Application started at 2026-04-25 20:53:48
First searching GPU...
[DEBUG] 返回缓存的编解码器 Windows-264: h264_nvenc
[DEBUG] 返回缓存的编解码器 Windows-265: hevc_nvenc
NVIDIA_GPU_NUMS=1
Found 1 GPUs, cost=3s
start workers...
process_max_gpu=1
multi_gpus=False
Concurrent task_nums=1
process_max=4
start 9 jobs
ended workers
[DEBUG] 最终配置信息:self.cfg=TaskCfgVTT(is_cuda=True, uuid='b0dda5f3c2', cache_folder='D:/win-pyvideotrans-v3.99-420/tmp/27512/b0dda5f3c2', target_dir='D:/_Output/_video_out/测试001-mp4', source_language='英语', source_language_code='en', source_sub='D:/_Output/_video_out/测试001-mp4/en.srt', source_wav='D:/win-pyvideotrans-v3.99-420/tmp/27512/b0dda5f3c2/en.wav', source_wav_output='D:/_Output/_video_out/测试001-mp4/en.m4a', target_language='简体中文', target_language_code='zh-cn', target_sub='D:/_Output/_video_out/测试001-mp4/zh-cn.srt', target_wav='D:/win-pyvideotrans-v3.99-420/tmp/27512/b0dda5f3c2/target.wav', target_wav_output='D:/_Output/_video_out/测试001-mp4/zh-cn.m4a', name=
......
y of creating this texture.\n\n5\n00:00:19,648 --> 00:00:26,416\n Then, we will make our base style in 3S Max, which we will throw into Zebras, and we will create a few high poly variations of it.\n
`"}]
[WARNING] [LLM re-segments]重新断句结果:result="\n1\n00:00:00,032 --> 00:00:02,736\nHello everyone, my name is Emils Ligas.\n\n2\n00:00:03,184 --> 00:00:06,592\nI'm a 3D environment artist, and welcome to this new tutorial course.\n\n3\n00:00:07,200 --> 00:00:10,500\nIn this course, we will go over how to create a tileable hoof texture\n\n4\n00:00:10,500 --> 00:00:13,968\nusing 3ds Max, C Brush, and Substance Painter.\n\n5\n00:00:14,672 --> 00:00:19,056\nWe will first go over our reference and the best strategy of creating this texture.\n\n6\n00:00:19,648 --> 00:00:23,000\nThen, we will make our base style in 3ds Max,\n\n7\n00:00:23,000 --> 00:00:26,416\nwhich we will throw into ZBrush, and we will create a few high poly variations of it.\n"
[WARNING] [LLM re-segments]重新断句结果:result="\n1\n00:00:00,032 --> 00:00:02,736\nHello everyone, my name is Emils Ligas.\n\n2\n00:00:03,184 --> 00:00:06,592\nI'm a 3D environment artist, and welcome to this new tutorial course.\n\n3\n00:00:07,200 --> 00:00:10,500\nIn this course, we will go over how to create a tileable hoof texture\n\n4\n00:00:10,500 --> 00:00:13,968\nusing 3ds Max, C Brush, and Substance Painter.\n\n5\n00:00:14,672 --> 00:00:19,056\nWe will first go over our reference and the best strategy of creating this texture.\n\n6\n00:00:19,648 --> 00:00:23,000\nThen, we will make our base style in 3ds Max,\n\n7\n00:00:23,000 --> 00:00:26,416\nwhich we will throw into ZBrush, and we will create a few high poly variations of it.\n"
self.trans_thread=50,self.aisendsrt=True,self.translate_type=4
[DEBUG] [deepseek]响应:response=ChatCompletion(id='e687a005-2b02-439a-b125-6fa0b395022c', choices=[Choice(finish_reason='stop', index=0, logprobs=None, message=ChatCompletionMessage(content='\n1\n00:00:00,032 --> 00:00:02,736\n大家好,我是Emils Ligas。\n\n2\n00:00:03,184 --> 00:00:06,592\n我是一名3D环境艺术家,欢迎来到这个新的教程课程。\n\n3\n00:00:07,200 --> 00:00:10,500\n在本课程中,我们将学习如何创建可平铺的蹄子纹理,\n\n4\n00:00:10,500 --> 00:00:13,968\n使用3ds Max、C Brush和Substance Painter。\n\n5\n00:00:14,672 --> 00:00:19,056\n我们首先会讲解参考素材以及创建该纹理的最佳策略。\n\n6\n00:00:19,648 --> 00:00:23,000\n然后,我们将在3ds Max中制作基础模型,\n\n7\n00:00:23,000 --> 00:00:26,416\n并将其导入ZBrush,创建几个高多边形变体。\n', refusal=None, role='assistant', annotations=None, audio=None, function_call=None, tool_calls=None))], created=1777121750, model='deepseek-v4-flash', object='chat.completion', service_tier=None, system_fingerprint='fp_058df29938_prod0820_fp8_kvcache_20260402', usage=CompletionUsage(completion_tokens=233, prompt_tokens=1107, total_tokens=1340, completion_tokens_details=None, prompt_tokens_details=PromptTokensDetails(audio_tokens=None, cached_tokens=1024), prompt_cache_hit_tokens=1024, prompt_cache_miss_tokens=83))
[DEBUG] 按SRT格式翻译,原始字幕行数:7,整理为list[dict]后的行数:7
[DEBUG] [字幕翻译]渠道4,deepseek-chat:共耗时:4s