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<title>TaSTT.git/Scripts, branch v0.8.1</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.8.1</id>
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<updated>2023-02-27T00:24:10+00:00</updated>
<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>
<entry>
<title>Apply previous window conditioning to decoding layer</title>
<updated>2023-02-23T05:49:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-19T22:15:30+00:00</published>
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<id>urn:sha1:cece1ee8f1b985c2a89adb661dd02c6d44787f67</id>
<content type='text'>
Per the Whisper source code, this should result in better temporal
stability.
</content>
</entry>
<entry>
<title>Remove exponential backoff cap</title>
<updated>2023-02-19T20:10:13+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-19T19:46:43+00:00</published>
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<id>urn:sha1:52f743e43a9ef582e04d7a363fbda19824db6cc7</id>
<content type='text'>
Allows sustained exponential backoff when not transcribing. Used to cap
out at 1s.

* Add more items to README TODO list
* Adjust emote metadata
* Emotes bugfix: Non-existent emote map doesn't cause transcription
  engine to bail out.
</content>
</entry>
<entry>
<title>Add hack to reduce outlines around emotes</title>
<updated>2023-02-13T22:36:59+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-04T03:21:27+00:00</published>
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<id>urn:sha1:f53a8af3a6b60ff486b984f473f75ab7e13cafc9</id>
<content type='text'>
Don't render any part of an emote with alpha &lt; 0.5. Improves visual
clarity in the common case at the cost of generality.

* Emotes now use physically-based shading.
* Use round() to denoise shader parameters instead of floor()
</content>
</entry>
<entry>
<title>Finish emotes</title>
<updated>2023-02-13T22:36:25+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-03T02:00:18+00:00</published>
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<id>urn:sha1:1cb5bdfe8cba6fe4647448cd3cf0c63ecbd7dfc2</id>
<content type='text'>
Emotes require 2 bytes per char. They're encoded into the region
[0xE000, infinity). The texture is 4k, and uses 1k vertical pixels
per emote segment, for a maximum of 32 segments.

* Reduce volume of noise indicator by 90%. Quiet is probably better.
  Might want to add a volume slider idk.
* Bugfix: emotes without a transparency channel now work
* Address a couple Unity performance complaints about the shader
</content>
</entry>
<entry>
<title>Begin work adding emotes</title>
<updated>2023-02-13T22:36:20+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-02T09:02:03+00:00</published>
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<id>urn:sha1:7c6894614dcc3ebc5d4c8839b64f4da761b5ccf0</id>
<content type='text'>
Done:
* Users can add images to Fonts/Emotes/
* The basename of that image ('clueless.png' becomes 'clueless') is the
  keyword to make the image show up in game.
* Fix a bug in the shader where letters on the 2nd texture and later
  would have UV outside of [0.0, 1.0]

Not yet implemented:
* transcribed words are encoded using emotes mapping
</content>
</entry>
<entry>
<title>Built-in chatbox no longer shows empty messages</title>
<updated>2023-02-04T23:26:41+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-02-04T21:16:37+00:00</published>
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<id>urn:sha1:92fea304613bacfa014e1fbaf9fddb82e4f33d62</id>
<content type='text'>
* Reduce noise on/off indicator volume by 50%
</content>
</entry>
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