include deltaTime in audioAttack running average

This commit is contained in:
Seth Alves 2017-04-03 14:44:05 -07:00
parent 7f1095c590
commit 7ac09398be

View file

@ -152,9 +152,9 @@ void Head::simulate(float deltaTime, bool isMine) {
}
// Update audio attack data for facial animation (eyebrows and mouth)
const float AUDIO_ATTACK_AVERAGING_RATE = 0.9f;
_audioAttack = AUDIO_ATTACK_AVERAGING_RATE * _audioAttack +
(1.0f - AUDIO_ATTACK_AVERAGING_RATE) * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
const float audioAttackAveragingRate = (10.0f - deltaTime * 90.0f) / 10.0f; // --> 0.9 at 90 Hz
_audioAttack = audioAttackAveragingRate * _audioAttack +
(1.0f - audioAttackAveragingRate) * fabs((_audioLoudness - _longTermAverageLoudness) - _lastLoudness);
_lastLoudness = (_audioLoudness - _longTermAverageLoudness);
const float BROW_LIFT_THRESHOLD = 100.0f;
@ -238,8 +238,7 @@ void Head::calculateMouthShapes(float deltaTime) {
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 USECS_IN_SIXTIETH_SEC = (1.0f / 60.0f) * USECS_PER_SECOND;
const float TIMESTEP_CONSTANT = 0.288f;
const float MMMM_POWER = 0.10f;
const float SMILE_POWER = 0.10f;
const float FUNNEL_POWER = 0.35f;
@ -262,12 +261,9 @@ void Head::calculateMouthShapes(float deltaTime) {
// a cycle at differing speeds to create a continuous random blend of shapes.
_mouthTime += sqrtf(_averageLoudness) * TIMESTEP_CONSTANT * deltaTime;
_mouth2 = (sinf(_mouthTime * MMMM_SPEED) + 1.0f) * MMMM_POWER *
glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN) * deltaTime;
_mouth3 = (sinf(_mouthTime * FUNNEL_SPEED) + 1.0f) * FUNNEL_POWER *
glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN) * deltaTime;
_mouth4 = (sinf(_mouthTime * SMILE_SPEED) + 1.0f) * SMILE_POWER *
glm::min(1.0f, _trailingAudioJawOpen * STOP_GAIN) * deltaTime;
_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) {