Reinstate missing guards

This commit is contained in:
David Rowe 2017-05-20 12:08:01 +12:00
parent 0d6513c7dc
commit 597312ff45

View file

@ -58,11 +58,13 @@ void Head::computeAudioLoudness(float deltaTime) {
_longTermAverageLoudness = glm::mix(_longTermAverageLoudness, _averageLoudness, glm::min(deltaTime / AUDIO_LONG_TERM_AVERAGING_SECS, 1.0f));
}
if (!_isFaceTrackerConnected) {
float audioAttackAveragingRate = (10.0f - deltaTime * NORMAL_HZ) / 10.0f; // --> 0.9 at 60 Hz
_audioAttack = audioAttackAveragingRate * _audioAttack +
(1.0f - audioAttackAveragingRate) * fabs((audioLoudness - _longTermAverageLoudness) - _lastLoudness);
_lastLoudness = (audioLoudness - _longTermAverageLoudness);
}
}
void Head::computeEyeMovement(float deltaTime) {
if (!_isFaceTrackerConnected) {
@ -139,6 +141,7 @@ void Head::computeEyeMovement(float deltaTime) {
}
void Head::computeFaceMovement(float deltaTime) {
if (!_isFaceTrackerConnected) {
// Update audio attack data for facial animation (eyebrows and mouth)
const float BROW_LIFT_THRESHOLD = 100.0f;
if (_audioAttack > BROW_LIFT_THRESHOLD) {
@ -157,6 +160,7 @@ void Head::computeFaceMovement(float deltaTime) {
_mouth4,
_transientBlendshapeCoefficients);
}
}
void Head::computeEyePosition() {
_leftEyePosition = _rightEyePosition = getPosition();