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Voice Activation #25
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Hi, thank you for sharing! :) I'll see if it can be integrated into the plugin, maybe as a separate function 👍 |
VAD is implemented within gtreshchev/RuntimeAudioImporter@a52e376, so this is no longer relevant |
Just a quick note for which I can open an issue on the Audio Importer if relevant enough. The VAD is too sensitive, any small amount of background noise triggers the system to start recording. I had to keep my average-based solution on top of the VAD to have a good experience. |
No no, I am using the Very Aggressive mode. Apparently it is an issue with libfvad as you can see here: dpirch/libfvad#23 (comment) I tested my implementation (with VAD and with VAD + my solution) with 3 microphones and set up a fan (with multiple different speeds) pointed in their general direction. Ideally, VAD would only activate when hearing my voice, which was not the case. |
I wonder if you could test this with the Very Aggressive mode? I've also been able to reproduce the behavior where noise is mistaken for voice in VAD, but when using the Very Aggressive mode, it tends to be very selective towards speech. |
As previously stated I am using the very aggressive mode on this. Perhaps it is just a difference in microphones and setup that causes the issue. |
Hey,
I saw you had voice activation planned for this tool. I ended up implementing a basic solution on my end and wanted to share it with you.
In my use case, I really needed an open mic where the player spoke when they wanted. So I implemented voice detection through changes in the intensity of the audio (not perfect but it kinda works). I leave the code below if you want to try it out.
In essence, I pick up the data points from the CapturableSoundWave and create an average over time. If for a given time frame, the values deviate enough from the average, then I activate the voice recording. The recording stops after a second if the data points return to the average (the player stopped speaking).
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