longpipe 0.0.1
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- package/LICENSE +21 -0
- package/README.md +193 -0
- package/dist/index.cjs +1731 -0
- package/dist/index.d.cts +226 -0
- package/dist/index.d.ts +226 -0
- package/dist/index.js +1731 -0
- package/package.json +61 -0
package/LICENSE
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MIT License
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Copyright (c) 2026 Sam Bhattacharyya
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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# Longpipe 🐉
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Hardware-accelerated real-time AI media processing in the browser.
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Try the live demo: [longpipe.dev/demo](https://longpipe.dev/demo)
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> **Warning** — This project is very new (v0.0.1) and still under active development. Expect API changes between versions and bugs.
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## Features
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- Real-time portrait matting / virtual backgrounds in the browser
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- WebGPU compute shaders with a WebGL2 fragment-shader fallback
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- Worker-by-default — all model and render work runs off the main thread
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- Background options: blur, image, video, solid color, or none (passthrough)
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- Six trained model presets covering hardware from MacBook Pro down to Chromebook
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- Auto-tuned at init: picks the best preset for the current device, plus the optimal frame transport for the current browser
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- Adaptive at runtime: swaps to a smaller preset when FPS drops, larger when there's headroom
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- Single-call API: `new EffectsPipeline(inputStream, { background })` returns a `MediaStream`
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- Audio passthrough by default
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## Install
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```
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npm install longpipe
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```
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## Quick start
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```ts
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import { EffectsPipeline } from 'longpipe'
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const inputStream = await navigator.mediaDevices.getUserMedia({ video: true, audio: true })
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const pipeline = new EffectsPipeline(inputStream, {
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background: 'blur',
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})
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videoEl.srcObject = pipeline.stream // available immediately
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await pipeline.ready // optional — resolves once the effect is live
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```
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`pipeline.stream` is wired synchronously and emits the unprocessed input until the model is ready (~1–3s on cold start, depending on hardware), so the consumer sees live video the whole time.
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## Backgrounds
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The `background` option takes a wide set of inputs and normalizes them internally:
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```ts
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new EffectsPipeline(stream, { background: 'none' }) // passthrough
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new EffectsPipeline(stream, { background: 'blur' }) // default sigma
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new EffectsPipeline(stream, { background: { blur: { sigma: 12 } } })
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// images: URL, <img>, ImageBitmap, or { image: ... }
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new EffectsPipeline(stream, { background: 'https://example.com/bg.jpg' })
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new EffectsPipeline(stream, { background: imgElement })
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new EffectsPipeline(stream, { background: imageBitmap })
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// video: URL, Blob, or <video> — looped, muted, decoded on the main thread
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new EffectsPipeline(stream, { background: { video: 'https://example.com/bg.mp4' } })
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// solid color
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new EffectsPipeline(stream, { background: { color: [0, 100, 200] } })
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```
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Swap at runtime:
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```ts
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await pipeline.setBackground({ blur: { sigma: 20 } })
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await pipeline.setBackground('https://example.com/other-bg.jpg')
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```
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## Performance presets
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```ts
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new EffectsPipeline(stream, { preset: 'auto' }) // benchmarks at init (default)
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new EffectsPipeline(stream, { preset: 'fast' }) // small model
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new EffectsPipeline(stream, { preset: 'balanced' }) // medium model
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new EffectsPipeline(stream, { preset: 'quality' }) // xl model
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```
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`'auto'` runs a microbenchmark at init and picks the largest preset that fits the per-frame budget on the current device. While `'auto'` is in effect an adaptive controller polls FPS / model time and swaps preset up or down as conditions change. Explicit preset choices (`'fast'`, `'balanced'`, `'quality'`, or a manual config) are always respected and never auto-overridden.
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You can also pass a manual config:
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```ts
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new EffectsPipeline(stream, {
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preset: { model: 'large', dtype: 'f16', resolution: { w: 256, h: 144 }, skipFrames: 0 },
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})
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```
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## Other options
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```ts
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new EffectsPipeline(stream, {
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background: 'blur',
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preset: 'auto',
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adaptive: true, // default; only applies when preset is 'auto'
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audio: 'passthrough', // or 'drop'
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outputResolution: { w: 1280, h: 720 }, // default: matches the input video track
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weightsBaseUrl: 'https://your-cdn/longpipe/', // default: cdn.longpipe.dev
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enabled: true, // false = pass input through unchanged
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onReady: () => console.log('live'),
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onError: (err) => console.error(err),
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})
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```
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Toggle the effect on/off without tearing anything down (cheap to re-enable):
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```ts
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pipeline.setEnabled(false)
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```
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Tear it all down:
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```ts
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pipeline.destroy()
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```
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## Self-hosting weights
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By default Longpipe fetches model weights from `https://cdn.longpipe.dev/models/v/0.0.1/`. You can browse the available files, sizes, and SHA-256 hashes at [cdn.longpipe.dev/models/v/0.0.1/index.html](https://cdn.longpipe.dev/models/v/0.0.1/index.html) (machine-readable list at [manifest.json](https://cdn.longpipe.dev/models/v/0.0.1/manifest.json)).
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To serve them yourself, mirror the files under any base URL with the same `model_${name}.bin` naming convention and pass it via `weightsBaseUrl`:
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```ts
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new EffectsPipeline(stream, {
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weightsBaseUrl: 'https://your-cdn.example.com/longpipe-weights/',
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})
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```
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## Browser support
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Works on Chromium (Chrome, Edge), Firefox, and Safari (desktop and iOS). WebGPU is used when available; WebGL2 is the fallback. Longpipe picks the optimal video frame transport for each browser internally — `MediaStreamTrackProcessor`, `transferControlToOffscreen` + `captureStream`, or an `ImageBitmap` shuttle as universal fallback — all invisible to the caller.
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## Problem
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If you want real-time AI media processing in the browser — virtual backgrounds, background noise removal, face filters — one of the few open-source options is [MediaPipe](https://github.com/google-ai-edge/mediapipe). MediaPipe ships some great open-source models, but they all run in WebAssembly, and using them effectively still requires a fair amount of hardware-accelerated pre- and post-processing on top.
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In 2021, I built an SDK to implement [hardware-accelerated neural networks directly in WebGL](https://medium.com/vectorly/building-a-more-efficient-background-segmentation-model-than-google-74ecd17392d5) that proved much more efficient than the MediaPipe implementation. It was popular, but it was a commercial SDK — the company was acquired and the technology was never opened up.
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In 2022, Google Meet adopted a similar approach with their own [hardware-accelerated networks](https://research.google/blog/high-definition-segmentation-in-google-meet/), but that was never open-sourced either.
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As of late 2025, MediaPipe is still the state of the art for open-source real-time browser ML, and nothing better has come along.
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## Solution
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With WebGPU shipping and WebNN on the way, it is now possible to build efficient implementations of popular real-time media-processing features — background segmentation, audio filtering — by combining hardware-accelerated neural networks in WebGPU/WebNN with efficient pre- and post-processing, so developers can plug in features like virtual backgrounds and noise removal without worrying about the details.
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Longpipe is that SDK.
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## How it works
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Two layers:
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- **Model** (`src/model/`) — EfficientNet-Lite-0 encoder with a U-Net decoder, written as TypeScript op classes. Each layer is a class; weights load as binary tensors at init; the backend (WebGPU or WebGL2) is injected at construction. BatchNorm is fused into conv weights at export — there is no BN op at inference. See [docs/ARCHITECTURE.md](../docs/ARCHITECTURE.md) and [docs/MODEL_PLAN.md](../docs/MODEL_PLAN.md).
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- **Pipeline** (`src/pipeline/`) — capability detection, per-browser frame transport selection, worker spawn, audio passthrough, autotune, and the adaptive controller. Designed to absorb the browser/codec/canvas plumbing complexity so consumers don't have to. See [docs/PIPELINE.md](../docs/PIPELINE.md).
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Six trained presets cover the hardware range:
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| Preset | Resolution | Encoder | Decoder | Skip frames |
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|---------|------------|---------|----------|-------------|
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| xl | 512×288 | full | 2× ch | 0 |
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| large | 256×144 | full | standard | 0 |
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| medium | 256×144 | full | standard | 1 |
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| compact | 256×144 | full | small | 1 |
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| small | 256×144 | small | standard | 1 |
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| xs | 192×108 | small | standard | 1 |
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`Skip frames` is how many input frames the model sits out between runs — the compositor still renders every frame using the most recent alpha matte. Autotune picks one of these at init based on a microbenchmark of the actual network on the actual device.
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## Development
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Training scripts, fixture generation, and the weight export pipeline are not yet documented here — coming soon.
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## Acknowledgements
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- [EfficientNet-Lite](https://github.com/tensorflow/tpu/tree/master/models/official/efficientnet/lite) for the backbone architecture.
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- [Google Meet HD Segmentation research](https://research.google/blog/high-definition-segmentation-in-google-meet/) for the architectural choices that hold up on accelerators.
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- [WebGPU](https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API) for making compute-heavy work in the browser realistic.
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- [Mediabunny](https://mediabunny.dev/) — a colleague's project and a model for what an open-source media SDK with sponsorship-backed development can look like.
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## Roadmap
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- [x] Background segmentation / virtual backgrounds
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- [x] WebGPU + WebGL2 backends, f16 + f32
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- [x] Worker-based pipeline with per-browser transport selection
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- [x] Autotuned + adaptive preset selection
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- [ ] Face landmark detection
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- [ ] Lighting correction
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- [ ] Background noise removal (audio, separate pipeline)
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- [ ] Mobile SDKs
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