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For my game project on Godot I need a Speech to text library, and by searching on GitHub I found Whisper ^^. So I have 2 questions:
Should I do bindings with Whisper C++ or C# (.Net) ? What is the easiest/more performant to use ? If it C++, I would need some help because in the whisper.cpp and whisper.h I just don't see which functions I need to do a basic transcription from microphone input (the input can be provided for Godot, just need to know how Whisper handle the input for this case).
For Whisper in general, does it can take, as Vosk does, like a big list of special words to pay attention to ? Specially for my game, I wish to have a lore language, and Whisper does not translate phonetically, but oriented to an "existent" language, right ? So I'd need "if possible", a possibility to recognise phonetically or custom words.
Thank you for the work, I'm a beginner in the open source and C++ code in general, my english too is not perfect ^^. And surely my Godot integration will be available as a plugin.
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Hello Guys !
For my game project on Godot I need a Speech to text library, and by searching on GitHub I found Whisper ^^. So I have 2 questions:
Should I do bindings with Whisper C++ or C# (.Net) ? What is the easiest/more performant to use ? If it C++, I would need some help because in the whisper.cpp and whisper.h I just don't see which functions I need to do a basic transcription from microphone input (the input can be provided for Godot, just need to know how Whisper handle the input for this case).
For Whisper in general, does it can take, as Vosk does, like a big list of special words to pay attention to ? Specially for my game, I wish to have a lore language, and Whisper does not translate phonetically, but oriented to an "existent" language, right ? So I'd need "if possible", a possibility to recognise phonetically or custom words.
Thank you for the work, I'm a beginner in the open source and C++ code in general, my english too is not perfect ^^. And surely my Godot integration will be available as a plugin.
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