AI Human Demo
Please refer to the files below in Sample Project.
- DemoView.xaml
- DemoViewModel.cs
AI Human Demo is a page where you can try out various functionalities of AIPlayer. You can try changing to another approved AI model through [AI Select]. For other details, please refer to AIPlayer Description.
First, get a list of available AIs and set up the UI. The Constants.appid, userKey, uuid, and targetPlatform below are parameters entered when calling AuthStart in HomeView.
AIAPI.Instance.AuthStart(Constants.AppId, Constants.UserKey, Constants.Uuid, Constants.TargetPlatform, (aiList, error) =>
{
// You can get a list of available AIs via CallBack.
AIAPI.AIList apiAIlist = JsonConvert.DeserializeObject<AIAPI.AIList>(aiList.Root.ToString());
if (aiList == null)
{
AIStatusText = Resource.ApiAiListEmptyError;
}
AIs = new ObservableCollection<AIAPI.AI>();
foreach (AIAPI.AI item in apiAIlist.ai)
{
AIs.Add(item);
}
SelectedAI = AIs[0];
});
The part that changes AI. In addition to creating and adding AIPlayer, sample text is obtained and the utterance sentence ComboBox is filled. It is updated by getting the rest of the default settings.
private void UpdateSelectedAI()
{
if (_aiPlayer != null)
{
_aiPlayer.Dispose();
_aiPlayer = null;
}
if (_speechList != null)
{
_speechList.Clear();
_speechList = null;
}
_aiPlayer = new(SelectedAI.AIName, this);
AIPlayerObject = _aiPlayer.GetObject();
SpeechList = new ObservableCollection<string>(AIAPI.Instance.GetSampleTexts(SelectedAI.AIName));
SpeechList.Insert(0, Resource.DefaultSpeech);
SpeechIndex = 0;
...
}
Examples of Speak, Preload, Pause, Multi Speak(Randomly), Resume, and Pause.
AIHuman.Core.RelayCommand is used for View and Command Binding. This implementation is only an example and it is not necessary to use AIHuman.Core.RelayCommand.
Please refer to the AIPlayer description that follows below.
private void Speak_Command(object args)
{
_sendingMessage.Clear();
_sendingMessage.Add(_speechText);
_aiPlayer.Send(_sendingMessage.ToArray());
}
private void Preload_Command(object args)
{
_sendingMessage.Clear();
_sendingMessage.Add(_speechText);
_isPreload = true;
_aiPlayer.Preload(_sendingMessage.ToArray());
}
private void Stop_Command(object args)
{
_aiPlayer.StopSpeaking();
AIStatusText = Resource.StopStatus;
}
private void Multi_Command(object args)
{
Random rand = new();
_sendingMessage.Clear();
for (int i = 1; i < SpeechList.Count; ++i)
{
if (rand.Next(0, 100) % 6 % 2 == 0)
{
_sendingMessage.Add(SpeechList[i]);
}
}
_aiPlayer.Send(_sendingMessage.ToArray());
}
private void Resume_Command(object args)
{
_aiPlayer.Resume();
AIStatusText = Resource.ResumeStatus;
}
private void Pause_Command(object args)
{
_aiPlayer.Pause();
AIStatusText = Resource.PauseStatus;
}
By implementing IAIPlayerCallback, it is possible to receive callback from AI operations.
public interface IAIPlayerCallback
{
void onAIPlayerError(AIError error);
void onAIPlayerResLoadingProgressed(int current, int total);
void onAIStateChanged(AIState state);
}
Through onAIStateChanged implementation, you can receive CallBack of AI states shown below.
- SPEAKING_STARTED: AI started speaking.
- SPEAKING_COMPLETED: AI finished speaking.
- SPEAKING_PREPARE_STARTED: AI started preparation to speak.
- RES_LOAD_COMPLETED: AI Resource loading completed.
- RES_LOAD_STARTED: AI Resource loading started.
- SPEAKING_PREPARE_COMPLETED: AI finished preparation to speak.
- ...