| Commit message (Collapse) | Author | Age |
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Because the custom chatbox doesn't necessarily have an even multiple of
`sync_params` character slots, some layers in the animator write N
character slots while others write N-1. In the layers with only N-1
slots, they need something to do while slot N is being selected. This
patch creates a return-home transition in that case.
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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.
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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
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We now play arpeggiated *chords* of vowels instead of one, allowing for
a denser audio feedback mechanism.
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Also fix prefab default size (no longer colossal).
TODO
* Add runtime & unity-time toggles
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Text box now shows an animated ellipsis prior to first speech.
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Deprecate the visual and auditory speech indicators, saving 4 bits
across the board. Fixed overhead is now 21 bits.
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* Fix mirror behavior for ray-marched chatbox
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* 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.
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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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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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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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Completed first end-to-end test on a third party avatar :)
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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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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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