5557c03691
Finished making lockpicking for doors. Next I will make one for chests with a different type of lock, also increase skill points when successfully picked a lock.
297 lines
12 KiB
C#
297 lines
12 KiB
C#
// Copyright 2020, Tiny Angle Labs, All rights reserved.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using SpeechBlendEngine;
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using TMPro;
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public class SpeechBlend : MonoBehaviour
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{
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public AudioSource voiceAudioSource;
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public List<SkinnedMeshRenderer> FaceMeshes;
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[HideInInspector]
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public bool showBlendShapeMenu = false;
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[HideInInspector]
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public SpeechUtil.VisemeBlendshapeIndexes faceBlendshapes;
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[HideInInspector]
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public SpeechUtil.VisemeWeight visemeWeightTuning;
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[Header("Settings")]
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[Space(10)]
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[Tooltip("Toggle lipsyncing")]
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public bool lipsyncActive = true; // Toggle lipsyncing
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[Tooltip("Select whether visemes are used")]
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public SpeechUtil.Mode trackingMode = SpeechUtil.Mode.jawOnly; // Select whether visemes are used
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#if UNITY_WEBGL
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public float WebGLVolumeAdjust = 200;
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#endif
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[Tooltip("Amplitude of jaw movement")]
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[Range(0.0f, 1.0f)]
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public float jawMovementAmount = 0.5f; // Amplitude of jaw movement
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[Tooltip("Jaw motion speed")]
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[Range(0.0f, 1.0f)]
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public float jawMovementSpeed = 0.5f; // Jaw motion speed
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[Tooltip("Amplitude of lip movement")]
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[Range(0.0f, 1.0f)]
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public float lipsBlendshapeMovementAmount = 0.5f; // Amplitude of lip movement
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[Tooltip("Lip viseme movement speed")]
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[Range(0.0f, 1.0f)]
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public float lipsBlendshapeChangeSpeed = 0.5f; // Lip viseme movement speed
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[Tooltip("Number of calculations to use.")]
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public SpeechUtil.Accuracy accuracy = SpeechUtil.Accuracy.Medium; // Number of calculations to use. Cannot be changed at runtime
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[Tooltip("Number of frames to wait before next calculation (higher number uses less resources but reponds slower)")]
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[Range(1, 10)]
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public int framesPerUpdate = 1; // Number of frames to wait before next calculation (higher number uses less resources but reponds slower)
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[Tooltip("Ignore distance between AudioSource and AudioListener when accounting for volume.")]
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public bool volumeEqualization = false;
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[Tooltip("Voice type of character")]
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public VoiceProfile.VoiceType voiceType = VoiceProfile.VoiceType.female; // Voice type of character
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[Tooltip("Jaw joint for when not using a mouth open blendshape")]
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public Transform jawJoint; // Jaw joint for when not using a mouth open blendshape
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[Tooltip("Direction adjust for jaw opening")]
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public Vector3 jawOpenDirection = new Vector3(1, 0, 0); // Direction adjust for jaw joint opening
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[Tooltip("Angular offset for jaw joint opening")]
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public Vector3 jawJointOffset; // Angular offset for jaw joint opening
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[Tooltip("Blendshape template for visemes shapes. (default: DAZ)")]
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public VoiceProfile.VisemeBlendshapeTemplate shapeTemplate; // Blendshape template for visemes shapes. (default: DAZ)
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[HideInInspector]
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public AudioListener activeListener; // Source audiolistener for use when calculating the volume equalization
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float bs_volume_scaling = 20f;
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float jaw_volume_scaling = 20f;
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int f_low;
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int f_high;
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float fres;
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float[,] extractor; // Speech extractor model
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float[,] transformer; // Speech data transformer
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float[] modifier; // Speech data modifier
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float[] bs_setpoint;
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float[] bs_setpoint_last;
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float[,] cmem;
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float bs_mouthOpen_setpoint;
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Quaternion trans_mouthOpen_setpoint;
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Quaternion trans_mouthOpen_rest;
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float current_volume;
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[HideInInspector]
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public VoiceProfile.VisemeBlendshapeTemplate template_saved = VoiceProfile.VisemeBlendshapeTemplate.DAZ;
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[HideInInspector]
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public SpeechUtil.VisemeBlendshapeIndexes faceBlendshapes_saved = new SpeechUtil.VisemeBlendshapeIndexes(VoiceProfile.G2_template);
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[HideInInspector]
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public SpeechUtil.VisemeWeight visemeWeightTuning_saved = new SpeechUtil.VisemeWeight(VoiceProfile.G2_template);
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float jaw_CSF = 1;
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float bs_CSF = 1;
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int updateFrame = 0;
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SpeechUtil.Accuracy accuracy_last;
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bool[] blendshapeInfluenceActive;
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void Start() {
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}
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public void IsMale(bool TF) {
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if (TF) {
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voiceType = VoiceProfile.VoiceType.male;
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} else {
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voiceType = VoiceProfile.VoiceType.female;
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}
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}
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public void Talk(AudioClip A) {
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Debug.Log("Talking");
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voiceAudioSource.clip = A;
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voiceAudioSource.Play();
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bs_setpoint = new float[faceBlendshapes.template.Nvis];
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bs_setpoint_last = new float[faceBlendshapes.template.Nvis];
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if (jawJoint != null)
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{
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trans_mouthOpen_setpoint = jawJoint.localRotation;
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}
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trans_mouthOpen_rest = trans_mouthOpen_setpoint;
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bs_mouthOpen_setpoint = 0;
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accuracy_last = accuracy;
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fres = ExtractFeatures.CalculateFres();
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UpdateExtractor();
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if (jawJoint == null & !faceBlendshapes.AnyAssigned())
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{
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print("Warning (SpeechBlend): Neither jaw joint or face blendshapes have been assigned");
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lipsyncActive = false;
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}
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if (trackingMode.Equals(SpeechUtil.Mode.jawAndVisemes) & faceBlendshapes.JawOnly())
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{
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print("Warning (SpeechBlend): No viseme blendshapes detected, jaw-only mode enabled.");
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trackingMode = SpeechUtil.Mode.jawOnly;
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}
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else if (trackingMode.Equals(SpeechUtil.Mode.jawAndVisemes))
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{
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blendshapeInfluenceActive = new bool[faceBlendshapes.template.Nvis];
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}
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}
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int printIndex = 200;
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void FixedUpdate()
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{
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if (voiceAudioSource.isPlaying & lipsyncActive)
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{
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bs_volume_scaling = 500f * Mathf.Exp(-6.111f * lipsBlendshapeMovementAmount);
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jaw_volume_scaling = 500f * Mathf.Exp(-6.111f * jawMovementAmount);
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if (++updateFrame >= framesPerUpdate)
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{
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updateFrame = 0;
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float last_volume = current_volume;
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current_volume = 0;
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#if UNITY_WEBGL
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int no_samples = SpeechBlend_WEBGL_AudioSpectrum.InitializeBytes(4096); // Get volume data
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current_volume = SpeechBlend_WEBGL_AudioSpectrum.GetSpeechVolume();
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current_volume = current_volume * WebGLVolumeAdjust;
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#else
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float[] audioTrace = new float[256];
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voiceAudioSource.GetOutputData(audioTrace, 0);
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for (int i = 0; i < 256; i++)
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current_volume += Mathf.Abs(audioTrace[i]);
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#endif
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if (volumeEqualization)
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current_volume = ExtractFeatures.EqualizeDistance(current_volume, voiceAudioSource, activeListener);
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current_volume = last_volume * (1 - lipsBlendshapeChangeSpeed) + current_volume * lipsBlendshapeChangeSpeed;
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// Calculate jaw open amount
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bs_mouthOpen_setpoint = 100 * current_volume / jaw_volume_scaling * .1f * (1 / jaw_CSF);
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if (jawJoint != null)
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{
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//current_volume = 0;
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trans_mouthOpen_setpoint = Quaternion.Euler(jawJointOffset + trans_mouthOpen_rest.eulerAngles * (1 - jawMovementAmount * 3) + (trans_mouthOpen_rest.eulerAngles + jawOpenDirection * current_volume / jaw_volume_scaling) * jawMovementAmount * 3);
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}
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// Calculate viseme amounts
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if (trackingMode == SpeechUtil.Mode.jawAndVisemes)
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{
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f_low = Mathf.RoundToInt(ExtractFeatures.getlf(accuracy) / fres);
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f_high = Mathf.RoundToInt(ExtractFeatures.gethf(accuracy) / fres);
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if (accuracy_last != accuracy)
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UpdateExtractor();
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accuracy_last = accuracy;
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#if UNITY_WEBGL
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float[] rawData = new float[4096];
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SpeechBlend_WEBGL_AudioSpectrum.GetFrequencySpectrum(rawData); // get the spectrum data
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for (int i = 0; i < rawData.Length; i++)
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rawData[i] += 1e-10f;
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#else
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float[] rawData = ExtractFeatures.GetSoundData(voiceAudioSource);
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#endif
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float[] features = ExtractFeatures.ExtractSample(rawData, extractor, transformer, modifier, ref cmem, f_low, f_high, accuracy);
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ExtractFeatures.FeatureOutput W = ExtractFeatures.Evaluate(features, voiceType, accuracy);
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float[] influences = new float[ExtractFeatures.no_visemes];
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for (int i = 0; i < W.size; i++)
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{
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for (int j = 0; j < ExtractFeatures.no_visemes; j++)
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influences[j] += VoiceProfile.Influence(voiceType, W.reg[i], j, accuracy) * W.w[i];
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}
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float[] influences_template = VoiceProfile.InfluenceTemplateTransform(influences, shapeTemplate);
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blendshapeInfluenceActive = new bool[faceBlendshapes.template.Nvis];
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for (int i = 0; i < faceBlendshapes.template.Nvis; i++)
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{
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float visemeWeight = visemeWeightTuning.GetByIndex(i);
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influences_template[i] *= visemeWeight;
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if (visemeWeight < 1e-2)
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blendshapeInfluenceActive[i] = false;
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else
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blendshapeInfluenceActive[i] = true;
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}
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for (int i = 0; i < faceBlendshapes.template.Nvis; i++)
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{
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bs_setpoint[i] = influences_template[i] * 100 * current_volume / bs_volume_scaling;
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}
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jaw_CSF = VoiceProfile.Influence(voiceType, W.reg[0], ExtractFeatures.no_visemes, accuracy);
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bs_CSF = VoiceProfile.Influence(voiceType, W.reg[0], ExtractFeatures.no_visemes, accuracy);
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bs_mouthOpen_setpoint /= VoiceProfile.Influence(voiceType, W.reg[0], ExtractFeatures.no_visemes, accuracy);
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}
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}
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}
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}
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private void LateUpdate()
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{
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if (voiceAudioSource.clip != null) {
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// Update jaw joint animation
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if (!faceBlendshapes.BlendshapeAssigned("mouthOpen"))
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{
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if (jawJoint != null)
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{
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float moveSpeed = 2.5f * Mathf.Exp(3.658f * jawMovementSpeed);
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jawJoint.transform.localRotation = Quaternion.Lerp(jawJoint.transform.localRotation, trans_mouthOpen_setpoint, Time.deltaTime * moveSpeed);
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}
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}
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// Update Facial Blendshapes
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UpdateBlendshapes();
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}
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}
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void UpdateBlendshapes()
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{
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if (trackingMode == SpeechUtil.Mode.jawAndVisemes)
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{
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for (int i = 0; i < faceBlendshapes.template.Nvis; i++)
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{
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if (faceBlendshapes.BlendshapeAssigned(i) & blendshapeInfluenceActive[i])
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{
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float currentVisemeValue = bs_setpoint_last[i];
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for (int j = 0; j < FaceMeshes.Count; j++) {
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FaceMeshes[j].SetBlendShapeWeight(faceBlendshapes.GetByIndex(i), currentVisemeValue * (1 - lipsBlendshapeChangeSpeed * bs_CSF) + bs_setpoint[i] * lipsBlendshapeChangeSpeed * bs_CSF);
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bs_setpoint_last[i] = FaceMeshes[j].GetBlendShapeWeight(faceBlendshapes.GetByIndex(i));
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}
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}
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}
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}
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if (faceBlendshapes.BlendshapeAssigned("mouthOpen"))
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{
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for (int j = 0; j < FaceMeshes.Count; j++) {
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float currentValue = FaceMeshes[j].GetBlendShapeWeight(faceBlendshapes.mouthOpenIndex);
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FaceMeshes[j].SetBlendShapeWeight(faceBlendshapes.mouthOpenIndex, currentValue * (1 - (jawMovementSpeed * jaw_CSF)) + bs_mouthOpen_setpoint * (jawMovementSpeed * jaw_CSF));
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}
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}
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}
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public void UpdateExtractor()
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{
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extractor = ExtractFeatures.BuildExtractor(fres, ExtractFeatures.getlf(accuracy), ExtractFeatures.gethf(accuracy), accuracy);
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cmem = new float[ExtractFeatures.getC(accuracy) + 1, 2];
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modifier = ExtractFeatures.CreateCC_lifter(accuracy);
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transformer = ExtractFeatures.GenerateTransformer(accuracy);
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f_low = Mathf.RoundToInt(ExtractFeatures.getlf(accuracy) / fres);
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f_high = Mathf.RoundToInt(ExtractFeatures.gethf(accuracy) / fres);
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}
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}
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