An GDExtension addon for the Godot Engine that enables realtime audio transcription, supports OpenCL for most platforms, Metal for Apple devices, and runs on a separate thread.
I have not tested whether this code has issues in the project because I encountered the problem of silent audio when using similar code in another project
The specific reason for the issue is that, according to this documentation
"output_frames" corresponds to the Maximum number of frames pointed to by "data_out."
For example, when resampling from 16000 to 48000, you may encounter long segments of silent audio later on. In such cases, you need to use this code:
src_data.output_frames = int(p_src_frame_count * src_data.src_ratio);
hello, @fire @Ughuuu
I have not tested whether this code has issues in the project because I encountered the problem of silent audio when using similar code in another project
The specific reason for the issue is that, according to this documentation
"output_frames" corresponds to the Maximum number of frames pointed to by "data_out."
For example, when resampling from 16000 to 48000, you may encounter long segments of silent audio later on. In such cases, you need to use this code:
src_data.output_frames = int(p_src_frame_count * src_data.src_ratio);