A Unity project that utilizes unity/sentis-whisper-tiny, specifically adapted for mobile platforms.
- Download Models: Download
AudioDecoder_Tiny.sentis
,AudioEncoder_Tiny.sentis
, andLogMelSepctro.sentis
. - Add Models: In the
/Assets
directory, place the downloaded models inside theModels
folder. - Assign Models: In the Inspector, assign these 3 models to the
RunWhisper
script.
Ideally, you should store these models in the StreamingAssets
folder and load them at runtime. However, accessing the StreamingAssets
folder on Android and WebGL platforms is not as straightforward as on other platforms (e.g., you cannot access them directly via Application.streamingAssetsPath + "/AudioDecoder_Tiny.sentis"
).
On Android and WebGL platforms, you cannot access files in the StreamingAssets
folder directly as you would on other platforms. Instead, you need to fetch the model files via UnityWebRequest
from your StreamingAssets
folder, save/cache them, and then load (ModelLoader.Load
) the model.
At the time of writing i choose a workaround because loading the model got me an error: “Error Unable to Load type Unity.Sentis.Layers.Gather required for deserialisation”. What i did is exactly what i described in Setup. I basically put the models in the Asset/Models folder instead of the StreamingAsset folder.
For more detailed information on this challenge and possible workaround approaches, refer to this forum post. And this forum post.
- Unity 2023.2.1f1
- Sentis 1.3.0-pre
You might want to change the Backendtype inside RunWhisper.cs
depending on your device.
- Pixel 6 -> working
- Quest 3 -> not tested
- WebGl -> not tested