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// SkinnedModelRenderer - the only new entry point for speaking
SoundHandle SpeakSound( SoundEvent sound, GameObject mouth = null )
SoundHandle SpeakSound( SoundFile sound, float volume = 1, float pitch = 1, GameObject mouth = null )
// SoundFile - the authored lipsync track, read from the compiled vsnd
VisemeTrack Visemes { get; } // null = no track (or not loaded yet, see IsValidForPlayback)
// VisemeTrack - visemes over time, authored in the sound editor
IReadOnlyList<VisemeFrame> Frames { get; }
float Duration { get; }
bool Sample( float time, Span<float> weights )
// VisemeFrame - one viseme span (struct: Viseme, StartTime, EndTime)
// Visemes - the standard 15-viseme table, OVR order
static IReadOnlyList<string> MorphNames { get; }
static int Count { get; }
// MorphCollection - the one shared viseme blend (sounds, voice chat, editor preview)
void ApplyVisemes( ReadOnlySpan<float> visemeWeights, float scale = 1, float smoothTime = 0 )
// ModelMorphs - per-model viseme weight table, cached managed-side (no interop on lookups)
float GetVisemeMorph( int viseme, int morph )
float GetVisemeMorph( string viseme, int morph )
// ResourceCompileContext - inject managed data into natively-compiled resources
void WriteBlock( string blockName, ReadOnlySpan<byte> data ) // four-char block names, eg "LIPS"
void WriteBlockJson( string blockName, object obj )
JsonObject ReadMeta() // the asset's .meta, registers a compile dependency
T ReadMeta<T>( string key, T defaultValue = default )
// ResourceLoadContext - read blocks back when the resource loads (Resource.OnLoaded, engine-internal for now)
// public ref struct, only valid during the load callback
bool Exists( string blockName )
ReadOnlySpan<byte> ReadData( string blockName )
string ReadString( string blockName )
T ReadJson<T>( string blockName, T defaultValue = default )
49 lines
1.1 KiB
C#
49 lines
1.1 KiB
C#
namespace Sandbox;
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/// <summary>
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/// Drive a renderer's viseme morphs from a playing sound component. This is the
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/// same lipsync <see cref="SkinnedModelRenderer.SpeakSound(SoundEvent, GameObject)"/>
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/// uses, pointed at a sound component instead.
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/// </summary>
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[Expose]
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[Category( "Audio" )]
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[Title( "Lip Syncing" )]
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[Icon( "emoji_emotions" )]
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[Tint( EditorTint.Green )]
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public sealed class LipSync : Component
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{
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[Property]
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public BaseSoundComponent Sound { get; set; }
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[Property]
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public SkinnedModelRenderer Renderer { get; set; }
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[Property, Title( "Scale" ), Group( "Morph" ), Range( 0, 5 )]
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public float MorphScale { get; set; } = 1.5f;
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[Property, Title( "Smoothing" ), Group( "Morph" ), Range( 0, 1 )]
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public float MorphSmoothTime { get; set; } = 0.1f;
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protected override void OnUpdate()
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{
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base.OnUpdate();
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if ( !Renderer.IsValid() )
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return;
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Renderer.VoiceRealtimeScale = MorphScale;
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Renderer.VoiceMorphSmoothTime = MorphSmoothTime;
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Renderer.Voice = Sound.IsValid() ? Sound.SoundHandleInternal : null;
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}
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protected override void OnDisabled()
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{
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base.OnDisabled();
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if ( Renderer.IsValid() )
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{
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Renderer.Voice = null;
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}
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}
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}
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