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Merge pull request #16121 from luiscuenca/audioPosesSyncFix
BUGZ-1234: Mitigate the effect of audio noise on talking animations
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commit
e1dac580b6
3 changed files with 9 additions and 7 deletions
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@ -313,8 +313,8 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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if (spine2Joint >= 0) {
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params.spine2ShapeInfo = hfmModel.joints[spine2Joint].shapeInfo;
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}
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params.isTalking = head->getTimeWithoutTalking() <= 1.5f;
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const float TALKING_TIME_THRESHOLD = 0.75f;
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params.isTalking = head->getTimeWithoutTalking() <= TALKING_TIME_THRESHOLD;
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myAvatar->updateRigControllerParameters(params);
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@ -2117,7 +2117,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
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_previousIsTalking = params.isTalking;
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const float TOTAL_EASE_IN_TIME = 0.75f;
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const float TOTAL_EASE_OUT_TIME = 1.5f;
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const float TOTAL_EASE_OUT_TIME = 0.75f;
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if (params.isTalking) {
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if (_talkIdleInterpTime < 1.0f) {
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_talkIdleInterpTime += dt / TOTAL_EASE_IN_TIME;
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@ -49,7 +49,7 @@ void Head::simulate(float deltaTime) {
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// Update audio trailing average for rendering facial animations
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const float AUDIO_AVERAGING_SECS = 0.05f;
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const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f;
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const float AUDIO_LONG_TERM_AVERAGING_SECS = 15.0f;
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_averageLoudness = glm::mix(_averageLoudness, audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
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if (_longTermAverageLoudness == -1.0f) {
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@ -84,7 +84,7 @@ void Head::simulate(float deltaTime) {
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if (getHasProceduralBlinkFaceMovement()) {
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// Detect transition from talking to not; force blink after that and a delay
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bool forceBlink = false;
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const float TALKING_LOUDNESS = 100.0f;
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const float TALKING_LOUDNESS = 150.0f;
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const float BLINK_AFTER_TALKING = 0.25f;
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_timeWithoutTalking += deltaTime;
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if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
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@ -176,7 +176,7 @@ void Head::simulate(float deltaTime) {
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}
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void Head::calculateMouthShapes(float deltaTime) {
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const float JAW_OPEN_SCALE = 0.015f;
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const float JAW_OPEN_SCALE = 0.35f;
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const float JAW_OPEN_RATE = 0.9f;
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const float JAW_CLOSE_RATE = 0.90f;
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const float TIMESTEP_CONSTANT = 0.0032f;
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@ -188,11 +188,13 @@ void Head::calculateMouthShapes(float deltaTime) {
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const float FUNNEL_SPEED = 2.335f;
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const float STOP_GAIN = 5.0f;
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const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
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const float MAX_DELTA_LOUDNESS = 100.0f;
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float deltaTimeRatio = deltaTime / (1.0f / NORMAL_HZ);
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// From the change in loudness, decide how much to open or close the jaw
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float audioDelta = sqrtf(glm::max(_averageLoudness - _longTermAverageLoudness, 0.0f)) * JAW_OPEN_SCALE;
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float deltaLoudness = glm::max(glm::min(_averageLoudness - _longTermAverageLoudness, MAX_DELTA_LOUDNESS), 0.0f) / MAX_DELTA_LOUDNESS;
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float audioDelta = powf(deltaLoudness, 2.0f) * JAW_OPEN_SCALE;
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if (audioDelta > _audioJawOpen) {
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_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTimeRatio;
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} else {
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