 1000
elseif Number > 100 then
Multiple = math.floor( Number / 100 ) * 100
elseif Number > 20 then
Multiple = math.floor( Number / 10 ) * 10
elseif Number >= 0 then
Multiple = Number
end
Sentence = tostring( Multiple )
if Speech[Sentence] then
self:I( { Speech = Speech[Sentence].Sentence, Data = Speech[Sentence].Data } )
self:NewTransmission( Speech[Sentence].Data[1] .. ".wav", Speech[Sentence].Data[2], "EN/" )
end
Number = Number - Multiple
Number = ( Number == 0 ) and -1 or Number
end
end
return RemainderSentence
end
--- Speak a sentence.
-- @param #RADIOSPEECH self
-- @param #string Sentence The sentence to be spoken.
function RADIOSPEECH:SpeakSymbols( Sentence, Speech )
local Symbol, RemainderSentence = Sentence:match( "^[^%a%d]*(°*)(.*)" )
self:I( { Sentence = Sentence, Symbol = Symbol, Speech = Speech[Symbol], RemainderSentence = RemainderSentence } )
if Symbol and Symbol ~= "" then
local Word = nil
if Symbol == "°" then
Word = "degrees"
end
if Word then
if Speech[Word] then
self:I( { Speech = Speech[Word].Sentence, Data = Speech[Word].Data } )
self:NewTransmission( Speech[Word].Data[1] .. ".wav", Speech[Word].Data[2], "EN/" )
end
end
end
return RemainderSentence
end
--- Speak a sentence.
-- @param #RADIOSPEECH self
-- @param #string Sentence The sentence to be spoken.
function RADIOSPEECH:Speak( Sentence, Speech )
self:I( { Sentence, Speech } )
local Language = self.Language
-- If there is no node for Speech, then we start at the first nodes of the language.
if not Speech then
Speech = self.Speech[Language]
end
self:I( { Speech = Speech, Language = Language } )
self:NewTransmission( "_In.wav", 0.52, "EN/" )
repeat
Sentence = self:SpeakWords( Sentence, Speech )
self:I( { Sentence = Sentence } )
Sentence = self:SpeakDigits( Sentence, Speech )
self:I( { Sentence = Sentence } )
-- Sentence = self:SpeakSymbols( Sentence, Speech )
--
-- self:I( { Sentence = Sentence } )
until not Sentence or Sentence == ""
self:NewTransmission( "_Out.wav", 0.28, "EN/" )
end

View File

@ -21,6 +21,7 @@ __Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )

View File

@ -225,7 +225,6 @@ do -- DETECTION MANAGER
--- Set a command center to communicate actions to the players reporting to the command center.
-- @param #DETECTION_MANAGER self
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @return #DETECTION_MANGER self
function DETECTION_MANAGER:SetTacticalMenu( DispatcherMainMenuText, DispatcherMenuText )
@ -279,7 +278,7 @@ do -- DETECTION MANAGER
self.RadioQueue = nil
self.RadioQueue = RADIOQUEUE:New( self.RadioFrequency, self.RadioModulation )
self.RadioQueue = RADIOSPEECH:New( self.RadioFrequency, self.RadioModulation )
self.RadioQueue.power = self.RadioPower
self.RadioQueue:Start( 0.5 )
end
@ -292,27 +291,32 @@ do -- DETECTION MANAGER
-- @param #string SoundPath The path pointing to the folder in the mission file.
-- @param Wrapper.Group#GROUP DefenderGroup The defender group sending the message.
-- @return #DETECTION_MANGER self
function DETECTION_MANAGER:MessageToPlayers( Message, SoundFile, SoundDuration, SoundPath, DefenderGroup )
function DETECTION_MANAGER:MessageToPlayers( Message, DefenderGroup )
self:F( { Message = Message } )
if not self.PreviousMessage or self.PreviousMessage ~= Message then
self.PreviousMessage = Message
if self.CC then
self.CC:MessageToCoalition( Message )
end
-- if not self.PreviousMessage or self.PreviousMessage ~= Message then
-- self.PreviousMessage = Message
-- if self.CC then
-- self.CC:MessageToCoalition( Message )
-- end
-- end
if self.CC then
self.CC:MessageToCoalition( Message )
end
-- Here we handle the transmission of the voice over.
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
if SoundFile then
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
local DefenderUnit = DefenderGroup:GetUnit(1)
if DefenderUnit and DefenderUnit:IsAlive() then
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
end
RadioQueue:NewTransmission( SoundFile, SoundDuration, SoundPath )
Message = Message:gsub( "°", "degrees" )
Message = Message:gsub( "(%d)%.(%d)", "%1dot%2" )
-- Here we handle the transmission of the voice over.
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
local DefenderUnit = DefenderGroup:GetUnit(1)
if DefenderUnit and DefenderUnit:IsAlive() then
RadioQueue:SetSenderUnitName( DefenderUnit:GetName() )
end
RadioQueue:Speak( Message )
return self
end