diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index e8452583fc..b214ba2976 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -43,9 +43,11 @@ Head::Head(Avatar* owningAvatar) : _longTermAverageLoudness(-1.0f), _audioAttack(0.0f), _audioJawOpen(0.0f), + _trailingAudioJawOpen(0.0f), _mouth2(0.0f), _mouth3(0.0f), _mouth4(0.0f), + _mouthTime(0.0f), _renderLookatVectors(false), _renderLookatTarget(false), _saccade(0.0f, 0.0f, 0.0f), @@ -246,28 +248,33 @@ void Head::calculateMouthShapes() { const float JAW_OPEN_SCALE = 0.015f; const float JAW_OPEN_RATE = 0.9f; const float JAW_CLOSE_RATE = 0.90f; - float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE; - if (audioDelta > _audioJawOpen) { - _audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE; - } else { - _audioJawOpen *= JAW_CLOSE_RATE; - } - _audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f); + const float TIMESTEP_CONSTANT = 0.0032f; + const float MMMM_POWER = 0.10f; + const float SMILE_POWER = 0.10f; + const float FUNNEL_POWER = 0.35f; + const float MMMM_SPEED = 2.685f; + const float SMILE_SPEED = 1.0f; + const float FUNNEL_SPEED = 2.335f; + const float STOP_GAIN = 5.0f; - // _mouth2 = "mmmm" shape - // _mouth3 = "funnel" shape - // _mouth4 = "smile" shape - const float FUNNEL_PERIOD = 0.985f; - const float FUNNEL_RANDOM_PERIOD = 0.01f; - const float MMMM_POWER = 0.25f; - const float MMMM_PERIOD = 0.91f; - const float MMMM_RANDOM_PERIOD = 0.15f; - const float SMILE_PERIOD = 0.925f; - const float SMILE_RANDOM_PERIOD = 0.05f; + // From the change in loudness, decide how much to open or close the jaw + float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE; + if (audioDelta > _audioJawOpen) { + _audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE; + } + else { + _audioJawOpen *= JAW_CLOSE_RATE; + } + _audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f); + _trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, 0.99f); + + // Advance time at a rate proportional to loudness, and move the mouth shapes through + // a cycle at differing speeds to create a continuous random blend of shapes. + _mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT; + _mouth2 = (sinf(_mouthTime * MMMM_SPEED) + 1.0f) * MMMM_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN); + _mouth3 = (sinf(_mouthTime * FUNNEL_SPEED) + 1.0f) * FUNNEL_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN); + _mouth4 = (sinf(_mouthTime * SMILE_SPEED) + 1.0f) * SMILE_POWER * glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN); - _mouth3 = glm::mix(_audioJawOpen, _mouth3, FUNNEL_PERIOD + randFloat() * FUNNEL_RANDOM_PERIOD); - _mouth2 = glm::mix(_audioJawOpen * MMMM_POWER, _mouth2, MMMM_PERIOD + randFloat() * MMMM_RANDOM_PERIOD); - _mouth4 = glm::mix(_audioJawOpen, _mouth4, SMILE_PERIOD + randFloat() * SMILE_RANDOM_PERIOD); } void Head::applyEyelidOffset(glm::quat headOrientation) { diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index 1fbfceca92..93637b7d3c 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -124,9 +124,11 @@ private: float _longTermAverageLoudness; float _audioAttack; float _audioJawOpen; + float _trailingAudioJawOpen; float _mouth2; float _mouth3; float _mouth4; + float _mouthTime; bool _renderLookatVectors; bool _renderLookatTarget; glm::vec3 _saccade;