PB Unity
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Upload 4 files
Browse files- .gitattributes +1 -0
- RunJets.cs +204 -0
- jets-text-to-speech.onnx +3 -0
- jets-text-to-speech.sentis +3 -0
- phoneme_dict.txt +0 -0
.gitattributes
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@@ -33,3 +33,4 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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jets-text-to-speech.sentis filter=lfs diff=lfs merge=lfs -text
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RunJets.cs
ADDED
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@@ -0,0 +1,204 @@
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| 1 |
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Sentis;
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using System.IO;
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// Jets Text-To-Speech Inference
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// =============================
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//
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// This file implements the Jets Text-to-speech model in Unity Sentis
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// The model uses phenomes instead of raw text so you have to convert it first.
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// Place this file on the Main Camera
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// Add an audio source
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// Change the inputText
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// When running you can press space bar to play it again
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public class RunJets : MonoBehaviour
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{
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public string inputText = "Once upon a time, there lived a girl called Alice. She lived in a house in the woods.";
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//string inputText = "The quick brown fox jumped over the lazy dog";
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//string inputText = "Hello, my name is Ginger the Giraffe!";
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//string inputText = "There are many uses of the things she uses!";
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//Set to true if we have put the phoneme_dict.txt in the Assets/StreamingAssets folder
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bool hasPhenomeDictionary = true;
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readonly string[] phonemes = new string[] {
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"<blank>", "<unk>", "AH0", "N", "T", "D", "S", "R", "L", "DH", "K", "Z", "IH1",
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"IH0", "M", "EH1", "W", "P", "AE1", "AH1", "V", "ER0", "F", "','", "AA1", "B",
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"HH", "IY1", "UW1", "IY0", "AO1", "EY1", "AY1", ".", "OW1", "SH", "NG", "G",
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"ER1", "CH", "JH", "Y", "AW1", "TH", "UH1", "EH2", "OW0", "EY2", "AO0", "IH2",
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"AE2", "AY2", "AA2", "UW0", "EH0", "OY1", "EY0", "AO2", "ZH", "OW2", "AE0", "UW2",
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"AH2", "AY0", "IY2", "AW2", "AA0", "''''", "ER2", "UH2", "'?'", "OY2", "'!'", "AW0",
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"UH0", "OY0", "..", "<sos/eos>" };
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readonly string[] alphabet = "AE1 B K D EH1 F G HH IH1 JH K L M N AA1 P K R S T AH1 V W K Y Z".Split(' ');
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//Can change pitch and speed with this for a slightly different voice:
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const int samplerate = 22050;
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Dictionary<string, string> dict = new ();
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IWorker engine;
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AudioClip clip;
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void Start()
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{
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LoadModel();
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ReadDictionary();
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TextToSpeech();
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}
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void LoadModel()
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{
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var model = ModelLoader.Load(Application.streamingAssetsPath + "/jets-text-to-speech.sentis");
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engine = WorkerFactory.CreateWorker(BackendType.GPUCompute, model);
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}
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void TextToSpeech()
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{
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string ptext;
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if (hasPhenomeDictionary)
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{
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ptext = TextToPhonemes(inputText);
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Debug.Log(ptext);
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}
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else
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{
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//If we have no phenome dictionary we can use one of these examples:
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ptext = "DH AH0 K W IH1 K B R AW1 N F AA1 K S JH AH1 M P S OW1 V ER0 DH AH0 L EY1 Z IY0 D AO1 G .";
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//ptext = "W AH1 N S AH0 P AA1 N AH0 T AY1 M , AH0 F R AA1 G M EH1 T AH0 P R IH1 N S EH0 S . DH AH0 F R AA1 G K IH1 S T DH AH0 P R IH1 N S EH0 S AH0 N D B IH0 K EY1 M AH0 P R IH1 N S .";
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//ptext = "D UW1 P L AH0 K EY2 T";
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}
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DoInference(ptext);
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}
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void ReadDictionary()
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{
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if (!hasPhenomeDictionary) return;
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string[] words = File.ReadAllLines(Application.streamingAssetsPath+"/phoneme_dict.txt");
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for (int i = 0; i < words.Length; i++)
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{
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string s = words[i];
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string[] parts = s.Split(' ', System.StringSplitOptions.RemoveEmptyEntries);
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if (parts[0] != ";;;")
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{
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string key = parts[0];
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dict.Add(key, s.Substring(key.Length + 2));
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}
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}
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// Add codes for punctuation to the dictionary
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dict.Add(",", "','");
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dict.Add(".", ".");
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dict.Add("!", "'!'");
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dict.Add("?", "'?'");
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dict.Add("\"", "''''");
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}
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public string ExpandNumbers(string text)
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{
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return text
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.Replace("0", " ZERO ")
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.Replace("1", " ONE ")
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.Replace("2", " TWO ")
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.Replace("3", " THREE ")
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.Replace("4", " FOUR ")
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.Replace("5", " FIVE ")
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.Replace("6", " SIX ")
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.Replace("7", " SEVEN ")
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.Replace("8", " EIGHT ")
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.Replace("9", " NINE ");
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}
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public string TextToPhonemes(string text)
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{
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string output = "";
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text = ExpandNumbers(text).ToUpper();
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string[] words = text.Split();
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for (int i = 0; i < words.Length; i++)
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{
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output += DecodeWord(words[i]);
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}
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return output;
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}
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//Decode the word into phenomes by looking for the longest word in the dictionary that matches
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//the first part of the word and so on.
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//This is works fairly well but could be improved. The original paper had a model that
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//dealt with guessing the phonemes of words
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public string DecodeWord(string word)
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{
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string output = "";
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int start = 0;
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for (int i = word.Length; i >= 0; i--)
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{
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string subword = word.Substring(start, i - start);
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if (dict.TryGetValue(subword, out string value))
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{
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output += value + " ";
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if (i == word.Length) break;
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start = i;
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i = word.Length + 1;
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}
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}
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return output;
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}
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int[] GetTokens(string ptext)
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{
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string[] p = ptext.Split();
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var tokens = new int[p.Length];
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for (int i = 0; i < tokens.Length; i++)
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{
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tokens[i] = Mathf.Max(0, System.Array.IndexOf(phonemes, p[i]));
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}
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return tokens;
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}
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public void DoInference(string ptext)
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{
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int[] tokens = GetTokens(ptext);
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using var input = new TensorInt(new TensorShape(tokens.Length), tokens);
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var result = engine.Execute(input);
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var output = result.PeekOutput("wav") as TensorFloat;
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output.MakeReadable();
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var samples = output.ToReadOnlyArray();
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Debug.Log($"Audio size = {samples.Length / samplerate} seconds");
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clip = AudioClip.Create("voice audio", samples.Length, 1, samplerate, false);
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clip.SetData(samples, 0);
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Speak();
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}
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private void Speak()
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{
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AudioSource audioSource = GetComponent<AudioSource>();
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if (audioSource != null)
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{
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audioSource.clip = clip;
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audioSource.Play();
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}
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else
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{
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Debug.Log("There is no audio source");
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}
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}
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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TextToSpeech();
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}
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}
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private void OnDestroy()
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{
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engine?.Dispose();
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}
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}
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jets-text-to-speech.onnx
ADDED
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:3f71523a869ae567d3f0b6db61a6a84a27288d8f794b564778f1c6cff79eef82
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size 132619847
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jets-text-to-speech.sentis
ADDED
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:f1541f940099ef2d851adfd23b43b9d0226208ba0b062da7ff7038a0315295bd
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size 138538708
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phoneme_dict.txt
ADDED
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The diff for this file is too large to render.
See raw diff
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