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Unreal OpenAI API 1.0.0
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AudioTypes.h
1// OpenAI, Copyright LifeEXE. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "AudioTypes.generated.h"
7
8UENUM(BlueprintType)
9enum class EAudioModel : uint8
10{
11 Whisper_1
12};
13
14UENUM(BlueprintType)
15enum class ETTSModel : uint8
16{
17 TTS_1,
18 TTS_1_HD
19};
20
21UENUM(BlueprintType)
22enum class EVoice : uint8
23{
24 Alloy,
25 Ash,
26 Coral,
27 Echo,
28 Fable,
29 Onyx,
30 Nova,
31 Sage,
32 Shimmer,
33};
34
35// Make sure that WMFCodecs plugin is enabled (Edit->Plugins->WMFCodecs)
36UENUM(BlueprintType)
37enum class ETTSAudioFormat : uint8
38{
39 MP3,
40 OPUS, // Not supported by UnrealEngine
41 AAC,
42 FLAC // Not supported by UnrealEngine
43};
44
45UENUM(BlueprintType)
46enum class ETranscriptFormat : uint8
47{
48 JSON,
49 Text,
50 Str,
51 Verbose_JSON,
52 Vtt
53};
54
56// REQUEST TYPES
58
59USTRUCT(BlueprintType)
61{
62 GENERATED_BODY()
63
64
67 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
68 FString File;
69
74 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
75 FString Model{"whisper-1"};
76
81 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
82 FString Prompt;
83
87 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
88 FString Response_Format{"json"};
89
97 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
98 float Temperature{0.0f};
99};
100
101USTRUCT(BlueprintType)
103{
104 GENERATED_BODY()
105
106
111 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
112 FString Language;
113
121 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
122 TArray<int32> Timestamp_Granularities;
123};
124
125USTRUCT(BlueprintType)
127{
128 GENERATED_BODY()
129};
130
131USTRUCT(BlueprintType)
133{
134 GENERATED_BODY()
135
136
140 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
141 FString Model{"tts-1"};
142
146 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
147 FString Input;
148
152 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
153 FString Voice{"alloy"};
154
158 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
159 FString Response_Format{"mp3"};
160
164 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
165 float Speed{1.0f};
166};
167
169// RESPONSE TYPES
171
175USTRUCT(BlueprintType)
177{
178 GENERATED_BODY()
179
180 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
181 FString Text;
182};
183
184USTRUCT(BlueprintType)
186{
187 GENERATED_BODY()
188
189
192 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
193 FString Word;
194
198 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
199 int32 Start{};
200
204 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
205 int32 End{};
206};
207
208USTRUCT(BlueprintType)
210{
211 GENERATED_BODY()
212
213
216 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
217 int32 Id{};
218
222 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
223 int32 Seek{};
224
228 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
229 int32 Start{};
230
234 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
235 int32 End{};
236
240 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
241 FString Text;
242
246 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
247 TArray<int32> Tokens;
248
252 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
253 double Temperature{};
254
258 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
259 double Avg_Logprob{};
260
264 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
265 double Compression_Ratio{};
266
271 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
272 double No_Speech_Prob{};
273};
274
278USTRUCT(BlueprintType)
280{
281 GENERATED_BODY()
282
283
286 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
287 FString Language;
288
292 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
293 FString Duration;
294
298 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
299 FString Text;
300
304 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
306
310 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
312};
313
314USTRUCT(BlueprintType)
316{
317 GENERATED_BODY()
318
319 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
320 FString Text;
321};
322
323USTRUCT(BlueprintType)
325{
326 GENERATED_BODY()
327
328 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
329 TArray<uint8> Bytes;
330};
Definition: OpenAI.Build.cs:6
Definition: AudioTypes.h:61
Definition: AudioTypes.h:103
Definition: AudioTypes.h:177
Definition: AudioTypes.h:210
Definition: AudioTypes.h:280
Definition: AudioTypes.h:186
Definition: AudioTypes.h:127
Definition: AudioTypes.h:316
Definition: AudioTypes.h:133
Definition: AudioTypes.h:325