Merge pull request #16121 from luiscuenca/audioPosesSyncFix

BUGZ-1234: Mitigate the effect of audio noise on talking animations
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Shannon Romano 2019-09-09 10:37:07 -07:00 committed by GitHub
commit e1dac580b6
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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) {
if (spine2Joint >= 0) { if (spine2Joint >= 0) {
params.spine2ShapeInfo = hfmModel.joints[spine2Joint].shapeInfo; params.spine2ShapeInfo = hfmModel.joints[spine2Joint].shapeInfo;
} }
const float TALKING_TIME_THRESHOLD = 0.75f;
params.isTalking = head->getTimeWithoutTalking() <= 1.5f; params.isTalking = head->getTimeWithoutTalking() <= TALKING_TIME_THRESHOLD;
myAvatar->updateRigControllerParameters(params); myAvatar->updateRigControllerParameters(params);

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@ -2117,7 +2117,7 @@ void Rig::updateFromControllerParameters(const ControllerParameters& params, flo
_previousIsTalking = params.isTalking; _previousIsTalking = params.isTalking;
const float TOTAL_EASE_IN_TIME = 0.75f; const float TOTAL_EASE_IN_TIME = 0.75f;
const float TOTAL_EASE_OUT_TIME = 1.5f; const float TOTAL_EASE_OUT_TIME = 0.75f;
if (params.isTalking) { if (params.isTalking) {
if (_talkIdleInterpTime < 1.0f) { if (_talkIdleInterpTime < 1.0f) {
_talkIdleInterpTime += dt / TOTAL_EASE_IN_TIME; _talkIdleInterpTime += dt / TOTAL_EASE_IN_TIME;

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@ -49,7 +49,7 @@ void Head::simulate(float deltaTime) {
// Update audio trailing average for rendering facial animations // Update audio trailing average for rendering facial animations
const float AUDIO_AVERAGING_SECS = 0.05f; const float AUDIO_AVERAGING_SECS = 0.05f;
const float AUDIO_LONG_TERM_AVERAGING_SECS = 30.0f; const float AUDIO_LONG_TERM_AVERAGING_SECS = 15.0f;
_averageLoudness = glm::mix(_averageLoudness, audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f)); _averageLoudness = glm::mix(_averageLoudness, audioLoudness, glm::min(deltaTime / AUDIO_AVERAGING_SECS, 1.0f));
if (_longTermAverageLoudness == -1.0f) { if (_longTermAverageLoudness == -1.0f) {
@ -84,7 +84,7 @@ void Head::simulate(float deltaTime) {
if (getHasProceduralBlinkFaceMovement()) { if (getHasProceduralBlinkFaceMovement()) {
// Detect transition from talking to not; force blink after that and a delay // Detect transition from talking to not; force blink after that and a delay
bool forceBlink = false; bool forceBlink = false;
const float TALKING_LOUDNESS = 100.0f; const float TALKING_LOUDNESS = 150.0f;
const float BLINK_AFTER_TALKING = 0.25f; const float BLINK_AFTER_TALKING = 0.25f;
_timeWithoutTalking += deltaTime; _timeWithoutTalking += deltaTime;
if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) { if ((_averageLoudness - _longTermAverageLoudness) > TALKING_LOUDNESS) {
@ -176,7 +176,7 @@ void Head::simulate(float deltaTime) {
} }
void Head::calculateMouthShapes(float deltaTime) { void Head::calculateMouthShapes(float deltaTime) {
const float JAW_OPEN_SCALE = 0.015f; const float JAW_OPEN_SCALE = 0.35f;
const float JAW_OPEN_RATE = 0.9f; const float JAW_OPEN_RATE = 0.9f;
const float JAW_CLOSE_RATE = 0.90f; const float JAW_CLOSE_RATE = 0.90f;
const float TIMESTEP_CONSTANT = 0.0032f; const float TIMESTEP_CONSTANT = 0.0032f;
@ -188,11 +188,13 @@ void Head::calculateMouthShapes(float deltaTime) {
const float FUNNEL_SPEED = 2.335f; const float FUNNEL_SPEED = 2.335f;
const float STOP_GAIN = 5.0f; const float STOP_GAIN = 5.0f;
const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for const float NORMAL_HZ = 60.0f; // the update rate the constant values were tuned for
const float MAX_DELTA_LOUDNESS = 100.0f;
float deltaTimeRatio = deltaTime / (1.0f / NORMAL_HZ); float deltaTimeRatio = deltaTime / (1.0f / NORMAL_HZ);
// From the change in loudness, decide how much to open or close the jaw // 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; float deltaLoudness = glm::max(glm::min(_averageLoudness - _longTermAverageLoudness, MAX_DELTA_LOUDNESS), 0.0f) / MAX_DELTA_LOUDNESS;
float audioDelta = powf(deltaLoudness, 2.0f) * JAW_OPEN_SCALE;
if (audioDelta > _audioJawOpen) { if (audioDelta > _audioJawOpen) {
_audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTimeRatio; _audioJawOpen += (audioDelta - _audioJawOpen) * JAW_OPEN_RATE * deltaTimeRatio;
} else { } else {