Merge pull request #6496 from PhilipRosedale/master

Improved audio-driven mouth shapes
This commit is contained in:
Anthony Thibault 2015-12-02 14:20:20 -08:00
commit e0ca1c0f4c
2 changed files with 21 additions and 14 deletions

View file

@ -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),
@ -246,6 +248,16 @@ void Head::calculateMouthShapes() {
const float JAW_OPEN_SCALE = 0.015f;
const float JAW_OPEN_RATE = 0.9f;
const float JAW_CLOSE_RATE = 0.90f;
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;
// 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;
@ -253,21 +265,14 @@ void Head::calculateMouthShapes() {
_audioJawOpen *= JAW_CLOSE_RATE;
}
_audioJawOpen = glm::clamp(_audioJawOpen, 0.0f, 1.0f);
_trailingAudioJawOpen = glm::mix(_trailingAudioJawOpen, _audioJawOpen, 0.99f);
// _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;
_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);
// 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);
}
void Head::applyEyelidOffset(glm::quat headOrientation) {

View file

@ -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;