SpeechRecognitionEngine.AudioStateChanged 事件

定義

SpeechRecognitionEngine 所接收的音訊變更狀態時引發。

public:
 event EventHandler<System::Speech::Recognition::AudioStateChangedEventArgs ^> ^ AudioStateChanged;
public event EventHandler<System.Speech.Recognition.AudioStateChangedEventArgs> AudioStateChanged;
member this.AudioStateChanged : EventHandler<System.Speech.Recognition.AudioStateChangedEventArgs> 
Public Custom Event AudioStateChanged As EventHandler(Of AudioStateChangedEventArgs) 

事件類型

範例

下列範例會 AudioStateChanged 使用 事件的處理常式,在每次變更辨識器時,使用列舉的成員 AudioState ,將辨識器的新功能 AudioState 寫入主控台。

using System;  
using System.Speech.Recognition;  

namespace SampleRecognition  
{  
  class Program  
  {  
    static void Main(string[] args)  

    // Initialize an in-process speech recognition engine.  
    {  
      using (SpeechRecognitionEngine recognizer =  
         new SpeechRecognitionEngine(new System.Globalization.CultureInfo("en-US")))  
      {  

        // Create and load a grammar.  
        Choices animals = new Choices(new string[] { "cow", "pig", "goat" });  
        GrammarBuilder farm = new GrammarBuilder("On this farm he had a");  
        farm.Append(animals);  
        Grammar farmAnimals = new Grammar(farm);  
        farmAnimals.Name = "Farm";  
        recognizer.LoadGrammar(farmAnimals);  

        // Attach event handlers.  
        recognizer.AudioStateChanged +=  
          new EventHandler<AudioStateChangedEventArgs>(recognizer_AudioStateChanged);  
        recognizer.SpeechRecognized +=  
          new EventHandler<SpeechRecognizedEventArgs>(recognizer_SpeechRecognized);  
        recognizer.LoadGrammarCompleted +=  
          new EventHandler<LoadGrammarCompletedEventArgs>(recognizer_LoadGrammarCompleted);  

        // Set the input to the recognizer.  
        recognizer.SetInputToDefaultAudioDevice();  

        // Start recognition.  
        recognizer.RecognizeAsync();  

        // Keep the console window open.  
        Console.ReadLine();  
      }  
    }  

    // Handle the LoadGrammarCompleted event.  
    static void recognizer_LoadGrammarCompleted(object sender, LoadGrammarCompletedEventArgs e)  
    {  
      Console.WriteLine("Grammar loaded: " + e.Grammar.Name);  
    }  

    // Handle the SpeechRecognized event.  
    static void recognizer_SpeechRecognized(object sender, SpeechRecognizedEventArgs e)  
    {  
      if (e.Result != null && e.Result.Text != null)  
      {  
        Console.WriteLine();  
        Console.WriteLine("  Recognized text =  {0}", e.Result.Text);  
        Console.WriteLine();  
      }  
      else  
      {  
        Console.WriteLine("  Recognized text not available.");  
      }  

      Console.WriteLine();  
      Console.WriteLine("Done.");  
      Console.WriteLine();  
      Console.WriteLine("Press any key to exit...");  
      Console.ReadKey();  
    }  

    // Handle the AudioStateChanged event.  
    static void recognizer_AudioStateChanged(object sender, AudioStateChangedEventArgs e)  
    {  
      Console.WriteLine("The new audio state is: " + e.AudioState);  
    }  
  }  
}  

備註

若要在事件發生時取得音訊狀態,請使用 AudioState 相關聯 AudioStateChangedEventArgs 的 屬性。 若要取得辨識器輸入的目前音訊狀態,請使用辨識器的 AudioState 屬性。 如需音訊狀態的詳細資訊,請參閱 AudioState 列舉。

當您建立 AudioStateChanged 委派 (Delegate) 時,就可以識別即將處理此事件的方法。 若要使事件與您的事件處理常式產生關聯,請將委派的執行個體 (Instance) 加入至事件。 除非您移除委派,否則每當事件發生時就會呼叫事件處理常式。 如需事件處理常式委派的詳細資訊,請參閱 事件和委派

適用於

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