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<title>TaSTT.git/Scripts, branch v0.11.1</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.11.1</id>
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<updated>2023-04-25T21:27:23+00:00</updated>
<entry>
<title>Restore string matching, remove affinity mask</title>
<updated>2023-04-25T21:27:23+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-04-25T21:27:23+00:00</published>
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<id>urn:sha1:8534d17ab00de729867bb482ab204854127ed2a1</id>
<content type='text'>
Affinity mask no longer affects performance. String matching is still
needed for temporal stability in fast-paced long-form transcription
tasks.
</content>
</entry>
<entry>
<title>~Finish integrating faster-whisper</title>
<updated>2023-04-25T01:14:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-04-25T01:08:16+00:00</published>
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<id>urn:sha1:89c4fa29e5810fac7c75cb5edda1565320a5b8a9</id>
<content type='text'>
I'm able to use the new code to show text in game. Not yet play-tested.
</content>
</entry>
<entry>
<title>Begin integrating faster-whisper</title>
<updated>2023-04-24T03:52:36+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-04-24T03:52:36+00:00</published>
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<id>urn:sha1:b4bb6524652e0f76834ca26a4afa232855ca1348</id>
<content type='text'>
This is a much faster, lower-VRAM reimplementation of Whisper in Python.
Early testing is extremely promising: fast transcription speed,
extremely low resource usage (CPU/RAM/VRAM), high accuracy.
</content>
</entry>
<entry>
<title>Reduce texture memory usage for English speakers</title>
<updated>2023-03-22T00:13:32+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-22T00:13:32+00:00</published>
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<id>urn:sha1:1f15133dd985442af20d42a96fbcd0007f03bd2b</id>
<content type='text'>
We used to populate 7 4k textures + 1 2k texture for all users.
Now if the user has configured `bytes_per_char=1` in the Unity
panel, we just populate a single 512x512 texture containing the
first 128 ASCII characters.

This reduces texture memory usage by 99.74%, from 134.67 MB to
340 KB.
</content>
</entry>
<entry>
<title>Fix _socket module not found issue</title>
<updated>2023-03-21T22:02:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-21T21:28:46+00:00</published>
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<id>urn:sha1:656d7c2092545b18d981acfac000c73fb2128e4a</id>
<content type='text'>
Need python310._pth, specifically 'import site' line, for
embedded python + pip to get along.
</content>
</entry>
<entry>
<title>Set PYTHONPATH in synchronous multiprocessing layer</title>
<updated>2023-03-08T23:36:46+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-03-08T23:36:46+00:00</published>
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<id>urn:sha1:12b6447a87da8077c7dd12b92eefc27dcf7f0818</id>
<content type='text'>
A user saw an error like `ModuleNotFoundError: No module named _socket`.
StackOverflow blames this on PYTHONPATH, so let's try setting it.

* Fix latent bug in Scripts/transcribe.py. PyAudio.open() positional
  parameters must be specified in correct order, even when telling it
  which parameter is which. *shrug*
</content>
</entry>
<entry>
<title>Bugfix: C++ transcription engine should not launch OSC layer</title>
<updated>2023-02-27T00:24:10+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-27T00:24:10+00:00</published>
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<id>urn:sha1:d0d5eedb4e6c56d81ae2135a50212f2091ee65d7</id>
<content type='text'>
Not ready yet.
</content>
</entry>
<entry>
<title>Begin work on C++ custom chatbox</title>
<updated>2023-02-26T22:27:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-26T22:21:18+00:00</published>
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<id>urn:sha1:f7d7858a9ff270380f5407e48d6afaf6a3a97de3</id>
<content type='text'>
Sort of a misnomer. The idea is to use C++ for transcription and Python
for steamvr and OSC.

Having issues getting output from multithreaded Python code. Not in the
mood to figure this out today.

* Hide unimplemented parts of C++ panel.
</content>
</entry>
<entry>
<title>Revert "Apply previous window conditioning to decoding layer"</title>
<updated>2023-02-23T05:54:39+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-23T05:49:58+00:00</published>
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<id>urn:sha1:718319ee7b79d7cdbead5d765769b50c25e968f4</id>
<content type='text'>
This reverts commit cece1ee8f1b985c2a89adb661dd02c6d44787f67.

This does *not* in fact result in improved temporal stability. It makes
makes things so unstable that even single-sentence messages fail to
ever stabilize.
</content>
</entry>
<entry>
<title>Begin work on C++ implementation</title>
<updated>2023-02-23T05:49:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-21T21:19:43+00:00</published>
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<id>urn:sha1:9a97fbc3c583ccd518d838faaaa36ed9aa5558e1</id>
<content type='text'>
Use Const-me/Whisper to perform transcription. This implementation is
vastly more efficient: CPU usage, memory usage, and VRAM usage are all
dramatically reduced. It's slightly less accurate when comparing the
same model (due to the lack of beam search decoding), but since you can
use larger models, the impact is largely a wash.
</content>
</entry>
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