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/************************************************************************************
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Filename : OVRLipSyncContextCanned.cs
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Content : Interface to Oculus Lip-Sync engine
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Created : August 6th, 2015
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Copyright : Copyright Facebook Technologies, LLC and its affiliates.
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All rights reserved.
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Licensed under the Oculus Audio SDK License Version 3.3 (the "License");
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you may not use the Oculus Audio SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/audio-3.3/
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Unless required by applicable law or agreed to in writing, the Oculus Audio SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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[RequireComponent(typeof(AudioSource))]
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//-------------------------------------------------------------------------------------
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// ***** OVRLipSyncContextCanned
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//
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/// <summary>
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/// OVRLipSyncContextCanned drives a canned phoneme sequence based on a pre-generated asset.
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///
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/// </summary>
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public class OVRLipSyncContextCanned : OVRLipSyncContextBase
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{
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[Tooltip("Pre-computed viseme sequence asset. Compute from audio in Unity with Tools -> Oculus -> Generate Lip Sync Assets.")]
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public OVRLipSyncSequence currentSequence;
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/// <summary>
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/// Run processes that need to be updated in game thread
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/// </summary>
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void Update()
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{
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if (audioSource.isPlaying && currentSequence != null)
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{
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OVRLipSync.Frame currentFrame = currentSequence.GetFrameAtTime(audioSource.time);
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this.Frame.CopyInput(currentFrame);
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}
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}
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}
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