-
-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? # for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “#”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? # to your account
New DLL Testing Thread #65
Comments
I just noticed there was an error in the script command for the computed lipsync, it should have been:
I've updated my first comment with that information |
On the new DLL, in minagoroshi chapter 2, this choice is offset/not centered when using OG mode. I haven't re-tested on the current DLL, it might have always been this way. I'm also not sure if it's all choices which have this problem, or just this one. EDIT: user re-tested on current DLL, and the behavior is the same. Likely it was always like this |
I'm gonna close this issue now that the new DLL has been released I didn't release the computed lipsync feature with the latest DLL release, but all the other changes are in there. I didn't add an additional fix for the above offset text bug. I'll reopen a new issue if/when the computed lipsync feature is released, or if/when it gets used in the console arcs. |
@DoctorDiablo here is the new DLL for Console with the "lipsync without spectrum file" feature for you to try out (for you to test while you're working on the next release):
Assembly-CSharp Console 2021-08-14 eb4e7df05f34a5ca3f840ff52ab9a759519dc4c7.zip
You can read the "Developer Info - Computed Lipsync" section below if you want to mess with the lipsync settings, but otherwise
you don't need to read anything below - I'm just recording for later use when I write the changelog.
Bug Fixes
Fix a crash if you toggle any art style options too many times (~10? times) without advancing the text
Original/Ryukishi mode fixes
Mod Menu Updates
Old Menu
New Menu
Developer Info - Computed Lipsync
See #62 for some background on this feature
In the past, lipsync relied on
.spectrum
files, which the game would use to determine the mouth animation for each.ogg
file.The new computed lipsync method instead computes this on-the-fly, roughly as follows:
.ogg
file has playedThis might be slightly different from the old method as:
.spectrum
file every .66ms)By default, computed lipsync only activates if there is no
.spectrum
file found, however there is a way to change this behaviour (see below).Computed Lipsync Options
I've added some options both in the menu and as script commands which control the computed lipsync.
NOTE: The in-menu options are not saved when the game is closed. But you can use the script command to always use the same value on every startup.
Options in the Developer Tools section
Force Computed Lipsync: When computed lipsync is used as a fallback, it always checks for the presence of a
.spectrum
file. If we decided to remove the.spectrum
files, we should remove this check so we don't have an extra disk access every time an audio file plays. To do this, we can set Force Computed Lipsync to True.Lip sync thresholds: These are the volume levels above which expression 1 and expression 2 are displayed (specified as a floating point number between 0 and 1).
Script Commands
There is a script command you can use to set the above values - please place it in the
init.txt
file:ModGenericCall("LipSyncSettings", ".3, .7, true");
The above command would set the Expression 1 threshold to .3, Expression 2 threshold to .7, and set "Force Computed Lipsync" to
true
.Here is the new DLL for Console:
Assembly-CSharp Console 2021-08-14 eb4e7df05f34a5ca3f840ff52ab9a759519dc4c7.zip
The text was updated successfully, but these errors were encountered: