@patrickvonplaten I am also trying it out for a similar usecase but couldnt find any example script till now for audio datasets other than CommonVoice. I have several datasets with me which arent available on huggingface datasets but because almost all the scripts rely so much on the usage of huggingface datasets its hard to get my head around it to change it my use cases. If you can suggest me any resources or any changes so that I can use my own dataset inspite of Commonvoice or any other dataset available on huggingface datasets it would be of great help.

Brief: I'm unable to transcribe more than a few seconds of audio in a 5 minute audio file using hugging face open ai whisper(finetuned) model.I'm facing issues with transcribing a Indian local language audio file using this( -medium-ml) hugging face model. It is only transcribing the first few seconds but I would like to get the entire file transcribed. I'm trying this on google collab.


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In case that you have a very long audio file, we can chunking the initial audio file into shorter samples (e.g. 10 seconds for each chunk) before we let the model transcribe it. According to that, instead of transcribing the entire audio file at once, we will keep inference on each chunk in order to make it can handle with longer audio files. This can be done by passing one more parameters named chunk_length_s.

However, it seems like a 5 minutes audio file is a very long. Handling that long audio files is more challenging. it is better to make your initial audio files to be shorter if you can before passing it as an input to the model.

I am using the Take Recorder to capture the Live Link facial expressions and Microphone Audio. This results into an animation and audio file. I want to cut these capture into separate animations and audio files. To keep everything in sync I need to edit the audio and the animation at the same time.

How is this done ? Can I use the sequencer or do I need other tools. Motionbuilder cant export audio as for as I know.

Studies of learner-learner interactions have reported varying degrees of pronunciation-focused discourse, ranging from 1% (Bowles, Toth, & Adams, 2014) to 40% (Bueno-Alastuey, 2013). Including first language (L1) background, modality, and task as variables, this study investigates the role of pronunciation in learner-learner interactions. Thirty English learners in same-L1 or different-L1 dyads were assigned to one of two modes (face-to-face or audio-only synchronous computer-mediated communication) and completed three tasks (picture differences, consensus, conversation). Interactions were coded for language-related episodes (LREs), with 14% focused on pronunciation. Segmental features comprised the majority of pronunciation LREs (90%). Pronunciation LREs were proportionally similar for same-L1 and different-L1 dyads, and communication modality yielded no difference in frequency of pronunciation focus. The consensus task, which included substantial linguistic input, yielded greater pronunciation focus, although the results did not achieve statistical significance. These results help clarify the role of pronunciation in learner-learner interactions and highlight the influence of task features.

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Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address this problem by proposing a deep neural network model that takes an audio signal A of a source person and a very short video V of a target person as input, and outputs a synthesized high-quality talking face video with personalized head pose (making use of the visual information in V), expression and lip synchronization (by considering both A and V). The most challenging issue in our work is that natural poses often cause in-plane and out-of-plane head rotations, which makes synthesized talking face video far from realistic. To address this challenge, we reconstruct 3D face animation and re-render it into synthesized frames. To fine tune these frames into realistic ones with smooth background transition, we propose a novel memory-augmented GAN module. By first training a general mapping based on a publicly available dataset and fine-tuning the mapping using the input short video of target person, we develop an effective strategy that only requires a small number of frames (about 300 frames) to learn personalized talking behavior including head pose. Extensive experiments and two user studies show that our method can generate high-quality (i.e., personalized head movements, expressions and good lip synchronization) talking face videos, which are naturally looking with more distinguishing head movement effects than the state-of-the-art methods.

Next, select either the screen or screen & camera option. Audio will also get recorded through your computer's microphone, for example, if you want to talk while showing your screen (unless you turn audio recording off).

You will be brought to the Chrome tab you have selected to screen record. Your screen is now actively recording. Your audio will automatically start recording when you select Share. Your built-in microphone will pick up on your voice, computer or mouse clicking, and any noise around you. To stop recording your screen, select Stop sharing.

The clip will also get loaded into the editing project and will automatically be added to the timeline. To add more than one copy to the timeline, select the Your media tab to find the screen recording file. Note that the audio track of the recording is part of the video.

What can we picture solely from a clip of speech? Previous research has shown the possibility of directly inferring the appearance of a person's face by listening to a voice. However, within human speech lies not only the biometric identity signal but also the identity-irrelevant information such as the speech content. Our goal is to extract such information from a clip of speech. In particular, we aim at not only inferring the face of a person but also animating it. Our key insight is to synchronize audio and visual representations from two perspectives in a style-based generative framework.Specifically, contrastive learning is leveraged to map both the identity and speech content information within audios to visual representation spaces. Furthermore, the identity space is strengthened with class centroids.Through curriculum learning, the style-based generator is capable of automatically balancing the information from the two latent spaces.Extensive experiments show that our approach encourages better speech-identity correlation learning while generating vivid faces whose identities are consistent with given speech samples. Moreover, the same model enables these inferred faces to talk driven by the audios.

The synthesis of natural emotional reactions is an essential criterion in vivid talking-face video generation. This criterion is nevertheless seldom taken into consideration in previous works due to the absence of a large-scale, high-quality emotional audio-visual dataset. To address this issue, we build the Multi-view Emotional Audio-visual Dataset (MEAD), a talking-face video corpus featuring 60 actors and actresses talking with eight different emotions at three different intensity levels. High-quality audio-visual clips are captured at seven different view angles in a strictly-controlled environment. Together with the dataset, we release an emotional talking-face generation baseline that enables the manipulation of both emotion and its intensity. Our dataset could benefit a number of different research fields including conditional generation, cross-modal understanding and expression recognition. Code, model and data are publicly available on our project page \(^{\ddagger }\) \(^{\ddagger }\)

The goal of talking face generation is to synthesize a sequence of face images of the specified identity, ensuring the mouth movements are synchronized with the given audio. Recently, image-based talking face generation has emerged as a popular approach. It could generate talking face images synchronized with the audio merely depending on a facial image of arbitrary identity and an audio clip. Despite the accessible input, it forgoes the exploitation of the audio emotion, inducing the generated faces to suffer from emotion unsynchronization, mouth inaccuracy, and image quality deficiency. In this article, we build a bistage audio emotion-aware talking face generation (AMIGO) framework, to generate high-quality talking face videos with cross-modally synced emotion. Specifically, we propose a sequence-to-sequence (seq2seq) cross-modal emotional landmark generation network to generate vivid landmarks, whose lip and emotion are both synchronized with input audio. Meantime, we utilize a coordinated visual emotion representation to improve the extraction of the audio one. In stage two, a feature-adaptive visual translation network is designed to translate the synthesized landmarks into facial images. Concretely, we proposed a feature-adaptive transformation module to fuse the high-level representations of landmarks and images, resulting in significant improvement in image quality. We perform extensive experiments on the multi-view emotional audio-visual dataset (MEAD) and crowd-sourced emotional multimodal actors dataset (CREMA-D) benchmark datasets, demonstrating that our model outperforms state-of-the-art benchmarks.

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