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)
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)
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)
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)
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())
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
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)
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)
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())
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)
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)
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)