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Refine README for library features and usage
Updated descriptions for modularity and audio reference handling.
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README.md

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@@ -4,9 +4,9 @@ A proper C# wrapper for the **Fish Audio S2 Pro** repo [s2.cpp](https://github.c
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What features are currently implemented:
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- Ability to transform text to voice using either ***only using a text input*** and/or combined ***with an reference audio(voice sample) file***.
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- Ability to save the resulting audio to ***file*** and/or retreive it ***as an array of float samples*** in code(mono).
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- The library is modular, meaning you can load the model/tokenizer separately, which allows you to re-use the model/tokenizer in other FishS2Client instances without reloading them again.
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- Audio references are binded and stored in FishS2Client instances, and they are processed at the time you create/add/register them with RegisterVoiceReference(). This allows to process the reference voice samples for the model ***ONLY ONCE*** and re-use it without having to re-load it for every prompt.
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- CUDA, Vulkan and Metal support, as well as CPU fallback. (As long you have **ggml-cuda.dll**/**ggml-vulkan.dll**/**ggml-metal.dll** in the same folder as this library and the s2.dll)
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- The library is modular, meaning you can load the model/clients separately, which allows you to re-use the model in other FishS2Client instances without reloading them again.
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- Audio references are binded and stored in FishAudioVoiceReference instances, and they are processed at the time you create/add/register them with RegisterVoiceReference(). This allows to process the reference voice samples for the model ***ONLY ONCE*** and re-use it without having to re-load it for every prompt. (NOTE: You can only use/synth. processed voice samples for the model you used to process them with.)
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- CUDA, Vulkan and Metal support, as well as CPU fallback. (As long you have **ggml-cuda.dll**/**ggml-vulkan.dll**/**ggml-metal.dll** in the same folder as this library and the **s2.dll**)
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- This library is compiled against the netstandard 2.1, that means you can use it both in .NET 5+ applications and the Unity game engine, allowing this to be used for games as well.
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You still have to build [s2.dll](https://github.com/rodrigomatta/s2.cpp) manually along with the ggml.

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