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AI Human Demo

related scene
  • 2.AIHuman.scene

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 Model]. For other details, please refer to AIPlayer Description.

First, get a list of available AIs and set up the UI.

  • DemoAIHuman.cs
private void Awake()
{
// Start SDK authentication.
AIHumanSDKManager.Instance.Authenticate(OnCompleteAuth);
}

private void OnCompleteAuth(AIAPI.AIList aiList, AIError error)
{
if (error == null)
{
_aiList = aiList;

string[] aiNames = GetAINames();
if (aiNames != null && aiNames.Length > 0)
{
// Set AI of AIPlayer as the first AI on the list.
Init(GetAINames()[0]);
}
else
{
Debug.LogError(string.Format("{0} {1}", nameof(DemoAIHuman), "There is no AI Model available."));
}
}
else
{
Debug.LogError(string.Format("{0} {1} {2}", nameof(DemoAIHuman), error.ErrorCode, error.Description));
}
}

private void Init(string aiName)
{
// Deliver AIPlayerCallback and AIFrameImageProvider to AIPlayer.
_aiPlayer.Init(aiName, _aiPlayerCallback, _aiFrameImageProvider);

// Set and initialize AI data in Dropdown, Slider UI.
InitUI();
}

Examples of Speak, Preload, Pause, Multi Speak(Randomly), Resume, and Pause.

  • DemoAIHuman.cs
    public void OnClickSpeak()
{
_sendingMessage.Clear();

// AI language, voice settings
CustomVoice cv = null;
if (_languageDropdown.value == 0)
{
cv = _voiceDropdown.value == 0 ? null : _customVoiceList[_voiceDropdown.value - 1];
}
else
{
cv = _customVoiceList[_voiceDropdown.value];
}

_aiPlayer.SetCustomVoice(cv);

AIClipSet clip = null;
string speechText = _textDropdown.value > 0 ? _sampleTextList[_textDropdown.value] : null;
if (_gestureDropdown.value > 0)
{
bool gstEnableSpeech = _gestureList[_gestureDropdown.value - 1].EnableSpeech;
if (gstEnableSpeech)
{
clip = AIAPI.CreateClipSet(speechText, _gestureList[_gestureDropdown.value - 1].Name);
}
else
{
clip = AIAPI.CreateClipSet("", _gestureList[_gestureDropdown.value - 1].Name);
}
}
else
{
clip = AIAPI.CreateClipSet(speechText);
}

_sendingMessage.Add(clip);

_aiPlayer.Send(new[] { clip });
}

public void OnClickPause()
{
_aiPlayer.Pause();
}

public void OnClickResume()
{
_aiPlayer.Resume();
}

public void OnClickStop()
{
_aiPlayer.Stop();
}

public void OnClickMultiSpeak()
{
_sendingMessage.Clear();

for (int i = 1; i < _sampleTextList.Count; i++)
{
if ((Random.Range(0, 100) % _sampleTextList.Count - 1) % 2 == 0)
{
_sendingMessage.Add(AIAPI.CreateClipSet(_sampleTextList[i]));
}
}

_aiPlayer.Send(_sendingMessage.ToArray());
}

Receiving callback of AI behavior can be implemented through inheritance of AIPlayerCallback class.

  • DemoPlayerCallback.cs
public class DemoPlayerCallback : AIPlayerCallback
{
public override void OnAIPlayerError(AIError error)
{
}

public override void OnAIPlayerResLoadingProgressed(int current, int total)
{
}

public override void OnAIPlayerEvent(AIEvent @event)
{
switch (@event.EventType)
{
case AIEvent.Type.RES_LOAD_STARTED:
{
break;
}
case AIEvent.Type.RES_LOAD_COMPLETED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_PREPARE_STARTED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_PREPARE_COMPLETED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_STARTED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_COMPLETED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_FAILED:
{
break;
}
case AIEvent.Type.AICLIPSET_PRELOAD_STARTED:
{
break;
}
case AIEvent.Type.AICLIPSET_PRELOAD_COMPLETED:
{
break;
}
case AIEvent.Type.AICLIPSET_PRELOAD_FAILED:
{
break;
}
case AIEvent.Type.AI_CONNECTED:
{
break;
}
case AIEvent.Type.AI_DISCONNECTED:
{
break;
}
case AIEvent.Type.AICLIPSET_PLAY_BUFFERING:
{
break;
}
case AIEvent.Type.AICLIPSET_RESTART_FROM_BUFFERING:
{
break;
}
case AIEvent.Type.AIPLAYER_STATE_CHANGED:
{
break;
}
}
}
}

AI image resource (UnityEngine.Texture2D) can be implemented and supplied through AIFrameImageProvider class inheritance.

  • DemoFrameImageProvider.cs
public class DemoFrameImageProvider : AIFrameImageProvider
{
public override void OnChangeBackgroundTexture(Vector3 scale, Texture2D bgTexture)
{
// callback background texture
}

public override void OnChangeFaceTexture(Vector3 scale, int idleWidth, int idleHeight, FaceRect faceRect, Texture2D faceTexture)
{
// callback face texture
}

public override void OnDisabledBackgroundTexture()
{
}

public override void OnDisabledFaceTexture()
{
}

public override void OnChromakeyFaceTexture(Color minHueColor, Color maxHueColor)
{
// callback setting chromakey
}
}

Through OnAIPlayerEvent implementation, you can receive CallBack of AI states shown below.

RES_LOAD_STARTED: AI Resource loading started.
RES_LOAD_COMPLETED: AI Resource loading completed.
AICLIPSET_PLAY_PREPARE_STARTED: AI started preparation to speak.
AICLIPSET_PLAY_PREPARE_COMPLETED: AI finished preparation to speak.
AICLIPSET_PLAY_STARTED: AI started speaking.
AICLIPSET_PLAY_COMPLETED: AI finished speaking.
AICLIPSET_PLAY_FAILED: AI failed to speak.
AI_CONNECTED: AI is connected.
AI_DISCONNECTED: AI is disconnected.