.NET Speech recognition plugin Runtime Error: Unhandled Exception. What could possibly cause it?
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by manuel
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Published on 2010-04-12T16:58:11Z
Indexed on
2010/04/13
7:02 UTC
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I'm writing a plugin (dll file) for speech recognition, and I'm creating a WinForm as its interface/dialog. When I run the plugin and click the 'Speak' to start the initialization, I get an unhandled exception.
Here is a piece of the code:
public ref class Dialog : public System::Windows::Forms::Form
{
public: SpeechRecognitionEngine^ sre;
private: System::Void btnSpeak_Click(System::Object^ sender, System::EventArgs^ e)
{
Initialize();
}
protected: void Initialize()
{
if (System::Threading::Thread::CurrentThread->GetApartmentState() !=
System::Threading::ApartmentState::STA)
{
throw gcnew InvalidOperationException("UI thread required");
}
//create the recognition engine
sre = gcnew SpeechRecognitionEngine();
//set our recognition engine to use the default audio device
sre->SetInputToDefaultAudioDevice();
//create a new GrammarBuilder to specify which commands we want to use
GrammarBuilder^ grammarBuilder = gcnew GrammarBuilder();
//append all the choices we want for commands.
//we want to be able to move, stop, quit the game, and check for the cake.
grammarBuilder->Append(gcnew Choices("play", "stop"));
//create the Grammar from th GrammarBuilder
Grammar^ customGrammar = gcnew Grammar(grammarBuilder);
//unload any grammars from the recognition engine
sre->UnloadAllGrammars();
//load our new Grammar
sre->LoadGrammar(customGrammar);
//add an event handler so we get events whenever the engine recognizes spoken commands
sre->SpeechRecognized += gcnew EventHandler<SpeechRecognizedEventArgs^> (this, &Dialog::sre_SpeechRecognized);
//set the recognition engine to keep running after recognizing a command.
//if we had used RecognizeMode.Single, the engine would quite listening after
//the first recognized command.
sre->RecognizeAsync(RecognizeMode::Multiple);
//this->init();
}
void sre_SpeechRecognized(Object^ sender, SpeechRecognizedEventArgs^ e)
{
//simple check to see what the result of the recognition was
if (e->Result->Text == "play")
{
MessageBox(plugin.hwndParent, L"play", 0, 0);
}
if (e->Result->Text == "stop")
{
MessageBox(plugin.hwndParent, L"stop", 0, 0);
}
}
};
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