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feat: moonshine-web demo
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nekomeowww committed Dec 25, 2024
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2 changes: 2 additions & 0 deletions packages/moonshine-web/.dockerignore
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node_modules
dist
18 changes: 18 additions & 0 deletions packages/moonshine-web/Dockerfile
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FROM node:20-alpine as build-stage

WORKDIR /app
RUN corepack enable

COPY .npmrc package.json pnpm-lock.yaml ./
RUN --mount=type=cache,id=pnpm-store,target=/root/.pnpm-store \
pnpm install --frozen-lockfile

COPY . .
RUN pnpm build

FROM nginx:stable-alpine as production-stage

COPY --from=build-stage /app/dist /usr/share/nginx/html
EXPOSE 80

CMD ["nginx", "-g", "daemon off;"]
71 changes: 71 additions & 0 deletions packages/moonshine-web/README.md
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---
title: Moonshine Web (Vue)
emoji: 🌙
colorFrom: blue
colorTo: pink
sdk: static
pinned: false
license: apache-2.0
models:
- onnx-community/moonshine-base-ONNX
short_description: Yet another Real-time in-browser speech recognition, re-implemented with Vue
thumbnail: https://raw.githubusercontent.com/moeru-ai/airi/refs/heads/main/packages/whisper-webgpu/public/banner.png
---

<h1 align="center">Moonshine Web (Vue)</h1>

<p align="center">
[<a href="https://moonshine-web-vue.netlify.app/">Try it</a>]
</p>

> Heavily inspired by [Realtime in-browser speech recognition](https://huggingface.co/spaces/webml-community/moonshine-web)
# Moonshine Web

A simple Vue + Vite application for running [Moonshine Base](https://huggingface.co/onnx-community/moonshine-base-ONNX), a powerful speech-to-text model optimized for fast and accurate automatic speech recognition (ASR) on resource-constrained devices. It runs locally in the browser using Transformers.js and WebGPU-acceleration (or WASM as a fallback).

## Getting Started

Follow the steps below to set up and run the application.

### 1. Clone the Repository

Clone the examples repository from GitHub:

```sh
git clone https://github.com/moeru-ai/airi.git
```

### 2. Navigate to the Project Directory

Change your working directory to the `moonshine-web` folder:

```sh
cd packages/moonshine-web
```

### 3. Install Dependencies

Install the necessary dependencies using npm:

```sh
npm i
```

### 4. Run the Development Server

Start the development server:

```sh
npm run dev
```

The application should now be running locally. Open your browser and go to `http://localhost:5175` to see it in action.

## Acknowledgements

The audio visualizer was adapted from Wael Yasmina's [amazing tutorial](https://waelyasmina.net/articles/how-to-create-a-3d-audio-visualizer-using-three-js/).

Great thanks to what Xenova have done.

> [Source code](https://github.com/huggingface/transformers.js-examples/tree/38a883dd465d70d7368b86b95aa0678895ca4e83/moonshine-web)
136 changes: 136 additions & 0 deletions packages/moonshine-web/index.html
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Moonshine Web (Vue)</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=0" />
<link rel="icon" type="image/png" href="/logo.png" />
<script>
;(function () {
const prefersDark = window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches
const setting = localStorage.getItem('vueuse-color-scheme') || 'auto'
if (setting === 'dark' || (prefersDark && setting !== 'light'))
document.documentElement.classList.toggle('dark', true)
})()
</script>
</head>
<body class="font-sans">
<script id="vertexshader" type="vertex">
uniform float u_time;

vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(vec4 x)
{
return mod289(((x*34.0)+10.0)*x);
}

vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}

vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}

// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;

vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);

vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);

vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);

vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;

float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);

vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}

uniform float u_frequency;

void main() {
float noise = 3.0 * pnoise(position + u_time, vec3(10.0));
float displacement = (u_frequency / 30.) * (noise / 10.);
vec3 newPosition = position + normal * displacement;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
</script>
<script id="fragmentshader" type="fragment">
uniform float u_red;
uniform float u_blue;
uniform float u_green;
void main() {
gl_FragColor = vec4(vec3(u_red, u_green, u_blue), 1. );
}
</script>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
<noscript> This website requires JavaScript to function properly. Please enable JavaScript to continue. </noscript>
</body>
</html>
18 changes: 18 additions & 0 deletions packages/moonshine-web/netlify.toml
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[build]
publish = "packages/moonshine-web/dist"
command = "pnpm run packages:stub && pnpm run build"

[build.environment]
NODE_VERSION = "22"

[[redirects]]
from = "/assets/*"
to = "/assets/:splat"
status = 200
force = true

[[redirects]]
from = "/*"
to = "/index.html"
status = 200
force = false
37 changes: 37 additions & 0 deletions packages/moonshine-web/package.json
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{
"name": "@proj-airi/moonshine-web",
"type": "module",
"private": true,
"packageManager": "[email protected]",
"description": "Yet another WebGPU based STT + VAD with Moonshine model re-implemented",
"author": {
"name": "Neko Ayaka",
"email": "[email protected]",
"url": "https://github.com/nekomeowww"
},
"license": "MIT",
"scripts": {
"build": "vite build",
"dev": "vite --port 5175",
"lint": "eslint .",
"preview": "vite preview",
"typecheck": "vue-tsc --noEmit"
},
"dependencies": {
"@tresjs/core": "^4.3.1",
"@unocss/reset": "^0.65.2",
"@vueuse/core": "^12.1.0",
"@vueuse/motion": "^2.2.6",
"ofetch": "^1.4.1",
"three": "^0.171.0",
"vue": "^3.5.13"
},
"devDependencies": {
"@huggingface/transformers": "^3.2.1",
"@types/audioworklet": "^0.0.65",
"@types/three": "^0.171.0",
"@vitejs/plugin-vue": "^5.2.1",
"@webgpu/types": "^0.1.52",
"vue-tsc": "^2.1.10"
}
}
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