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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 )
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
namespace Sandbox;
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public partial class SoundFile
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{
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/// <summary>
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/// Name of the custom resource block holding the viseme frames in a compiled
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/// sound. Injected at compile time by the managed sound compiler from the
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/// visemes authored in the sound editor (stored in the sound's .meta).
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/// </summary>
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internal const string VisemeBlockName = "LIPS";
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/// <summary>
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/// The lipsync track for this sound, or null if it doesn't have one. Authored
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/// in the sound editor's viseme timeline. Read from the compiled file when the
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/// sound resource loads - check <see cref="IsValidForPlayback"/> to tell
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/// "no track" apart from "not loaded yet".
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/// </summary>
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public VisemeTrack Visemes { get; private set; }
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/// <summary>
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/// Read the viseme track out of the sound's compiled file data. Called when
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/// the sound resource loads or reloads.
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/// </summary>
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void ReadVisemes( ResourceLoadContext context )
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{
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var frames = context.ReadJson<List<VisemeFrame>>( VisemeBlockName );
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Visemes = frames is { Count: > 0 } ? new VisemeTrack( frames ) : null;
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}
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}
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