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