Made in Vancouver, Canada by Picovoice
Picovoice is an end-to-end platform for building voice products on your terms. It enables creation of voice experiences similar to Alexa and Google, except it entirely runs 100% on-device.
Picovoice is:
- Private: Everything is processed offline. Intrinsically HIPAA and GDPR-compliant.
- Reliable: Runs without needing constant connectivity.
- Zero Latency: Edge-first architecture eliminates unpredictable network delay.
- Accurate: Resilient to noise and reverberation. It outperforms cloud-based alternatives by wide margins *.
- Cross-Platform: Design once, deploy anywhere. Build using familiar languages and frameworks.
Picovoice unity package is for running Picovoice on Unity 2021.3+ on the following platforms:
- Android 5.0+ (API 21+) (ARM only)
- iOS 13.0+
- Windows (x86_64)
- macOS (x86_64, arm64)
- Linux (x86_64)
The easiest way to install the Picovoice Unity SDK is to import the latest Picovoice Unity package into your Unity projects by either dropping it into the Unity editor or going to Assets>Import Package>Custom Package...
Picovoice requires a valid Picovoice AccessKey
at initialization. AccessKey
acts as your credentials when using Picovoice SDKs.
You can get your AccessKey
for free. Make sure to keep your AccessKey
secret.
Signup or Login to Picovoice Console to get your AccessKey
.
To build the package from source, you first have to clone the repo with submodules:
git clone --recurse-submodules git@github.com:Picovoice/picovoice.git
# or
git clone --recurse-submodules https://github.com/Picovoice/picovoice.git
You then have to run the copy.sh
file to copy the package resources from various locations in the repo to the Unity project located at /sdk/unity (NOTE: on Windows, Git Bash or another bash shell is required, or you will have to manually copy the resources into the project.). Then, open the Unity project, right-click the Assets folder and select Export Package. The resulting Unity package can be imported into other Unity projects as desired.
The module provides you with two levels of API to choose from depending on your needs.
PicovoiceManager provides a high-level API that takes care of audio recording. This class is the quickest way to get started.
NOTE: If running on iOS, you must fill in the Microphone Usage Description under Project Settings>Other Settings in order to enable audio recording.
The constructor will create an instance of the PicovoiceManager using the Porcupine keyword and Rhino context files that you pass to it.
using Pv.Unity;
string accessKey = "${ACCESS_KEY}"; // AccessKey obtained from Picovoice Console (https://console.picovoice.ai/)
PicovoiceManager _picovoiceManager = new PicovoiceManager.Create(
accessKey,
"/path/to/keyword/file.ppn",
OnWakeWordDetected,
"/path/to/context/file.rhn",
OnInferenceResult);
The wakeWordCallback
and inferenceCallback
arguments are functions that you want to execute when a wake word is detected and when an inference is made.
private void OnWakeWordDetected()
{
// wake word detected!
}
private void OnInferenceResult(Inference inference)
{
if(inference.IsUnderstood)
{
string intent = inference.Intent;
Dictionary<string, string> slots = inference.Slots;
// add code to take action based on inferred intent and slot values
}
else
{
// add code to handle unsupported commands
}
}
You can override the default model files and sensitivities. You can set requireEndpoint
parameter to false if you do not wish to wait for silence before Rhino infers context. There is also an optional processErrorCallback
that is called if there is a problem encountered while processing audio. These optional parameters can be passed in like so:
string accessKey = "${ACCESS_KEY}"; // AccessKey obtained from Picovoice Console (https://console.picovoice.ai/)
PicovoiceManager _picovoiceManager = new PicovoiceManager.Create(
accessKey,
"/path/to/keyword/file.ppn",
OnWakeWordDetected,
"/path/to/context/file.rhn",
OnInferenceResult
porcupineModelPath: "/path/to/porcupine/model.pv",
porcupineSensitivity: 0.75f,
rhinoModelPath: "/path/to/rhino/model.pv",
rhinoSensitivity: 0.6f,
requireEndpoint: false,
processErrorCallback: OnError);
void OnError(PicovoiceException ex){
Debug.LogError(ex.ToString());
}
Once you have instantiated a PicovoiceManager, you can start audio capture and processing by calling:
try
{
_picovoiceManager.Start();
}
catch(PicovoiceException ex)
{
Debug.LogError(ex.ToString());
}
And then stop it by calling:
_picovoiceManager.Stop();
PicovoiceManager uses our unity-voice-processor Unity package to capture frames of audio and automatically pass it to the Picovoice platform.
Picovoice provides low-level access to the Picovoice platform for those who want to incorporate it into an already existing audio processing pipeline.
Picovoice
is created by passing a Porcupine keyword file and Rhino context file to the Create
static constructor.
using Pv.Unity;
string accessKey = "${ACCESS_KEY}"; // AccessKey obtained from Picovoice Console (https://console.picovoice.ai/)
try
{
Picovoice _picovoice = Picovoice.Create(
accessKey,
"path/to/keyword/file.ppn",
OnWakeWordDetected,
"path/to/context/file.rhn",
OnInferenceResult);
}
catch (PicovoiceException ex)
{
// handle Picovoice init error
}
private void OnWakeWordDetected()
{
// wake word detected!
}
private void OnInferenceResult(Inference inference)
{
if(inference.IsUnderstood)
{
string intent = inference.Intent;
Dictionary<string, string> slots = inference.Slots;
// add code to take action based on inferred intent and slot values
}
else
{
// add code to handle unsupported commands
}
}
To use Picovoice, you must pass frames of audio to the Process
function. The callbacks will automatically trigger when the wake word is detected and then when the follow-on command is detected.
short[] GetNextAudioFrame()
{
// .. get audioFrame
return audioFrame;
}
short[] buffer = GetNextAudioFrame();
try
{
_picovoice.Process(buffer);
}
catch (PicovoiceException ex)
{
Debug.LogError(ex.ToString());
}
For process to work correctly, the audio data must be in the audio format required by Picovoice.
The required audio format is found by calling .sampleRate
to get the required sample rate and .frameLength
to get the required frame size. Audio must be single-channel and 16-bit linearly-encoded.
Picovoice implements the IDisposable
interface, so you can use Picovoice in a using
block. If you don't use a using
block, resources will be released by the garbage collector automatically, or you can explicitly release the resources like so:
_picovoice.Dispose();
To add custom models to your Unity app, you'll need to add them to your project root under /StreamingAssets
. Then, in a script, retrieve them like so:
string keywordPath = Path.Combine(Application.streamingAssetsPath, "keyword.ppn");
string contextPath = Path.Combine(Application.streamingAssetsPath, "context.rhn");
In order to detect wake words and run inference in other languages you need to use the corresponding model file. The model files for all supported languages are available here and here.
The Picovoice Unity demo can be imported along with the SDK when you import the Picovoice Unity package. Browse the source of the demo here.