Meta Avatars 2 Lipsync - PUN 2 & Photon Voice issue!
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues, 1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room. 2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!Solved12KViews1like29CommentsUsing Oculus Lipsync in live mode (OVRLipSync Actor Component)
Hey there! I recently started looking at Oculus Lipsync for Unreal engine. I have downloaded the demo project with the plugin and got it working with 4.27. I have had a look around the demo project and tried to understand how it works. However I have noticed I can only get the "playback" demo to work and not the "live" demo. I have not touched anything in the demo project, the plugin works well with playback audio - I even managed to hook up my own character with no issues at all, I just cant get the live mode to work - which is ultimately what I would like to be using this for. Wondering if perhaps I need to specify a microphone or something in the config of the project but there's absolutely nothing in the documentation and I assumed it should work out of the box just like the playback demo. One last bit of information for anyone who may be able to help. In the documentation it states "When a prediction is ready, the OVRLipSync Actor component will trigger the On Visemes Ready event." I've hooked up a string and noticed this event never gets called no matter what I do in the live mode. I'd love some insight if anyone can help, Cheers!6.2KViews0likes5CommentsRecording sound from mic during Oculus LipSync.
I use Oculus LipSync in my application for Quest and Rift. Articulation works fine. I can record facial blendshapes with my code and then playback the recorded articulations via C# code later. Now I am trying to record the speech while Oculus asset performs lipsync. But I cannot get the sound from microphone because OVRLipSyncMicInput.cs starts capturing sound from microphone into temporary audioclip with 1-second duration, therefore my recording from microphone conflicts with Oculus code. How can I record the sound during Oculus lipsync to play it later simultaneously with recorded lipsync? I use Unity 2019.4.25f1, Oculus Integration 28.0.Solved5.7KViews0likes9CommentsOVR Lip Sync with multiple audio sources in Unity
I am trying to set up a Ready Player Me avatar in Unity with Oculus lip sync to animate mouth movement. I have multiple audio sources for multiple audio clips because I want to be able to manually cycle through the audio clips one after another using the keyboard. However, 'OVR Lip Sync Context' seems to only work on one audio source whether I try to hold the audio sources on multiple game objects or the same one. I tried adding an 'OVR Lip Sync Context' script for each audio source but again only the first one will work (any audio sources after the first will play the audio with no animation). Does anybody know a way around this?2.2KViews0likes2CommentsOculus Avatar Remote Lip Sync
Oculus Avatar Remote Lip Sync does not work. I am using a photovoice2. Local is good. The problem that I went through in the past came again. Is there a workaround? Please explain a bit concisely. If you send the sound data to the Volume Amplitude in OvrAvatar, I think it might be somehow... I'm not sure how to send it. I tried to disassemble the Oculus Sample Scene and use Voip together, but the project is expanding. Please help me get out of this project. please.1.8KViews0likes1CommentOculus Avatar lip sync Issue with photon voice
Hi All, We are developing a multiplayer application with Oculus avatar system and photon voice chat. When we enable photon voice chat, Oculus avatar lip sync is not working. But Lip sync is working when we disable Photon voice feature. Please Help us to solve this issue. Thanks in Advance. We are using the following version, Photon voice 2 version 2.5 Unity version 2018.2.16 f11.7KViews1like4CommentsLipsync From Other Means
Hello there, I am new to the forum, and working on a project currently for my Final Year Project in college. I am trying to build a virtual assistant which maps the output from a dialog system to the mouth movements of a model I have designed. Currently, I have the model performing lipsync via my microphone input to UE4. My question is whether or not it is possible to get input to the Lipsync Via a different means. For example, I am wondering if I can stream a .wav file into Unreal Engine and use this as the voice input to the lipsync in real time. Or, is it possible to read an audio file as it is written to the disk, and use this as the input to the lipsync. I am trying to figure out some way of passing in the Audio Data from potentially a network source, but definitely a different source than UE4. Is what I am trying to do possible? Please let me know what you think, as this is the final piece of the puzzle that is this project. Thank You in advance!1.7KViews0likes3CommentsUnity Editor Crash Using OVRLipSync On MacOS
I'm hitting a strange issue that I can't explain. We're developing a VR app in Unity and I've recently added the OVRLipSync for mouth movements but I keep getting Unity Editor crashes every time I run our application, even in the sample scene included in the package - It's 100% reproduceable. I have noticed however if we create a whole new Unity project (same Unity Editor version) and import the OVRLipSync package then run the sample scene it works fine (obvious after allowing permissions to the bundle file via System Preferences). However the crashes are consistent in our own project we're trying to add OVRLipSync to, so something is definitely amiss in my project specifically. It's also worth noting that it is only crashing on OSX, not Windows - I only have one OSX device so it could be specific to my Macbook but I'm unable to confirm that. At first I thought maybe it was OSX not having permission to the OVRLipSync.bundle file but I've ruled this out as I've re-imported the bundle file and allowed permission via the System Preferences -> Allow Anyway option. If anyone is able to help it'd be a huge relief as this is causing us a lot of issues at the moment as we're having to add defines in our code to ensure nothing involving the lipsync is used when we're developing in OSX. Here's my Editor.log file: OvrLipSync Awake: Queried SampleRate: 44100 BufferSize: 512 UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[]) UnityEngine.Logger:Log (UnityEngine.LogType,object) UnityEngine.Debug:LogWarning (object) OVRLipSync:Initialize () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:265) OVRLipSync:Awake () (at Assets/Oculus/LipSync/Scripts/OVRLipSync.cs:217) (Filename: Assets/Oculus/LipSync/Scripts/OVRLipSync.cs Line: 265) Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle E1115 10:21:07.861620 399812096 init_intrinsics_check.cc:44] CPU feature avx2 is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU. E1115 10:21:07.862260 399812096 init_intrinsics_check.cc:44] CPU feature fma is present on your machine, but the Caffe2 binary is not compiled with it. It means you may not get the full speed of your CPU. Loaded scene 'Temp/__Backupscenes/0.backup' Deserialize: 64.066 ms Integration: 493.917 ms Integration of assets: 0.970 ms Thread Wait Time: -0.236 ms Total Operation Time: 558.717 ms Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.dylib Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle.so Fallback handler could not load library /Applications/Unity/Hub/Editor/2020.3.16f1/Unity.app/Contents/Frameworks/Mono/lib/libAssets/Oculus/LipSync/Plugins/MacOSX/OVRLipSync.bundle *** Aborted at 1668507668 (unix time) try "date -d @1668507668" if you are using GNU date *** PC: @ 0x193b3b4f3 (unknown) *** SIGSEGV (@0x0) received by PID 2995 (TID 0x117d4a600) stack trace: *** @ 0x7ff8074c2dfd _sigtramp1.3KViews0likes0CommentsOVRLipSync Playback Sequence only works once.
It may sound strange but I can make work the Canned Playback example only by generating a new Sequence. If I close the project and open it again it doesn't work any longer and must generate a new Sequence again to make it work. Could be something on my side or is it a bug that any other noticed?1.1KViews0likes2Comments