Alert an enemy with Microphone input C#, Unity










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I have a code that takes microphone input and converts it into a float number. Now, I need to convert that input into a radius in a game. That radius defines players range. Suppose, I yelled into microphone and I got the radius. If an enemy is within the range of radius, the enemy is alerted. Can someone please, help me do it. Do I create a new script for that, or do I need to do it in the player controller?










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  • 3





    This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

    – Jeremy Thompson
    Nov 12 '18 at 2:31












  • You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

    – MickyD
    Nov 12 '18 at 3:24















0















I have a code that takes microphone input and converts it into a float number. Now, I need to convert that input into a radius in a game. That radius defines players range. Suppose, I yelled into microphone and I got the radius. If an enemy is within the range of radius, the enemy is alerted. Can someone please, help me do it. Do I create a new script for that, or do I need to do it in the player controller?










share|improve this question

















  • 3





    This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

    – Jeremy Thompson
    Nov 12 '18 at 2:31












  • You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

    – MickyD
    Nov 12 '18 at 3:24













0












0








0


1






I have a code that takes microphone input and converts it into a float number. Now, I need to convert that input into a radius in a game. That radius defines players range. Suppose, I yelled into microphone and I got the radius. If an enemy is within the range of radius, the enemy is alerted. Can someone please, help me do it. Do I create a new script for that, or do I need to do it in the player controller?










share|improve this question














I have a code that takes microphone input and converts it into a float number. Now, I need to convert that input into a radius in a game. That radius defines players range. Suppose, I yelled into microphone and I got the radius. If an enemy is within the range of radius, the enemy is alerted. Can someone please, help me do it. Do I create a new script for that, or do I need to do it in the player controller?







c# unity3d






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asked Nov 12 '18 at 1:48









optimusoptimus

15




15







  • 3





    This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

    – Jeremy Thompson
    Nov 12 '18 at 2:31












  • You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

    – MickyD
    Nov 12 '18 at 3:24












  • 3





    This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

    – Jeremy Thompson
    Nov 12 '18 at 2:31












  • You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

    – MickyD
    Nov 12 '18 at 3:24







3




3





This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

– Jeremy Thompson
Nov 12 '18 at 2:31






This isn't a Coding Service - you need to write the code yourself. If you run into specific problems (that will likely help someone else) please post. Answering this I dont think is going to help anyone but you unfortunately. That said, you will need to write code, 1. the microphone voice detection, 2. the speech-to-text, 3. text to radius conversion, 4. Publish/Subscribe players to each others radius events, 5. Alert users within one and others vicinity.

– Jeremy Thompson
Nov 12 '18 at 2:31














You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

– MickyD
Nov 12 '18 at 3:24





You dont need to do anything special with recognition. The radius is simply proportional to the volume level recorded from the microphone

– MickyD
Nov 12 '18 at 3:24












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I'd recommend you have one script running via your player entity or on a 'scene controller' group (added solely to run background scripts) that contains your 'mic listener' script. Then on your enemy prefab add a 'mic data receiver' script.



1) Use FindComponent<> from your 'mic data receiver' script to locate and retrieve volumes from the 'mic listener' script, or;
2) Use a pub/sub message aggregator in the 'mic listener' script that broadcasts a mic data mesage, and then have your enemy's 'mic listener' class subscribe to this information and calculate in/out of range based on volume Vs. distance.



Sounds like your underlying question is about communication between objects and how to organize 'services' / information producers Vs. arbitrary game entities / discreet information consumers.

Do some searches on best practices for inter-object communication and you'll have a better answer from the Unity team's documentation than I could ever provide.



Good Luck!






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    I'd recommend you have one script running via your player entity or on a 'scene controller' group (added solely to run background scripts) that contains your 'mic listener' script. Then on your enemy prefab add a 'mic data receiver' script.



    1) Use FindComponent<> from your 'mic data receiver' script to locate and retrieve volumes from the 'mic listener' script, or;
    2) Use a pub/sub message aggregator in the 'mic listener' script that broadcasts a mic data mesage, and then have your enemy's 'mic listener' class subscribe to this information and calculate in/out of range based on volume Vs. distance.



    Sounds like your underlying question is about communication between objects and how to organize 'services' / information producers Vs. arbitrary game entities / discreet information consumers.

    Do some searches on best practices for inter-object communication and you'll have a better answer from the Unity team's documentation than I could ever provide.



    Good Luck!






    share|improve this answer





























      0














      I'd recommend you have one script running via your player entity or on a 'scene controller' group (added solely to run background scripts) that contains your 'mic listener' script. Then on your enemy prefab add a 'mic data receiver' script.



      1) Use FindComponent<> from your 'mic data receiver' script to locate and retrieve volumes from the 'mic listener' script, or;
      2) Use a pub/sub message aggregator in the 'mic listener' script that broadcasts a mic data mesage, and then have your enemy's 'mic listener' class subscribe to this information and calculate in/out of range based on volume Vs. distance.



      Sounds like your underlying question is about communication between objects and how to organize 'services' / information producers Vs. arbitrary game entities / discreet information consumers.

      Do some searches on best practices for inter-object communication and you'll have a better answer from the Unity team's documentation than I could ever provide.



      Good Luck!






      share|improve this answer



























        0












        0








        0







        I'd recommend you have one script running via your player entity or on a 'scene controller' group (added solely to run background scripts) that contains your 'mic listener' script. Then on your enemy prefab add a 'mic data receiver' script.



        1) Use FindComponent<> from your 'mic data receiver' script to locate and retrieve volumes from the 'mic listener' script, or;
        2) Use a pub/sub message aggregator in the 'mic listener' script that broadcasts a mic data mesage, and then have your enemy's 'mic listener' class subscribe to this information and calculate in/out of range based on volume Vs. distance.



        Sounds like your underlying question is about communication between objects and how to organize 'services' / information producers Vs. arbitrary game entities / discreet information consumers.

        Do some searches on best practices for inter-object communication and you'll have a better answer from the Unity team's documentation than I could ever provide.



        Good Luck!






        share|improve this answer















        I'd recommend you have one script running via your player entity or on a 'scene controller' group (added solely to run background scripts) that contains your 'mic listener' script. Then on your enemy prefab add a 'mic data receiver' script.



        1) Use FindComponent<> from your 'mic data receiver' script to locate and retrieve volumes from the 'mic listener' script, or;
        2) Use a pub/sub message aggregator in the 'mic listener' script that broadcasts a mic data mesage, and then have your enemy's 'mic listener' class subscribe to this information and calculate in/out of range based on volume Vs. distance.



        Sounds like your underlying question is about communication between objects and how to organize 'services' / information producers Vs. arbitrary game entities / discreet information consumers.

        Do some searches on best practices for inter-object communication and you'll have a better answer from the Unity team's documentation than I could ever provide.



        Good Luck!







        share|improve this answer














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        edited Nov 14 '18 at 0:19

























        answered Nov 12 '18 at 5:21









        MonzaMonza

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