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CGTrack / Assets / Oculus / LipSync / Scripts / OVRLipSyncContextCanned.cs
/************************************************************************************
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);
        }
    }
}