Unreal OpenAI API 1.0.0
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 GPT_4O_MINI_TTS
20};
21
22UENUM(BlueprintType)
23enum class EVoice : uint8
24{
25 Alloy,
26 Ash,
27 Ballad,
28 Coral,
29 Echo,
30 Fable,
31 Onyx,
32 Nova,
33 Sage,
34 Shimmer,
35 Verse,
36};
37
38// Make sure that WMFCodecs plugin is enabled (Edit->Plugins->WMFCodecs)
39UENUM(BlueprintType)
40enum class ETTSAudioFormat : uint8
41{
42 MP3,
43 OPUS, // Not supported by UnrealEngine
44 AAC,
45 FLAC // Not supported by UnrealEngine
46};
47
48UENUM(BlueprintType)
49enum class ETranscriptFormat : uint8
50{
51 JSON,
52 Text,
53 Str,
54 Verbose_JSON,
55 Vtt
56};
57
59// REQUEST TYPES
61
62USTRUCT(BlueprintType)
64{
65 GENERATED_BODY()
66
67
70 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
71 FString File;
72
77 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
78 FString Model{"whisper-1"};
79
84 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
85 FString Prompt;
86
90 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
91 FString Response_Format{"json"};
92
100 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
101 float Temperature{0.0f};
102};
103
104USTRUCT(BlueprintType)
106{
107 GENERATED_BODY()
108
109
114 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
115 FString Language;
116
124 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
125 TArray<int32> Timestamp_Granularities;
126};
127
128USTRUCT(BlueprintType)
130{
131 GENERATED_BODY()
132};
133
134USTRUCT(BlueprintType)
136{
137 GENERATED_BODY()
138
139
143 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
144 FString Model{"tts-1"};
145
149 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
150 FString Input;
151
156 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
157 FString Voice{"alloy"};
158
162 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
163 FString Instructions{};
164
168 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
169 FString Response_Format{"mp3"};
170
174 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
175 float Speed{1.0f};
176};
177
179// RESPONSE TYPES
181
185USTRUCT(BlueprintType)
187{
188 GENERATED_BODY()
189
190 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
191 FString Text;
192};
193
194USTRUCT(BlueprintType)
196{
197 GENERATED_BODY()
198
199
202 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
203 FString Word;
204
208 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
209 int32 Start{};
210
214 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
215 int32 End{};
216};
217
218USTRUCT(BlueprintType)
220{
221 GENERATED_BODY()
222
223
226 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
227 int32 Id{};
228
232 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
233 int32 Seek{};
234
238 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
239 int32 Start{};
240
244 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
245 int32 End{};
246
250 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
251 FString Text;
252
256 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
257 TArray<int32> Tokens;
258
262 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
263 double Temperature{};
264
268 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
269 double Avg_Logprob{};
270
274 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
275 double Compression_Ratio{};
276
281 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
282 double No_Speech_Prob{};
283};
284
288USTRUCT(BlueprintType)
290{
291 GENERATED_BODY()
292
293
296 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
297 FString Language;
298
302 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
303 FString Duration;
304
308 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
309 FString Text;
310
314 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
316
320 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
322};
323
324USTRUCT(BlueprintType)
326{
327 GENERATED_BODY()
328
329 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
330 FString Text;
331};
332
333USTRUCT(BlueprintType)
335{
336 GENERATED_BODY()
337
338 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
339 TArray<uint8> Bytes;
340};
Definition: OpenAI.Build.cs:6
Definition: AudioTypes.h:64
Definition: AudioTypes.h:106
Definition: AudioTypes.h:187
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Definition: AudioTypes.h:335