reverb | use data storage and transport system | Machine Learning library
kandi X-RAY | reverb Summary
kandi X-RAY | reverb Summary
Experience replay has become an important tool for training off-policy reinforcement learning policies. It is used by algorithms such as Deep Q-Networks (DQN), Soft Actor-Critic (SAC), Deep Deterministic Policy Gradients (DDPG), and Hindsight Experience Replay, ... However building an efficient, easy to use, and scalable replay system can be challenging. For good performance Reverb is implemented in C++ and to enable distributed usage it provides a gRPC service for adding, sampling, and updating the contents of the tables. Python clients expose the full functionality of the service in an easy to use fashion. Furthermore native TensorFlow ops are available for performant integration with TensorFlow and tf.data. Although originally designed for off-policy reinforcement learning, Reverb's flexibility makes it just as useful for on-policy reinforcement -- or even (un)supervised learning. Creative users have even used Reverb to store and distribute frequently updated data (such as model weights), acting as an in-memory light-weight alternative to a distributed file system where each table represents a file.
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Trending Discussions on reverb
QUESTION
I am working on an app that has a reverb feature. I know we can achieve this feature by the PresetReverb and EnvironmentalReverb classes.
For customization, we have the EnvironmentalReverb class and I am using this class like this and effects can be notice in the video:
...ANSWER
Answered 2022-Mar-09 at 09:44The EnvironmentalReverb source code refers to the OpenSL ES 1.0.1 specification.
Pages 451-452 in that specification lists the following preset definitions:
QUESTION
To give a bit of context, i am trying to implement in matlab from scratch the following signal diagram, a Feedback Delay Network (FDN). pic: FDN
With an appropriate matrix, indifferent to delay lengths, virtually white noise comes out when fed a dirac impulse.
I've managed to do this in code, but my goal is another and hence my question. I want to apply a filter h(z) after each delay line z^-m. pic: h(z)
More specifically, i want to apply a third-octave cascaded graphic equalizer after each delay line. The purpose is to create frequency dependent attenuation on the whole structure, and consequently delay dependent. I've successfully designed the filter in the form of SOS, but my problem is: how do I apply it within the structure? I assume to use sosfilt() somewhere with what I have, but I'm not sure.
I haven't reduced the order of the system for sake of purpose. The order is 16 (16x16 matrix, 16 delay lines, 31x16 biquad filters)
The first code refers to the lossless FDN, safely runnable which generates white noise. I have commented my failed attempt to introduce the filtering in the loop saying: % Filtering
Unfortunately, I can't post all GEQ entries, but I'll leave 8 in the end corresponding to the first 8 delays.
So, the question is how do I code to filter the white noise, implementing frequency dependent attenuation in the whole FDN structure. Also, although it may be computationally inefficient, I'd prefer to apply this without higher level functions and based on what I already have, i.e: applicable in GNU Octave
Edit: Assuming you have to apply the bandpass 2nd order filtering sample by sample using the difference equation, how would you recursively do it for 31 bands in series? One is shown in the second code section.
...ANSWER
Answered 2022-Jan-24 at 03:08And so a sample by sample, rather inefficient way of filtering the noise out of a dirac impulse from a FDN would be to add 2 more buffers and means of calculating difference equations of 31 cascaded biquad filters (Any suggestions for improving calculation speed comment below)
QUESTION
We are working on a project which allows us to record some sounds from a microphone with a 5k Hz sample rate with some Low-Pass filter & HighPass filter.
What we are using
We are using AvaudioEngine for this purpose.
We are using AVAudioConverter for downgrading the sample rate.
We are using AVAudioUnitEQ for the LowPass & HighPass filter.
Code
...ANSWER
Answered 2021-Dec-17 at 10:50I think the main problem with this code was that the AVAudioConverter
was being created before calling engine.prepare()
which can and will change the mainMixerNode
output format. Aside from that, there was a redundant connection of mainMixerNode
to outputNode
, along with a probably incorrect format - mainMixerNode
is documented to be automatically created and connected to the output node "on demand". The tap also did not need a format.
QUESTION
I successfully followed this official tensorflow tutorial for training an agent to solve the 'CartPole-v0' gym environment. I only diverged from the tutorial in that I did not use reverb, because it's not supported on Windows. I tried to modify the example to train the agent to solve my own (extremely simple) environment, but it fails to converge on a solution after 10,000 iterations, which I feel should be more than plenty.
I tried adjusting training iterations, learning rates, batch sizes, discounts, and everything else I could think of. Nothing had an effect on the result.
I would like the agent to converge on a policy that always gets +1 reward (ideally in only a few hundred iterations, since this environment is so extremely simple), instead of one that occasionally dips to -1. Instead, here's a graph of the actual outcome:
(The text is small so I will say that orange is episode length in steps, and blue is the average reward. The X axis is the number of training iterations, from 0 to 10,000.)
CODE Everything here is run top to bottom, but I put it in separate code blocks to make it easier to read/debug.Imports
...ANSWER
Answered 2021-Oct-16 at 23:56The cause of the issue was that the agent had no incentive to quickly solve the problem, because going to the right after 10 steps and after 3 steps both result in equal reward. Because the step counter was not observed, the agent could not possibly correlate taking too long with losing; so it would occasionally take more then 10 steps, lose, and be unable to learn from the experience.
I solved this by giving a -0.1 reward on every step, which incentivized the agent to solve the environment in as few steps as possible (causing it to never break the 10 step loss rule).
I also sped up the learning process by increasing the epsilon_greedy parameter of the DqnAgent's constructor to 0.5 (from it's default of 0.1) to allow it to more quickly explore the entire environment.
QUESTION
So I have a command for my discord music bot, here's the command:
...ANSWER
Answered 2021-Oct-06 at 20:51Simplest way (and maybe buggy way) is to just create for loop
for it.
Personal note: I would add cap to the times people can use the command, to avoid spam and possible rate limit issues.
For loop basically can be as simple as:
QUESTION
Getting following error when trying to excecute
...ANSWER
Answered 2021-Sep-23 at 07:59If i try it as below it worked fine.
QUESTION
i need help debugging this code, i am trying to make an effect where the screen is tinted a blueish color and the reverb is set to bathroom whenever a camera is inside a part named "water", it works for 1 body of water in the game and the rest will not cause the effect to happen, despite it printing for every body of water in the game, im assuming the one it picks to work is the one that is loaded first, but im not sure why only that one registers, it checks for them all but only that one part actually causes it to happen
...ANSWER
Answered 2021-Sep-10 at 23:37It could be that your logic is fighting with itself. You are checking that you are underwater for each block, and if one says yes, but the next says no, you will essentially be undoing any changes that should be happening.
So one fix might be to ask all of the water blocks, "am I underwater?" And if any say yes, then change the lighting and reverb, but if ALL of them say no, then change it back.
QUESTION
I am trying to get the data from a binary file (specifically OnlineSequencer's new sequence file format) using Google protocol buffer, but all it's printing is the file size. I have compiled both the .proto files used by it to python scripts: sequence.proto:
...ANSWER
Answered 2021-Sep-09 at 14:21The ParseFromString
method returns the number of bytes that were parsed (see doc), and stores the contents in the instance itself.
You probably want to look at the sequence
object's contents after parsing:
QUESTION
I've been working on a project with an Arduino recently where I'm basically trying to get a small display hooked up to an Arduino to update with the name of a MIDI mapped knob in Ableton Live.
For example, let's say I map the knob to the reverb send on a track the display should read "A-Reverb". This works today, but only works when I first open the Ableton project and map the knob for the first time. It does not update when I select a new option.
Here's the setup I'm using right now:
- Arduino - w/Rotary Encoder & OLED Display
- Hairless MIDI - For converting the serial connection from the Arduino into MIDI CC# messages Live can read.
- Ableton Live 11 w/ Max For Live 8 - This is where the patch actually runs.
For the Max Patch, I'm using a version of Yehezkel Raz's One which I purchased and later modified. The reason I mention this is that this patch already has the name updating part worked out, so in theory I should be able to send that data over serial to the Arduino.
Out of respect for Yehezkel's work, I won't attach a screenshot of the entire patch, but have attached the part that I modified to send data to the Arduino, you can see it here.
Here's what I've tried so far:
- Validated that the baud rate for Hairless MIDI, the Arduino, and the Max Patch is identical
- Attempted to start Hairless MIDI only after Ableton has been launched
- Attempted to power on Arduino without opening the Arduino IDE so that there are no Serial conflicts.
Here's what I think may be the issue, but I'm not sure how to fix it:
- Part of the logic in my Arduino code relies on
Serial.available()
being true, in order to send the data to the screen. I'm thinking that maybe the Serial connection is only available in the beginning when the knob is mapped.
I know that was a lot of information, but if anyone has any ideas on how I may be able to get this to work, I'd greatly appreciate it!
...ANSWER
Answered 2021-Apr-28 at 16:37Okay I figured this out on my own; basically what was happening was my code was expecting a line feed in order to refresh the output on the display. I figured out that I could send a line feed over the serial connection by sending the value "10" which would basically terminate the string as it is sent to the Arduino.
Any time the knob value is updated, it triggers a button which sends the value "10" back to the Arduino.
I've attached a screenshot showing the changes I made in case this helps anyone else out:
QUESTION
I'm trying to change the bitrate of the given audio file, the following code generate an audio with 1411 kbps
...ANSWER
Answered 2021-Apr-03 at 13:42It turns it out that changing bitrate supported only if the output audio mp3 not wav, so the command should be :
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