Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
24 changes: 24 additions & 0 deletions moonshine-web/.gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*

node_modules
dist
dist-ssr
*.local

# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
59 changes: 59 additions & 0 deletions moonshine-web/README.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,59 @@
---
title: Moonshine Web
emoji: 🌙
colorFrom: blue
colorTo: pink
sdk: static
pinned: false
license: apache-2.0
models:
- onnx-community/moonshine-base-ONNX
short_description: Real-time in-browser speech recognition
thumbnail: https://huggingface.co/spaces/webml-community/moonshine-web/resolve/main/banner.png
---

# Moonshine Web

A simple React + 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/huggingface/transformers.js-examples.git
```

### 2. Navigate to the Project Directory

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

```sh
cd transformers.js-examples/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:5173` 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/).
38 changes: 38 additions & 0 deletions moonshine-web/eslint.config.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,38 @@
import js from "@eslint/js";
import globals from "globals";
import react from "eslint-plugin-react";
import reactHooks from "eslint-plugin-react-hooks";
import reactRefresh from "eslint-plugin-react-refresh";

export default [
{ ignores: ["dist"] },
{
files: ["**/*.{js,jsx}"],
languageOptions: {
ecmaVersion: 2020,
globals: globals.browser,
parserOptions: {
ecmaVersion: "latest",
ecmaFeatures: { jsx: true },
sourceType: "module",
},
},
settings: { react: { version: "18.3" } },
plugins: {
react,
"react-hooks": reactHooks,
"react-refresh": reactRefresh,
},
rules: {
...js.configs.recommended.rules,
...react.configs.recommended.rules,
...react.configs["jsx-runtime"].rules,
...reactHooks.configs.recommended.rules,
"react/jsx-no-target-blank": "off",
"react-refresh/only-export-components": [
"warn",
{ allowConstantExport: true },
],
},
},
];
127 changes: 127 additions & 0 deletions moonshine-web/index.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,127 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/png" href="/logo.png" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Moonshine Web</title>
</head>
<body>
<div id="root"></div>
<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>
<script type="module" src="/src/main.jsx"></script>
</body>
</html>
Loading