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* Add keyboard controls to transcribe_v2.pyyum2023-09-08
| | | | | | | Also parameterize `min_silence_duration_ms` in AudioSegmenter. I suspect that for conversational speech, segmenting closer to 500 ms (rather than the 2000ms default) is a better tradeoff between accuracy and compute efficiency.
* Drop transcription queueyum2023-09-07
| | | | No longer needed.
* Switch to VadCommitteryum2023-09-07
| | | | | | | | FuzzyRepeatCommitter was approximating this behavior in the best-performing configuration, so switch to it in earnest. This committer simply commits audio once we detect a long enough gap in speech. That's it!
* Put OSC logic into its own threadyum2023-09-05
| | | | | | | | | | | | | | | | | | This logic is highly IO bound *and* latency critical so it makes sense to put it into its own thread. Also: * Collector::drop* methods return the dropped audio. Committer includes that audio in commits. Transcription thread holds onto it. When the user segments their speech with a button press, the transcription thread sends the entire combined audio of all commits over to Whisper to be transcribed. This allows us to recover from errors introduced by segmentation. * Remove unused animator params * Fix issue where clearing the board doesn't completely reset STT state TODO: * Coalescing does not occur for in-place updates. It should.
* Wire transcribe_v2.py into GUIyum2023-09-03
| | | | | | | | Also: * Enable SO_REUSEADDR on browser src socket * Temporarily add evaluation dependencies to requirements.txt * Fix browser src. It's now looking for a prefix that the python app actually uses.
* Add threads to transcribe_v2.pyyum2023-09-03
| | | | | | | | | | | | Four threads: * Main thread * Transcription (mic -> collector -> whisper -> committer -> pager) * VR input * Keyboard input Also: * add OscPager class to encapsulate all OSC interactions. * bump `last_n_must_match` from 2 to 3 to reduce hallucinations
* Apply subtle compression to audio before transcribingyum2023-09-03
| | | | This has a slight positive effect on my benchmark.
* Experiment with Collector filtersyum2023-09-03
| | | | | | | | | | | | | | | | | | | | | | Try adding two filters on top of the usual AudioCollector: * Minimum length preservation: never report fewer than N seconds worth of audio data. Pad with silence as needed. * Volume normalizing: normalize audio volume. Using my benchmark of 30-second audio clips from 3 speakers (lower is better): length enf + norm = 87.118 nothing = 90.917 norm = 94.538 length = 111.402 Both together are a slight improvement, but independently degrade the result by a lot. I also observed more hallucinations in a conversational pattern when using them vs. not. So I'll phase them out. I'm still curious about *compression* as opposed to normalization.
* Begin rewriting transcribe.pyyum2023-09-02
| | | | | | | | | | A set of proper interfaces is called for. See #dev-update-spam in discord for drawing of design. Also add code to mechanically optimize committer parameters using an audio file. Not perfectly repeatable since it depends on the performance characteristics of the machine, but prob better than what we had before (nothing).
* Fix reference to deprecated symbolv0.14.1yum2023-09-01
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* Bugfix: app no longer hangs if closed while transcribingyum2023-09-01
| | | | | Fix how OnExit callback is wired into GUI. Also make it exit Unity process, if that's going on.
* Various cleanupyum2023-09-01
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* Check in app_config.py, remove_audio_source.pyyum2023-09-01
| | | | Oops, I meant to check these in earlier!
* Add `Enable phonemes` toggle to radial menuyum2023-09-01
| | | | | | | | | | Also: * Fully scrub AudioSource references from prefab when not using phonemes. * Disable net sync on phoneme params when not using them. When not synced, they don't count against the total memory limit. * Use config file in generate_params.py
* Add Unity panel toggle for phonemes (in-game audio indicator)yum2023-09-01
| | | | If not set, the prefab will have its audio sources removed.
* libtastt.py now uses config file where appropriateyum2023-08-31
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* transcribe.py now just reads from config fileyum2023-08-31
| | | | | Duplicating config between args and config is a huge pain in the ass to maintain. Now we just launch using the config generated by the UI. ezpz.
* Clean up UI stoi patternyum2023-08-31
| | | | | | | | | wxWidgets encodes text inputs & multiple-choice inputs as strings. I frequently have to convert these into ints & apply a range check. Encapsulate that in a function and use a shitty little ASSIGN_OR_RETURN macro to make the parsing as concise as possible. Also delete unused WhisperCPP config settings.
* Bugfixes and tweaksyum2023-08-31
| | | | | | | | | | | | | * Temporarily restore normal process priority. Working on adding a UI option to set STT prio. * Give audio indicator phonemes a 1/3 chance to do nothing. Makes result sound a little better imo. * Quiet down steamVR thread when steamVR isn't running * Fix use of `button_id` and `hand_id` in steamvr.py * Increase amount of silence allowed before transcript from 1 to 5 seconds. You want enough buffer to allow for a few full transcripts, else you risk spuriously dropping audio. * Enable background loading in audio metadata (required by vrc sdk)
* Deprecate commit similarity thresholdyum2023-08-30
| | | | | | | | This is now dynamically set inside transcribe.py. As the buffer grows long, the threshold grows exponentially, keeping the buffer short. The threshold starts small so that transcription starts strict (accurate, slow) and get looser (inaccurate, fast) as needed.
* Continue work on in-game audio, revert steamvr.pyyum2023-08-30
| | | | | We now play arpeggiated *chords* of vowels instead of one, allowing for a denser audio feedback mechanism.
* Fix in-game audio indicatoryum2023-08-29
| | | | | | | Also fix prefab default size (no longer colossal). TODO * Add runtime & unity-time toggles
* Switch back to openvryum2023-08-28
| | | | | openxr doesn't have any notion of background process, making it unusable trash :)
* Put audio feedback into its own threadyum2023-08-25
| | | | | | | | | | | | | | | | | | I this improves the code structure of the controller input thread and leads to some deduplication, so I'm going to keep it. However, the intended purpose was to decrease lag when pressing buttons, and in that regard it failed. The lag goes all the way down to the input layer, implying that the input thread is not able to consistently run at its intended 100 Hz sample rate. I suspect that the Python global interpreter lock (GIL) is at fault. Since we can't realistically move all our functionality into one thread in a non-blocking model, I think multiprocessing is the logical choice going forward. Each thread in transcribe.py would become its own process, and pub/sub through some intermediary process sitting in the middle.
* Finish pyopenvr -> pyopenxr migrationyum2023-08-25
| | | | pyopenvr is both deprecated and buggy, so switch to pyopenxr.
* Various shader cleanupyum2023-08-21
| | | | | | | * remove unused variables, functions, keywords * rename fixedN to floatN * move min/max raymarch distance to top of ray_march.cginc * fix frame emission
* Workaround: use STT mesh to write depth bufferyum2023-08-12
| | | | | | There's some bug around using the raymarched world position to write the depth buffer. I wasn't able to find it quickly, so for now, use the original world position to write the depth buffer.
* Improve numerical stability in raymarcheryum2023-08-12
| | | | | | | | | | | | Increase units by a factor of 100 to avoid running into numerical instability on 32-bit floats. This comes at zero measured performance cost. This makes a visible difference in quality. Other minor changes: * Raymarching loop tries to get up to 4x closer than MINIMUM_HIT_DISTANCE before bailing out. This comes at no measured performance cost. * Convert `fixed` types to `float` in STT_text.cginc.
* Bugfix: Shader no shows text mirroredyum2023-08-12
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* Bugfix: ellipsis waits for boardyum2023-08-12
| | | | | Regression created while optimizing shader. Performance still around 730 microseconds on my computer with this change.
* Optimize skew-pyramid frame SDFyum2023-08-12
| | | | | Use symmetry to reduce # of distance calculations by 50%. Because the pyramid can be skewed, we can't reduce this by another factor of 2.
* Small raymarching optimizationsyum2023-08-11
| | | | | | | | | | | | Using PIX to quantify changes, reduce raymarcher runtime from ~1.0 ms to ~850 us. In order of impact: * Tighten raymarch min/max distances * Make `in_mirror` check truly branchless * Gate ellipsis animation with non-divergent if statement Everything else is < 10 microseconds of improvement.
* Animate pre-speech ellipsisyum2023-08-11
| | | | Text box now shows an animated ellipsis prior to first speech.
* Deprecate old parametersyum2023-08-11
| | | | | Deprecate the visual and auditory speech indicators, saving 4 bits across the board. Fixed overhead is now 21 bits.
* Add animated ellipsis to shaderyum2023-08-11
| | | | | | | Not yet done: * Animator toggle * OSC integration
* Remove extraneous dot when chatbox spawnsyum2023-08-10
| | | | | The chatbox background would not completely disappear at _Emerge = 0, so two dots would show up when the chatbox spawns.
* Bump up ray marching stepsyum2023-08-10
| | | | Performance impact remains to be seen.
* Clean up pbr.cgincyum2023-08-10
| | | | | Remove unused code & cruft. Ray marcher now updates i.worldPos before executing PBR shading, which fixes some artifacts.
* Add basic PBR parameters to new shaderyum2023-08-10
| | | | | No UVs for raymarched geometry yet, so drop textures. Also drop most old shader settings.
* Add skew pyramid to bottom of ray-marched chatboxyum2023-08-10
| | | | Looks more like a comic-style speech bubble now.
* Bugfix: shader no longer shows up as pinkv0.14.0yum2023-08-10
| | | | | Fix up .mat to point to correct textures/shader. Also delete templates after copying shaders.
* Fix user-reported bug in generate_shader.pyyum2023-08-10
| | | | Specify file encoding when generating shaders.
* Add show/hide animation for ray-marched custom chatboxyum2023-08-10
| | | | * Fix mirror behavior for ray-marched chatbox
* Begin work on show/hide animationsyum2023-08-10
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* Add ray-marched custom chatboxyum2023-08-09
| | | | | | | | * Refactor shader code to make development easier. Templates are now as small as possible. * Update scaling code. Use Unity scaling instead of a blendshape. * Check in a fuckton of shader FOSS. Mostly unused. * Update TaSTT.fbx. Now has 6 faces instead of 2.
* Fix issue where white boxes appear on custom chatboxv0.13.3yum2023-08-09
| | | | | | GUI was not correctly managing .meta files, causing two textures to use the same GUID. Unity would notice and regenerate GUIDs, breaking the custom chatbox material's texture references.
* Fix race condition in commit logicyum2023-08-01
| | | | | | | | Transcription thread now blocks until microphone thread deletes samples as requested. (This is hacky design, it should use a work queue or something, but I don't feel like doing that right now)
* Only back off transcription loop when not transcribingyum2023-08-01
| | | | | | | | | | It's possible that the user has toggled off transcription while the algorithm is still working. In this case we should *not* begin exponential backoff since there's still work to do. Also: * Shorten the hot-path sleep from 50ms to 5ms. * Remove unused variable in SleepInterruptible
* Add ability to auto-regen unity assetsyum2023-07-25
| | | | | | | | | | | | | | | | Add two buttons: start auto re-generation of Unity assets, and stop. These start/stop a thread which periodically (every 3 seconds) hashes the user-provided animator, menu and parameters. When any one of these change, it invokes the function to generate Unity assets. The hash is non-cryptographic, so it's light. The only hit is that we have to read the entire file contents every few seconds, and compute a sum across that entire memory region. This is extremely light unless you're on a spinning platter hard drive with a small cache. Still seeing the bug where the material drops ref to the font bitmaps. Probably need to update the .mat using the guids in the bitmap .meta files.
* Subsequent calls to `Generate unity assets` don't break texturesyum2023-07-25
| | | | | Avoid deleting bitmap .meta files so that once the user sets up their shader, it doesn't break.