## TaSTT: A deliciously free STT TaSTT (pronounced "tasty") is a free speech-to-text tool for VRChat. It uses local machine translation to turn your voice into text, then sends it into VRChat via OSC. A few parameters, a machine-generated FX layer, and a custom shader display the text in game. ![Speech-to-text demo](Images/speech_to_text_demo.gif) Features: * 8x22 display grid, 80 characters per slot. * Text-to-text interface. * Speech-to-text interface. * Free as in beer. * Free as in freedom. * Privacy-respecting: transcription is done on your GPU, not in the cloud. * Hackable. * 100% from-scratch implementation. * Permissive MIT license. Contents: 1. [Motivation](#motivation) 2. [Design overview](#design-overview) 3. [Contributing](#contributing) 4. [Backlog](#backlog) Made with love by yum\_food. ### Motivation Many VRChat players choose not to use their mics, but as a practical matter, occasionally have to communicate. I want this to be as simple, efficient, and reliable as possible. There are existing tools which help here, but they are all imperfect for one reason or another: 1. RabidCrab's STT costs money and relies on cloud-based translation. I have struggled with latency, quality, and reliability issues. It's also closed-source. 2. The in-game text box is only visible to your friends list, making it useless for those who like to make new friends. Thus I believe that a free alternative is both needed and justified. I hope that this codebase aids and motivates the creation of better, more expressive communication tools for mutes. ### Design overview There are currently 5 important pieces: 1. `TaSTT.shader`. A simple unlit shader. Has one parameter per cell in the display. 2. `generate_animations.sh`. Generates one animation per (row, column, letter). These animations allow us to write the shader's parameters from an FX layer. 3. `generate_fx.py`. Generates a colossal FX layer which maps (row, column, letter, active) to exactly one of TaSTT.shader's parameters. 4. `osc_ctrl.py`. Sends OSC messages to VRChat, which it dutifully passes along to the generated FX layer. 5. `transcribe.py`. Uses OpenAI's whisper neural network to transcribe audio and sends it to the board using osc_ctrl. #### Parameters & board indexing There are 2 obvious ways to tell the board how to display a message: 1. Independently parameterize every character slot. If we want to display a 140-character tweet, this means using (140 characters) * (8 bits per character) == 1120 bits of parameter memory. VRChat only gives us 256! 2. Parameterize one character slot. We could have an 8-bit letter, an 8-bit row select, and an 8-bit column select. To avoid overwriting cells while we seek, we could include a 1-bit enable. This approach works, and uses very few parameter bits, but it requires us to update the same parameter very quickly. Experimental results with this were not promising; remote viewers would see the wrong letters pretty often. Thus I settled on a hybrid approach: we divide the board into `cells`, inside of which we can independently address each character slot. There are currently 16 cells. Since the board has (22 columns) * (8 rows) == 176 character slots, each cell contains (176 characters) / (16 cells) = 11 characters. To update a cell, we do this: 1. Select the cell. Since there are 16 cells, this requires 4 bits. 2. For each letter in the cell, select the letter. Since we support 256 letters per cell, this requires 8 bits. To avoid overwriting cells while we seek around, we also have a single boolean which enables/disables updating any cells. Thus the total amount of parameter memory used is dictated by this equation: ``` ROWS * COLS * 8 / CELLS + 1 + log2(CELLS) ``` This is currently 93 bits. #### FX controller design The FX controller (AKA animator) is pretty simple. There is one layer for each character in a cell. Thus the layer has to work out which cell it's in, then work out which letter we want to write in that cell, then run an animation for that letter. Here's a layer where I manually moved things around to show the structure of the decision tree: ![One FX layer with 4-bit indexing](Images/four_bit_indexing.png) From top down, we first check if updating the board is enabled. If no, we stay in the first state. Then we check which cell we're in. This is divided into 4 binary checks, each looking at a boolean parameter. Finally, we fire one of 80 animations based on the value of the current layer's Letter parameter. In the pictured FX layer, there are 16 cells each controlling 80 animations, for a total of 1280 animations. There are 11 such layers. ### Contributing Contributions welcome. Send a pull request to this repository. To use the STT: 1. Enable Windows Subsystem for Linux. This is a lightweight Linux virtual machine that runs on your Windows host. You can access the Windows filesystem at /mnt/c/.... 2. `$ cd /mnt/c/path/to/your/unity/project` 2. `$ cd Assets` 3. `$ git clone https://github.com/yum\_food/TaSTT` 4. `$ cd TaSTT` 5. `$ ./generate.sh` 6. Put TaSTT\_fx.controller and TaSTT\_params.asset on your avatar. 7. Upload (or build & test). 8. Open powershell. 9. Navigate to TaSTT. 10. `$ python3 ./osc_ctrl.py` 11. Start typing. Your messages should show display in-game. ### Backlog 1. Better Unity integrations 1. Port all scripts to Unity-native C# scripts. 2. ~~Support appending to existing FX layers.~~ DONE 3. Use VRCSDK to generate FX layer instead of generating the serialized files. 2. In-game usability features. 1. Resizing (talk to friends far away). 2. ~~Basic toggles (hide it when not needed).~~ DONE 3. ~~World mounting (leave it in a fixed position in world space).~~ DONE 4. Avatar mounting (attach it to your hand). 5. Controller triggers (avoid having to use the radial menu every time you want to speak). 3. General usability features. 1. Error detection & correction. 2. ~~Text-to-text interface. Type in terminal, show in game.~~ DONE 3. ~~Speech-to-text interface. Speak out loud, show in game.~~ DONE 4. Optimization 1. Utilize the avatar 3.0 SDK's ability to drive parameters to reduce the total # of parameters (and therefore OSC messages & sync events). Note that the parameter memory usage may not decrease. 2. Optimize FX layer. We have 14k animations and a 1.2 million line FX layer. Something must be rethought to bring these numbers down. 3. ~~Implement multicore YAML parsing. This will make working with large animators much more practical.~~ DONE 4. ~~Transcription engine sleep interval increases exponentially up to 1-2 seconds, then jumps back to a short interval once speech is detected. This should significantly cut down on idle resource consumption. Perhaps there's even a more efficient way to detect the odds that anything is being said, which we could use to gate transcription.~~ DONE 5. Bugfixes 1. ~~The whisper STT says "Thank you." when there's no audio?~~ DONE 6. Shine 1. Smooth scrolling. 2. ~~Infinite scrolling.~~ DONE 3. ~~Sound indicator, maybe like animal crossing :)~~ DONE