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Fix for Worklist Job #19503
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parent
eee839f423
commit
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6 changed files with 22 additions and 18 deletions
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@ -23,7 +23,7 @@ function vsMult(s, v) {
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}
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}
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var FACTOR = 0.20;
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var FACTOR = 0.75;
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var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
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var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
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var particleID;
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var particleID;
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@ -42,14 +42,15 @@ function updateParticle()
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options.volume = 0.75;
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options.volume = 0.75;
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Audio.playSound(sound, options);
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Audio.playSound(sound, options);
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var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR;
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var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
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//print ("Audio Loudness = " + MyAvatar.audioLoudness + " -- Audio Average Loudness = " + MyAvatar.audioAverageLoudness);
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if (countParticles < 1)
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if (countParticles < 1)
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{
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{
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var particleProperies = {
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var particleProperies = {
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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, color: { red: 0, green: 255, blue: 0 }
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, color: { red: 0, green: 255, blue: 0 }
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, radius: audioCardAverageLoudness
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, radius: audioAverageLoudness
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, velocity: { x: 0.0, y: 0.0, z: 0.0 }
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, velocity: { x: 0.0, y: 0.0, z: 0.0 }
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, gravity: { x: 0.0, y: 0.0, z: 0.0 }
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, gravity: { x: 0.0, y: 0.0, z: 0.0 }
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, damping: 0.0
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, damping: 0.0
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@ -63,8 +64,8 @@ function updateParticle()
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// animates the particles radius and color in response to the changing audio intensity
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// animates the particles radius and color in response to the changing audio intensity
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var newProperties = {
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var newProperties = {
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 }
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, color: { red: 0, green: 255 * audioAverageLoudness, blue: 0 }
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, radius: audioCardAverageLoudness
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, radius: audioAverageLoudness
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};
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};
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Particles.editParticle (particleID, newProperties);
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Particles.editParticle (particleID, newProperties);
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@ -23,7 +23,7 @@ function vsMult(s, v) {
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}
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}
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var FACTOR = 0.20;
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var FACTOR = 0.75;
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function addParticle()
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function addParticle()
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{
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{
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@ -39,13 +39,14 @@ function addParticle()
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options.volume = 0.25;
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options.volume = 0.25;
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Audio.playSound(sound, options);
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Audio.playSound(sound, options);
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var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR;
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var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
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//print ("Audio Loudness = " + MyAvatar.audioLoudness + " -- Audio Average Loudness = " + MyAvatar.audioAverageLoudness);
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// animates the particles radius and color in response to the changing audio intensity
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// animates the particles radius and color in response to the changing audio intensity
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var particleProperies = {
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var particleProperies = {
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 }
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, color: { red: 0, green: 255 * audioAverageLoudness, blue: 0 }
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, radius: audioCardAverageLoudness
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, radius: audioAverageLoudness
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, velocity: { x: 0.0, y: 0.0, z: 0.0 }
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, velocity: { x: 0.0, y: 0.0, z: 0.0 }
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, gravity: { x: 0.0, y: 0.0, z: 0.0 }
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, gravity: { x: 0.0, y: 0.0, z: 0.0 }
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, damping: 0.0
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, damping: 0.0
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@ -46,8 +46,7 @@ public:
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void render(int screenWidth, int screenHeight);
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void render(int screenWidth, int screenHeight);
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float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
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float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
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float getAudioAverageInputLoudness() const { return _lastInputLoudness; }
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float getAudioCardAverageInputLoudness() const { return _averageInputLoudness; } // saki
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void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
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void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
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@ -143,7 +143,7 @@ void MyAvatar::update(float deltaTime) {
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// Get audio loudness data from audio input device
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// Get audio loudness data from audio input device
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Audio *audio = Application::getInstance()->getAudio();
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Audio *audio = Application::getInstance()->getAudio();
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_head.setAudioLoudness(audio->getLastInputLoudness());
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_head.setAudioLoudness(audio->getLastInputLoudness());
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_head.setAudioCardAverageLoudness(audio->getAudioCardAverageInputLoudness()); // saki
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_head.setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
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setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
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setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
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@ -77,7 +77,8 @@ class AvatarData : public NodeData {
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Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
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Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
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Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
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Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
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Q_PROPERTY(float audioCardAverageLoudness READ getAudioCardAverageLoudness WRITE setAudioCardAverageLoudness) // saki
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Q_PROPERTY(float audioLoudness READ getAudioLoudness WRITE setAudioLoudness)
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Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
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Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL)
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Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL)
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Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL)
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Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL)
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@ -110,8 +111,10 @@ public:
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void setHeadPitch(float value) { _headData->setPitch(value); };
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void setHeadPitch(float value) { _headData->setPitch(value); };
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// access to Head().set/getAverageLoudness
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// access to Head().set/getAverageLoudness
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float getAudioCardAverageLoudness() const { return _headData->getAudioCardAverageLoudness(); } // saki
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float getAudioLoudness() const { return _headData->getAudioLoudness(); }
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void setAudioCardAverageLoudness(float value) { _headData->setAudioCardAverageLoudness(value); }; // saki
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void setAudioLoudness(float value) { _headData->setAudioLoudness(value); }
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float getAudioAverageLoudness() const { return _headData->getAudioAverageLoudness(); }
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void setAudioAverageLoudness(float value) { _headData->setAudioAverageLoudness(value); }
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// Scale
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// Scale
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float getTargetScale() const { return _targetScale; }
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float getTargetScale() const { return _targetScale; }
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@ -45,8 +45,8 @@ public:
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float getAudioLoudness() const { return _audioLoudness; }
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float getAudioLoudness() const { return _audioLoudness; }
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void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
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void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
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float getAudioCardAverageLoudness() const { return _audioCardAverageLoudness; } // saki
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float getAudioAverageLoudness() const { return _audioAverageLoudness; }
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void setAudioCardAverageLoudness(float audioCardAverageLoudness) { _audioCardAverageLoudness = audioCardAverageLoudness; } // saki
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void setAudioAverageLoudness(float audioAverageLoudness) { _audioAverageLoudness = audioAverageLoudness; }
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const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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@ -76,7 +76,7 @@ protected:
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float _rightEyeBlink;
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float _rightEyeBlink;
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float _averageLoudness;
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float _averageLoudness;
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float _browAudioLift;
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float _browAudioLift;
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float _audioCardAverageLoudness; // saki
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float _audioAverageLoudness;
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std::vector<float> _blendshapeCoefficients;
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std::vector<float> _blendshapeCoefficients;
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float _pupilDilation;
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float _pupilDilation;
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AvatarData* _owningAvatar;
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AvatarData* _owningAvatar;
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