| Commit message (Collapse) | Author | Age |
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Re-paging anything on screen N causes screens N+1...infinity to
completely re-page. This fixes cases where we go back and draw something
at the bottom of the board, and it never gets overwritten.
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Boards whose size is an even multiple of CHARS_PER_SYNC would lose the
entire last region.
* Attempt to fix runaway memory usage of GUI text frames, but this needs
more work
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The defaults now reflect what I typically use.
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Users can pick longer transcription durations for accuracy-critical
tasks, or shorter durations for latency-critical tasks.
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VRChat won't update the FX layer associated with an avatar unless its
GUID changes. Delete the GUID file when overwriting our generated FX
layer to work around this.
* Change paging behavior: when a region is updated, we re-page everything
that comes after it. This fixes the issue where we go back to update
something, then jump back to the current screen, leaving some random
chunk of text somewhere on the board.
* Reduce transcription time from 28s to 10s. I'm going to expose this to
the user since there's a fundamental latency/stability tradeoff here.
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Bump up recording window to 28 seconds. This helps a lot with long-form
transcription tasks, s.a. transcribing an audiobook.
We should expose this as a parameter, since at 10s the transcription delay is
typically 300ms, while at 28s it's typically 1.1-1.2s.
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Users can now control how many letters wide and tall the board is.
Tested at 4x48, 5x60, 10x120, and 20x240. At 20x240, Unity freezes and
does not make forward progress. Perhaps creating 4800 float parameters
isn't a truly scalable interface.
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Now it's possible to generate shaders with a custom number of rows, columns,
and bytes per character.
All edits to the shader should go through TaSTT_template.shader. To generate
a new shader from the template:
$ ./Scripts/generate_shader.py \
--bytes_per_char 2 \
--rows 1 \
--cols 12
--shader_template $(pwd)/Shaders/TaSTT_template.shader \
--shader_path $(pwd)/Shaders/TaSTT.shader
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Users can now see the number of avatar parameter bits they'll use
prior to committing.
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An off-by-one issue in numRegions() would result in one extra layer
trying to drive a letter in the last region, which would wrap back
around to the 0th character slot (cell).
* GUI explicitly logs when it's done generating avatar stuff
* OSC layer no longer tries to update cells which don't exist
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The transcription engine beeps when you start/stop transcribing so you know
that it's listening. Users can now disable this.
* add help text to all input fields in GUI
* make TaSTT generated file textctrls readonly, since I haven't tested
them being reassigned
* document idea to configure unity & transcription apps with config files
* controller input thread no longer crashes if steamvr isn't running, it just
slowly spins and waits
* when you stop transcribing, the transcription engine re-transcribes a few
times. I think this should improve end-of-transcription tail latencies
* transcribe.py now prints out its args
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Define proper interfaces for these things. Simplify osc_ctrl,
temporarily dropping support for emotes (they were broken anyway).
* Bugfix: Japanese no longer crashes transcribe.py, but it still doesn't
show up in the wxTextCtrl
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The transcribe panel was grabbing data from the unity panel, causing the
bytes per char / chars per sync parameters to be ignored.
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Because we allow users to customize the # of sync params, the board is
no longer divided into regions of uniform size. When the last region is
a different size than the rest, we simply omit it from paging.
This is a hack but it's easy to reason about.
Of course the entire paging stack should be rewritten, but not today.
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Add a new shader to make the box a little prettier.
* Reduce material slots required from 2 to 1
* Add rounding to edge of box
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This reduces the expected delay to wake up the board & start
transcribing from 750 milliseconds to 2.5 milliseconds.
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Users can now control how many characters they send per sync event, as
well as the number of bytes used to represent each character.
This gives them the power to pick between faster paging and fewer sync
params.
International users must use 2 bytes per char (at least for now).
* package.ps1: don't distribute the gigantic TTF files, just the bitmaps
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By sending encoded words rather than letters, we could speed up
English paging rate by 2.5x over an optimized implementation
Word-encoded implementation: 16 bits per word
(capped at 64k possible words).
Optimized char-based imlementation:
(5.7 chars per word) * (7 bits per char) == 39.9 bits per word
2.5x slower than word encoding.
Today's char-based implementation:
(5.7 chars per word) * (16 bits per char) == 91.2 bits per word
5.7x slower than word encoding.
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This fixed some slowness I was seeing when waking up the STT. The right
fix is to add interruptible sleeps. Let's fix this soon.
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This makes incremental workflows much more efficient, since you don't
have to reassign the FX controller, params, and menu.
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* Fix shader background rendering
* Add ability to control margin size
* Add ability to disable speech indicator
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Create printf-like interface for writing to wxTextCtrl objects.
Also mask out PII. I wanted a way to not dox myself when recording
demos, but I wound up making a second user on my PC to serve the same
purpose. Maybe I'll delete the code later idk.
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The typical use pattern is now possible without entering radial.
Leaving mounted to the world for a long time is no longer possible.
Maybe I need an override param?
Left joystick controls:
* Short press toggle 1: show board, lock to hand, start transcribing
* Short press toggle 2: lock to world, stop transcribing
* Long press: hide board, stop transcribing
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Completed first end-to-end test on a third party avatar :)
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Can simply drag this into hierarchy & update reset target.
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GUI now generates parameters & menu.
Still need to handle write defaults.
* Add capability to append to avatar parameters & menu
* Install canned Unity assets, shaders, and fonts in avatar folder
* Check in materials for ease of use
* Bugfix: correctly label menu/parameters file pickers
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Still need to generate params & merge menus. Getting close....
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The GUI can now generate guid.map and animations.
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Output now shows up in the textbox in ~real time. We do this by
disabling Python's output buffering. This has a performance impact, but
it should be negligible.
* Fix crash when setting up python environment
* UI tweak: text displays now expand with window
* Fix how we merge transcribe.py; usually don't have to resort to
SIGKILL, which loses stdout/stderr.
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PythonWrapper correctly captures wxProcess stdout & stderr in sync and
async execution modes.
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Now there are two panels: one to run transcription, one to generate
avatar assets.
Also, getting mics & python version can no longer crash the app.
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No more WSL dependencies!
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* icon now works when pinned to taskbar
* add model selection
* add script to dump mic devices
* whisper models now download into the virtual environment
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Users can now select their mic & spoken language in the GUI.
* pyaudio now samples at the mic rate, fixing an issue where frames
would drop. We downsample in the callback by dropping frames.
* add Sounds folder to package
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GUI can now download all TaSTT dependencies and install them into a
virtual environment.
* Add buttons to check embedded python version & install dependencies
* Add class to wrap interacting with embedded Python
* Put all TaSTT python scripts into a folder
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I hit some issues installing Whisper and had to embed this package.
I haven't taken the time to deeply understand what's going on. I think
that embedded Python follows different rules about resolving module
paths than regular system Python.
Basically, `future`'s setup.py has a line like `import src`, where
`src` is a module inside future (like `future/src/__init__.py`). This
doesn't work unless we put that directory on the search path.
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Whisper needs Python < 3.11.
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Check in pip & modify embedded python to install to Lib and
Lib/site-packages. Experimentally, packages may be installed with pip
and do reside in Lib/site-packages. Hard to tell if this is also
touching files outside the venv.
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License is included in source & distributable package.
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Create headers & implementation files for App and Frame.
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* GUI now shows logo
* Add package.ps1 to generate distributable application bundle
* Rename ~GUI to GUI
* Add ScopeGuard class
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Literally just the wxWidgets hello world.
~GUI is named that way to prevent Unity from generating .meta files.
Build instructions in ~GUI/README.md.
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Shave off ~500ms due to locking. Acquiring a threading.Lock takes
hundreds of milliseconds and the global interpreter lock already takes
care of most crashy race conditions, so just remove the locks.
Avoid writing audio to disk, saving more time (and disk wear / IOPS).
Add basic profiling to transcribe().
Omit timestamps, since we don't use them (maybe we should!)
Shorten noise indicators to 350ms
The whisper behavior where it repeats tokens causes certain
transcriptions to take many seconds. I haven't thought about how to fix
this, yet.
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Also decrease sync params & add a few more emotes.
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Add emotes.py. It accepts a list of images and creates a texture with 64 total
embedded images.
The shader knows how to draw these into fixed 6-character-wide slots. Each slot
must be aligned to a 6-character boundary. osc_ctrl has to pad with spaces
to make this work.
This whole patch is a little more complicated than it has any right to be, but
my brain feels fuzzy and I don't know where to start fixing it, so I'm going to
leave it shitty-but-functional for now.
There's also some bug where writing a character into the 11th slot causes it to
show up at the end of the board. I'll figure that out later, idk.
I didn't include any of the emotes I use since I couldn't find any info on
their licenses. I'm just banking on having a good workflow later on so
people can add their own.
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Now we have a visual and auditory indicator for transcription. The
auditory indicator is only heard by the user, and can be used to reset
the state of the board prior to displaying.
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Text box may be scaled up and down now.
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