Example #1
0
def format_data(file_count):
    basepath = os.path.dirname(os.path.abspath(__file__))
    datapath = os.path.abspath(os.path.join(basepath, "../data/ncs_music"))
    sys.path.append(datapath)
    from highfreq_dataset import get_dataset
    data = get_dataset(
        block_interval=int(INPUT_COUNT / 2),
        block_size=INPUT_COUNT,
        file_count=file_count,
        output_size=0,
        shuffle=True,
        just_files=False,
    )

    data.train_data = data.train_data.reshape(len(data.train_data),
                                              INPUT_COUNT,
                                              1).astype(np.float16)
    np.save(file=get_output_path(TRAINING_DATA_NAME),
            arr=data.train_data,
            allow_pickle=False)
    del data.train_data

    data.test_data = data.test_data.reshape(len(data.test_data), INPUT_COUNT,
                                            1).astype(np.float16)
    np.save(file=get_output_path(VALIDATION_DATA_NAME),
            arr=data.test_data,
            allow_pickle=False)
    del data.test_data

    np.save(file=get_output_path(FILES_DATA_NAME), arr=data.files)
Example #2
0
def format_data(data_percentage):
    import level1
    model = level1.Level1Model()
    training, validation = level1.get_training_data()

    training_cutoff = int(len(training) * data_percentage)
    training = training[:training_cutoff]

    validation_cutoff = int(len(validation) * data_percentage)
    validation = validation[:validation_cutoff]

    print(f"Training data: {training.shape}")
    print(f"Validation data: {validation.shape}")

    out = model.encode(training)
    print(f"Training data level 2: {out.shape}")
    np.save(file=get_output_path(TRAINING_DATA_NAME),
            arr=out,
            allow_pickle=False)
    del out

    out = model.encode(validation)
    print(f"Validation data level 2: {out.shape}")
    np.save(file=get_output_path(VALIDATION_DATA_NAME),
            arr=out,
            allow_pickle=False)
Example #3
0
def generate(filename):
    gv = common.GestaltBodyVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan,
                                          row_count=(len(load_states)))

    spriterows = []
    for load_state in load_states:
        # spriterow holds data needed to render the row
        spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        colourset = coloursets[gv.colourset_id]
        spriterow['render_passes'] = [
            {
                'seq': sc_pass_1,
                'colourset': colourset
            },
            {
                'seq': get_sc_cargo(gv.cargo_colourset_id, load_state),
                'colourset': colourset
            },
            {
                'seq': sc_pass_3,
                'colourset': colourset
            },
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png',
                                         common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Example #4
0
def output(file_count):
    files = get_files_data()
    model = Level1Model()
    for i in range(min(len(files), file_count)):
        inp = files[i].reshape(len(files[i]), INPUT_COUNT, 1)
        output = model.predict_output(inp).flatten()
        write_wav(get_output_path(f"output-level1-{i}.wav"), output)
Example #5
0
def output(file_count):
    import level1

    files = level1.get_files_data()
    file = files[0]
    file = file.reshape(len(file), level1.INPUT_COUNT, 1)
    del files

    model = level1.Level1Model()
    print(file.shape)
    file = model.encode(file)
    print(file.shape)
    del model
    backend.clear_session()

    model = Level2Model()
    file = model.predict_output(file)
    del model
    backend.clear_session()

    model = level1.Level1Model()
    file = model.decode(file)
    del model
    backend.clear_session()

    write_wav(get_output_path(f"output-level2-0.wav"), file.flatten())
Example #6
0
def encode(batch_size):
    files = get_files_data()
    model = Model()
    encoded = model.encode(files, batch_size=batch_size)

    np.save(file=get_output_path(ENCODED_DATA_NAME),
            arr=encoded,
            allow_pickle=False)
    del encoded
Example #7
0
def format_data(file_count):
    basepath = os.path.dirname(os.path.abspath(__file__))
    datapath = os.path.abspath(os.path.join(basepath, "../data/league"))
    sys.path.append(datapath)
    from dataset import get_dataset
    data = get_dataset(
        file_count=file_count,
        shuffle=True,
    )

    np.save(file=get_output_path(TRAINING_DATA_NAME),
            arr=data.train_data,
            allow_pickle=False)
    del data.train_data

    np.save(file=get_output_path(VALIDATION_DATA_NAME),
            arr=data.test_data,
            allow_pickle=False)
    del data.test_data

    np.save(file=get_output_path(FILES_DATA_NAME),
            arr=data.files,
            allow_pickle=False)
Example #8
0
def generate(filename):
    gv = common.GestaltCargoVariation(filename)
    floorplan = common.get_cargo_floorplan(gv, 'tarps_floorplan.png', FLOORPLAN_START_Y)
    spritesheet = common.make_spritesheet(floorplan, row_count=(len(load_states)))

    spriterows = []
    for load_state in load_states:
        # spriterow holds data needed to render the row
        spriterow = {'height' : common.SPRITEROW_HEIGHT, 'floorplan' : floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {'seq' : sc_mask_out_template_guides, 'colourset' : None},
            {'seq' : get_load_sequence(gv.colourset_id, load_state), 'colourset' : None},
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png', common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Example #9
0
def output(file_count):
    import level1
    import level2

    model1 = level1.Level1Model()
    model2 = level2.Level2Model()
    model3 = Level3Model()

    files = level1.get_files_data()
    file = files[0]
    file = file.reshape(len(file), level1.INPUT_COUNT, 1)
    del files

    file = model1.encode(file)
    file = model2.encode(file)
    file = model3.predict_output(file)
    file = model2.decode(file)
    file = model1.decode(file)

    write_wav(get_output_path(f"output-level3-0.wav"), file.flatten())
Example #10
0
def generate(filename):
    gv = common.GestaltTrailerVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, gv.floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan,
                                          row_count=gv.num_load_states)

    spriterows = []
    for row_num in range(gv.num_load_states):
        # spriterow holds data needed to render the row
        spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {
                'seq': get_body(gv.body_path, row_num),
                'colourset': None
            },
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png')
    spritesheet.save(output_path)
Example #11
0
def generate(filename):
    gv = common.GestaltBodyVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan, row_count=1)

    spriterows = []
    # spriterow holds data needed to render the row
    # only one spriterow for tank trailers; only one load state needed
    spriterow = {'height': common.SPRITEROW_HEIGHT, 'floorplan': floorplan}
    # add n render passes to the spriterow (list controls render order, index 0 = first pass)
    spriterow['render_passes'] = [
        {
            'seq': sc_passthrough,
            'colourset': None
        },
    ]
    spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png',
                                         common.INTERMEDIATES_PATH)
    spritesheet.save(output_path)
Example #12
0
def generate(filename):
    gv = common.GestaltTruckVariation(filename)
    floorplan = common.get_gestalt_floorplan(gv, gv.floorplan_filename)
    spritesheet = common.make_spritesheet(floorplan, row_count=gv.num_load_states)
    cab_sprites = make_cab_points(gv)

    spriterows = []
    #colourset = coloursets[gv.colourset_id] # coloursets not used; transforming cab colour would require additional render pass selectively replacing 1cc
    # spriterow holds data needed to render the row
    for row_num in range(gv.num_load_states):
        spriterow = {'height' : common.SPRITEROW_HEIGHT, 'floorplan' : floorplan}
        # add n render passes to the spriterow (list controls render order, index 0 = first pass)
        spriterow['render_passes'] = [
            {'seq': sc_cab_farside(cab_sprites, gv.length), 'colourset' : None},
            {'seq': sc_body(gv.body_path, row_num, gv.length), 'colourset': None},
            {'seq': sc_cab_nearside(cab_sprites, gv.length), 'colourset' : None},
        ]
        spriterows.append(spriterow)

    spritesheet.render(spriterows=spriterows)
    output_path = common.get_output_path(gv.filename + '.png')
    spritesheet.save(output_path)