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rename variables and add female profile.
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hecomi committed Feb 27, 2021
1 parent 64c8618 commit 706e8b0
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Showing 8 changed files with 829 additions and 9 deletions.
812 changes: 812 additions & 0 deletions Assets/uLipSync/Configs/uLipSync-Profile-Female.asset

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8 changes: 8 additions & 0 deletions Assets/uLipSync/Configs/uLipSync-Profile-Female.asset.meta

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Expand Up @@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ea0ad50bf54df20439bc28a44a124061, type: 3}
m_Name: uLipSync-Profile-Man
m_Name: uLipSync-Profile-Male
m_EditorClassIdentifier:
jsonPath:
mfccDataCount: 12
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8 changes: 4 additions & 4 deletions Assets/uLipSync/Editor/Scripts/uLipSyncEditor.cs
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Expand Up @@ -126,14 +126,14 @@ void DrawProfile()
{
GUILayout.FlexibleSpace();

if (GUILayout.Button("Man", EditorStyles.miniButtonLeft, GUILayout.Width(80)))
if (GUILayout.Button("Male", EditorStyles.miniButtonLeft, GUILayout.Width(80)))
{
lipSync.profile = EditorUtil.FindAsset<Profile>(Common.defaultProfileMan);
lipSync.profile = EditorUtil.FindAsset<Profile>(Common.defaultProfileMale);
}

if (GUILayout.Button("Woman", EditorStyles.miniButtonMid, GUILayout.Width(80)))
if (GUILayout.Button("Female", EditorStyles.miniButtonMid, GUILayout.Width(80)))
{
lipSync.profile = EditorUtil.FindAsset<Profile>(Common.defaultProfileWoman);
lipSync.profile = EditorUtil.FindAsset<Profile>(Common.defaultProfileFemale);
}

if (GUILayout.Button("Create", EditorStyles.miniButtonRight, GUILayout.Width(80)))
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Expand Up @@ -489,7 +489,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 87560e04aa74c7a41acb9c87051c3b02, type: 3}
m_Name:
m_EditorClassIdentifier:
profile: {fileID: 0}
profile: {fileID: 11400000, guid: 04d8d7db6114a384aaabeb1d02dd2013, type: 2}
onLipSyncUpdate:
m_PersistentCalls:
m_Calls:
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4 changes: 2 additions & 2 deletions Assets/uLipSync/Scripts/Core/Common.cs
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Expand Up @@ -6,8 +6,8 @@ namespace uLipSync
public static class Common
{
public const string assetName = "uLipSync";
public const string defaultProfileMan = assetName + "-Profile-Man";
public const string defaultProfileWoman = assetName + "-Profile-Woman";
public const string defaultProfileMale = assetName + "-Profile-Male";
public const string defaultProfileFemale = assetName + "-Profile-Female";
}

public struct LipSyncInfo
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -55,7 +55,7 @@ Get started
Copmonents
----------
### `uLipSync`
This is the core component for calculating lip-sync. uLipSync` gets the audio buffer from `MonoBehaviour.OnAudioFilterRead()`, so it needs to be attached to the same GameObject that plays the audio in `AudioSource`. This computation is done in a background thread and is optimized by JobSystem and Burst Compiler.
This is the core component for calculating lip-sync. `uLipSync` gets the audio buffer from `MonoBehaviour.OnAudioFilterRead()`, so it needs to be attached to the same GameObject that plays the audio in `AudioSource`. This computation is done in a background thread and is optimized by JobSystem and Burst Compiler.

### `uLipSyncBlendShape`
This component is used to control the blendshape of the `SkinndeMeshRenderer`. By registering a blendshape that corresponds to the Phoneme registered in the `uLipSync` profile, the results of speech analysis will be reflected in the shape of the mouth.
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