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AGS Support => Modules & Plugins => Topic started by: Snarky on 18 Apr 2017, 19:22

Title: MODULE: TotalLipSync v0.5
Post by: Snarky on 18 Apr 2017, 19:22
TotalLipSync

(http://i.imgur.com/LxqtIe0.gif)
(Character head/animation by Preston Blair. King Graham sprite ripped from King's Quest II VGA (http://www.agdinteractive.com/games/kq2/index.html) by AGDI. Background from AGS Awards Ceremony by Ali.)

Download TotalLipSync Module (v0.5) (https://github.com/messengerbag/TotalLipSync/releases/download/v0.5/TotalLipSync-0.5.scm)

TotalLipSync is a module for voice-based lip sync. It allows you to play back speech animations that have been synchronized with voice clips. TotalLipSync has all the same capabilities as the voice-based lip sync that is built into AGS, and offers the following additional advantages:

How to use
You are now ready to use the module. Add the code to initialize TotalLipSync on startup:

Code: Adventure Game Studio
  1. function game_start()
  2. {
  3.   TotalLipSync.Init(eLipSyncRhubarb);    // Or whatever lip sync format you're using
  4.   TotalLipSync.AutoMapPhonemes();
  5. }

Or if you want a custom phonemes-to-frames mapping:

Example code: ShowHide
Code: Adventure Game Studio
  1. function game_start()
  2. {
  3.   TotalLipSync.Init(eLipSyncPamelaIgnoreStress);
  4.  
  5.   TotalLipSync.AddPhonemeMappings("None",0);
  6.   TotalLipSync.AddPhonemeMappings("B/M/P",1);
  7.   TotalLipSync.AddPhonemeMappings("S/Z/IH/IY/SH/T/TH/D/DH/JH/N/NG/ZH",2);
  8.   TotalLipSync.AddPhonemeMappings("EH/CH/ER/EY/G/K/R/Y/HH",3);
  9.   TotalLipSync.AddPhonemeMappings("AY/AA/AH/AE",4);
  10.   TotalLipSync.AddPhonemeMappings("AO/AW/UH",5);
  11.   TotalLipSync.AddPhonemeMappings("W/OW/OY/UW",6);
  12.   // Frame 7 unassigned to match default Moho mapping
  13.   TotalLipSync.AddPhonemeMappings("F/V",8);
  14.   TotalLipSync.AddPhonemeMappings("L",9);
  15. }

To speak a line with lip syncing, you simply call the extender functions Character.SaySync() or Character.SayAtSync(), using a speech clip prefix:

Code: Adventure Game Studio
  1.   cGraham.SaySync("&1 This line will be animated with lip sync");
  2.   cGraham.SayAtSync(320, 100, 240, "&2 ... and so will this");    // x_left, y_top, width, message

And that's all there is to it! (If you don't use a speech clip prefix, or if there is no matching sync file, the speech animation won't play at all.)

Phoneme-to-frame mappings
The principle of lip syncing is that different sounds (phonemes) correspond to different mouth shapes. If we display an animation frame with the right mouth shape at the same time as that sound appears in the audio being played, the animation will seem to match the speech. The first step, then, is to identify the phonemes and timing of them in the speech (that's what the tools listed above are for), and the second step is to choose an appropriate animation frame for each phoneme. We usually don't use different animation frames for all the different phonemes, so we combine phonemes into groups that are all mapped to a single frame. The different tools have different sets of phonemes (or phoneme groups), so we have to define different mappings from phonemes to frames.

So here is the default mapping for each data format used by TotalLipSync. It has been set up for a speech animation with ten different frames, each representing a different mouth position. (This is a fairly standard setup.) If you stick to these frames and these mappings, you can use the same speech view no matter what lip sync tool or data format you use:

Animation frames: ShowHide
Frame
Description
Preston Blair (http://www.egusd.net/franklinhs/mediacom/Animation1/Animation1_Term1/Animating_Dialog.htm)
Rhubarb (https://github.com/DanielSWolf/rhubarb-lip-sync#mouth-shapes)
AGD2 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=34516.msg451567#msg451567)
Rhubarb
phoneme ID
Moho
phoneme
Pamela
phonemes
0Mouth closed
(or slack)
[slack or same as 1]XrestNone
1M, B, PAMBPM/B/P
2Various consonants,
(Rhubarb: Ee-type
sounds)
BetcK/S/T/D/G/DH/
TH/R/HH/CH/Y/N/
NG/SH/Z/ZH/JH
3Eh-type sounds,
(Non-Rhubarb:
Ee-type sounds)
CEIH/IY/EH/AH/
EY/AW/ER
4Ah-type and
I-type sounds
DAIAA/AE/AY
5Aww-type sounds,
Ow-type sounds
(can also go in 6)
EOAO/OW
6U-type and
Oo-type sounds
(Non-Moho: W)
FUUW/OY/UH
7Moho: W[same as 6][same as 6][same as 6]WQW
8F, VGFVF/V
9L
(Th-type sounds
can also go here,
rather than in 2)
HLL

Where to get it
TotalLipSync is hosted on Github (mainly just as a way for me to learn about how Github works):
https://github.com/messengerbag/TotalLipSync

You can download the current release from there:

Download TotalLipSync Module (v0.5) (https://github.com/messengerbag/TotalLipSync/releases/download/v0.5/TotalLipSync-0.5.scm)

Known bugs
None

Change log
0.5
-Added APIs to get the currently lip syncing character, the current phoneme and current frame.

0.4
-Fixed support for Sierra-style speech
-Minor bug fixes for edge-cases
-Documentation

0.2 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=54666.msg636558761#msg636558761) (pre-release)
-Added support for Papagayo/Moho Switch (.dat), Annosoft SAPI 5.1 LipSync (.anno) and Rhubarb (.tsv)

0.1 (http://www.adventuregamestudio.co.uk/forums/index.php?topic=54666.msg636558645#msg636558645) (pre-release)
-Pamela support for LucasArts-style speech

Originally based on code by Calin Leafshade (http://www.adventuregamestudio.co.uk/forums/index.php?topic=36284.msg554642#msg554642) (though very little of it remains in the current version).
Thanks to Grundislav for providing a speech view used in development and testing of the module!
Title: Re: MODULE: TotalLipSync v0.4
Post by: Snarky on 18 Apr 2017, 19:23
A couple more things:

Pamela and Annosoft SAPI 5.1 LipSync use almost exactly the same phoneme sets, with only minor variation (TotalLipSync is not case sensitive). Pamela can tag vowels with three levels of stress (0-2), e.g. AY0, UW1. This is not particularly useful in AGS, and should be ignored (by setting TotalLipSync.Init(ePamelaIgnoreStress)) unless there's good reason not to. Anyway, here's the full list and what they represent (ones where Annosoft differs emphasized):

Spoiler: ShowHide
IPA
Example
Pamela
Anno
[silence]-Nonex
É‘father / box (AmEng)AAAA
æat, snackAEAE
ʌ / əhut / aloneAHAH
É” / É‘thaw / dogAOAO
aÊŠcow, outAWAW
aɪhide, guyAYAY
bbangBb
tʃcheeseCHCH
ddamnDd
ðthese, batheDHDH
ɛ / ɛəbed / bearEHEH
ɜ: / ɚhurt / butterERER
eɪate, baitEYEY
ffineFf
ggoodGg
hhouseHHh
ɪ / ɪəit / fearIHIH
i:eat, freeIYIY
dÊ’gee, jawJHj
kkey, crushKk
llipLl
mmonkeyMm
nnoNn
Š‹ping, pongNGNG
əʊoak, slowOWOW
ɔɪtoyOYOY
pputPp
rreadRr
ssapSs
ʃsharpSHSH
ttotalTt
θthinTHTH
ʊ / ʊəgood / poorUHUH
u:youUWUW
vvikingVv
wwe, questionWw
jyieldYy
zzooZz
Ê’seizure, genreZHZH
(Based on the in-app list in PAMELA (http://www.annosoft.com/sapi_lipsync/docs/group__anno40.html) and the Annosoft list here (http://www.annosoft.com/sapi_lipsync/docs/group__anno40.html).)


Also, if you use Rhubarb to do the lip syncing, this could be helpful:

You don't need to compile Rhubarb, just get the latest release for Windows or OSX: https://github.com/DanielSWolf/rhubarb-lip-sync/releases

The script doesn't call Rhubarb, you'll have to do all of that. Take all the speech clips, convert them to .wav if necessary, copy them into the Rhubarb directory, and for each one, call "rhubarb.exe myclip.wav > myclip.tsv" (where "myclip" is the name of the clip). You can also put the text corresponding to each clip in individual .txt files to assist with the speech recognition, and then you'd call "rhubarb.exe myclip.wav -d myclip.txt > myclip.tsv". Then once that's done, copy all the .tsv files over into the directory of your compiled AGS game, and the module will read them.

Obviously this process is tedious, and also Rhubarb takes quite a while to process each clip, so if you have more than a couple of dozen clips you'll definitely want to automate it (you could write a batch file to go through and process each .wav file in the directory)

In fact, I wrote a very simple version of such a batch file:

Code: Bash
  1. for %%F in (clips/*.wav) do (
  2.     rhubarb.exe clips/%%~nxF -d guide/%%~nF.txt > sync/%%~nF.tsv
  3. )

This assumes that the voice clips are in a folder called "clips/" inside the Rhubarb directory, that the text files are in a folder called "guide/", and that there is a folder called "sync/" where the .tsv files will be written. It also requires a .txt file for each .wav file. So there are a lot of possible improvements. Save this in a text file in the Rhubarb directory and name it something like agsbatch.bat, and you can run it to process all the speech clips in one go (which might take a while!).
Title: Re: MODULE: TotalLipSync v0.4
Post by: Mehrdad on 19 Apr 2017, 15:15
Hey Snarky . It's great module . Nice Job!!
Title: Re: MODULE: TotalLipSync v0.4
Post by: Cassiebsg on 19 Apr 2017, 19:00
I may give it a test try at some point, if I can figure out how to properly animate mouths.  (laugh)
Looks like an awesome module though, thanks for the hard work.  (nod)
Title: Re: MODULE: TotalLipSync v0.4
Post by: Snarky on 19 Apr 2017, 19:18
Thanks! I hope it turns out to be useful to someone.

As for figuring out how to animate mouths, if you look in the second spoiler-hidden section of the post, there are three references which might help.
Title: Re: MODULE: TotalLipSync v0.4
Post by: Crimson Wizard on 19 Apr 2017, 19:20
The easiest way to test this, I think, is to draw said letters on sprites instead of mouth animation :).
Title: Re: MODULE: TotalLipSync v0.4
Post by: Cassiebsg on 19 Apr 2017, 20:07
Oh, nice! Just what I needed!  (nod) and the drawing one is just perfect reference for me to try and "copy" into the Blender models.  :-D
I've been doing 6 to 8 frames lipsync, so jumping to 10 doesn't feel that scary.  (laugh)
Title: Re: MODULE: TotalLipSync v0.4
Post by: Grundislav on 20 Apr 2017, 23:36
This is a great module, thanks so much for making it!

It's made me reeeeeeeally tempted to use it...
Title: Re: MODULE: TotalLipSync v0.4
Post by: bx83 on 22 Apr 2017, 04:26
Okay I've converted all files to TSV etc
One last question: where do I put the TSV files?
My game files are in K:\
The speech (as .OGG files) is in K:\gamename\Speech\
The WAV files for speech is in K:\gamename\Speech\WAV (I use .OGG files)

Do I put the TSV's in the Speech dir?...

I notice '$INSTALLDIR$/sync' - is this "C:\Program Files (x86)\Adventure Game Studio 3.4.0\sync" or "my installed game\sync" dir, or "my currently un-installed un-compiled game directory\sync", or...?
Title: Re: MODULE: TotalLipSync v0.4
Post by: Snarky on 22 Apr 2017, 07:50
While you're working on the game, it's – in your case – "K:\gamename\Compiled\sync" or "K:\gamename\Compiled\Windows\sync" (I believe AGS will read both directories). "K:\gamename\Compiled\Windows" is probably the directory you will ultimately distribute once the game is finished (unless you're aiming for another platform), so that's where I would put it.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 23 Apr 2017, 00:36
Excellent, thankyou for all you've done :D
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 19 May 2017, 11:38
May I suggest changing
#define TLS_PHONEMES_LINE_MAX 50
To
#define TLS_PHONEMES_LINE_MAX 5000

This had me running out of space in a 13 second audio file.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Crimson Wizard on 19 May 2017, 14:11
I seem to be late for this, but I'd just make a small note -

I notice '$INSTALLDIR$/sync' - is this "C:\Program Files (x86)\Adventure Game Studio 3.4.0\sync" or "my installed game\sync" dir, or "my currently un-installed un-compiled game directory\sync", or...?

While you're working on the game, it's – in your case – "K:\gamename\Compiled\sync" or "K:\gamename\Compiled\Windows\sync" (I believe AGS will read both directories). "K:\gamename\Compiled\Windows" is probably the directory you will ultimately distribute once the game is finished (unless you're aiming for another platform), so that's where I would put it.

$INSTALLDIR$ is the directory where main game data file is located at (*.exe or else) the moment you run it.

AGS does not really check more than one directory normally; there are special rules when running from under the Editor only (debugger mode): in that case Editor passes couple of alternative paths to the engine (one includes AudioCache, for instance).
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 04 Jun 2017, 14:39
I have a strange problem.

I'm using a different movement view, and speech view, for my character. Before this, no bug; now, the compiler will randomly choose a point and then crash with a runtime error:
(http://www.redrom.ltd/img/screen1.png)


But then, if I toggle breakpoints in the file in one of the sections leading to the error (line 649), I can do the same thing, but no crash:


(http://www.redrom.ltd/img/screen2.png)

This would appear to be a timing issue, as I've checked everything else; all frames and movement and speech are the same as the original character, nothing is missing. No idea how the module works though; it appears to crashing on speechstyle=lucasarts...?

Ps. my game is lucasarts/rhubarb.

Please help.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 04 Jun 2017, 14:57
False alarm, it was to do with the number of frames in the speech view (I added 9, but whatever, it's 10 frames... but 9 frame descriptors XAB..GH. So who knows). Should have checked all, sorry :(
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 04 Jun 2017, 15:07
Ah, good! As I was just about to write, there are two things to check first:

-What version of the module are you using?
-Does your speech view have enough frames (in each direction)? It should be 10 for the default mapping.

Rhubarb only has 9 different phonemes/mouth positions (it uses the same frame for W as for U/OO sounds), but the auto-mapping still assumes a 10-frame speech view (W, frame 7, will never be used, so you can leave it blank or make it the same as frame 6) for consistency with the other formats. Also note that the order of the frames is not as listed on the Rhubarb page, but as in the table (behind spoiler tags) in the first post in this thread.

However, I'll see about adding some checking so the module can give a more informative error message if this happens.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 06 Jun 2017, 11:50
I am curious - haven't yet tried a comipiled game...
If my sync/ folder is Compiled/; but my actual game is in Compiled/Windows/ - does this mean I include the sync directory in Windows/ too? Is the sync/ files just compiled into the game EXE?
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 06 Jun 2017, 12:04
The sync files are not compiled in (I don't think there's really any way to do that), so you need to include the sync directory when you distribute the game.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 07 Jun 2017, 03:12
But if the game searches for sync/ and not Windows/sync/ ?...
Oh well I'll change it.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Crimson Wizard on 07 Jun 2017, 03:15
AFAIK when you run the game from the Editor (with F5), game does not look into Compiled at all, it gets files and subfolders that are located right in the project's root folder.

But when you order "Build Exe" it builds it to Compiled/Windows. But it won't put extra files there automatically, so you would need to copy them over when preparing package.
(EDIT: actually just files from Compiled get copied into Compiled/Windows, but not subfolders.)
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 07 Jun 2017, 03:16
Exactly how does the EXE reference it's own install dir? Should I make it '/sync/' or 'C:/moci/Compile/Windows/sync' or...?
It seems the directory where the TSV files are stored is hard-coded in, so it will only work if the game is in '/programme files (x86)/moci/sync', and nothing else -- which makes it hard for testing.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 07 Jun 2017, 03:17
Ah, okay.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Crimson Wizard on 07 Jun 2017, 03:21
Exactly how does the EXE reference it's own install dir? Should I make it '/sync/' or 'C:/moci/Compile/Windows/sync' or...?

In script you reference install dir using $INSTALLDIR$ tag like
Code: Adventure Game Studio
  1. File.Open("$INSTALLDIR$/sync/data.dat");
  2.  

There is also "old style" without such tag:
Code: Adventure Game Studio
  1. File.Open("sync/data.dat");
  2.  
But that will work only to read files, not write.

Also, AGS does not allow to use absolute paths (like C:/...), it simply won't open anything even if such file exists. This is done for security reasons.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 07 Jun 2017, 07:43
I notice '$INSTALLDIR$/sync' - is this "C:\Program Files (x86)\Adventure Game Studio 3.4.0\sync" or "my installed game\sync" dir, or "my currently un-installed un-compiled game directory\sync", or...?
Exactly how does the EXE reference it's own install dir?

:-\

AFAIK when you run the game from the Editor (with F5), game does not look into Compiled at all, it gets files and subfolders that are located right in the project's root folder.

Well, I just tested it, and if you have a "sync" folder inside "Compiled", it will be read when you run the game from the editor and reference files in "$INSTALLDIR$/sync". (But you are correct that the directory is not automatically copied into "Compiled/Windows/sync"; you have to do that yourself when you're ready to distribute the game.)
Title: Re: MODULE: TotalLipSync v0.5
Post by: Crimson Wizard on 07 Jun 2017, 15:05
AFAIK when you run the game from the Editor (with F5), game does not look into Compiled at all, it gets files and subfolders that are located right in the project's root folder.

Well, I just tested it, and if you have a "sync" folder inside "Compiled", it will be read when you run the game from the editor and reference files in "$INSTALLDIR$/sync". (But you are correct that the directory is not automatically copied into "Compiled/Windows/sync"; you have to do that yourself when you're ready to distribute the game.)

Oh right... probably I had a moment of amnesia; it was just couple of months ago what I was working around that, because in 3.4.1 Compiled folder is now Compiled/Data.

So, yes, when debugging from Editor the rules are a bit complicated, the "installdir" is actually "made" of three folders:
- working directory, which is project root folder: for example game takes font files from there
- Compiled folder: I think this was made to take speech.vox from there, and maybe something else, like translation files.
- AudioCache folder: it takes audio files from there.

Basically it looks into project root first, and if it did not find needed files, it also checks either Compiled or AudioCache, depending on what kind of material it is looking for.

Why it was made so: I think to increase compilation speeds when testing, because it does not have to gather/package all those files every time.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 07 Jun 2017, 15:22
For the record, I think this is a good thing, because it means you can keep all your "to be distributed" files in "Compiled/", and you don't need separate copies for each target platform (with the potential nightmare of keeping all the copies in sync).

(I might split this whole discussion off as a separate thread, since it doesn't really have much to do with this module specifically.)
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 13 Jan 2018, 12:50
I wrote a little script to help people who use Rhubarb to do lip-syncing.

Rhubarb does the lip-sync tracking automatically by analyzing the audio, but you can also supply the actual text of the dialog to help guide it, improving the results. Using something like this batch file, you can then create the lip-sync tracking for the entire game automatically:

Code: Bash
  1. for %%F in (clips/*.wav) do (
  2.     rhubarb.exe clips/%%~nxF -d guide/%%~nF.txt > sync/%%~nF.tsv
  3. )

There hasn't been a convenient way to create these guide files from AGS, however. This script helps to automate the task.

It works with the voice acting HTML scripts generated by the Speech Center plugin (http://www.adventuregamestudio.co.uk/forums/index.php?topic=45622.0). Once you've created the voice acting scripts, place them in a subfolder (e.g. /VoiceScripts) inside your compiled game folder. Place a call to this function in your game, and run it to extract the guide files, like so:

Code: Adventure Game Studio
  1.   ExtractVoiceScriptLines("$INSTALLDIR$/VoiceScripts", "$APPDATADIR$/guide");

(The output directory must be in $APPDATADIR$ or an existing subfolder of it. Where %APPDATADIR% is pointing can be set in winsetup.exe under Advanced.)

Here's the script (yeah, I know it's ugly, but it seems to work OK):
Code: Adventure Game Studio
  1. #define SCRIPT_TOKEN_LINE_NUMBER "<span class=\"lineNumber\">"
  2. #define SCRIPT_TOKEN_TEXT_START ":</b> "
  3. #define SCRIPT_TOKEN_TEXT_END "</span>"
  4.  
  5. static String ExtractVoiceScriptLines(String sourceDirectory, String targetDirectory)
  6. {
  7.   int i=0;
  8.   String tokenLineNumber = String.Format("%s", SCRIPT_TOKEN_LINE_NUMBER);
  9.   String tokenTextStart = SCRIPT_TOKEN_TEXT_START;
  10.   String tokenTextEnd = SCRIPT_TOKEN_TEXT_END;
  11.   while(i < Game.CharacterCount)
  12.   {
  13.     String prefix = character[i].GetSpeechPrefix();
  14.     String scriptPath = String.Format("%s/char%s.html", sourceDirectory, prefix);
  15.     if(File.Exists(scriptPath))
  16.     {
  17.       File* scriptFile = File.Open(scriptPath, eFileRead);
  18.       String lineNumberPrefix = prefix;
  19.       while(!scriptFile.EOF)
  20.       {
  21.         String scriptLine = scriptFile.ReadRawLineBack();
  22.         int startLineNumberTag = scriptLine.IndexOf(tokenLineNumber);
  23.         if(startLineNumberTag != -1)
  24.         {
  25.           int startLineNumber = scriptLine.IndexOf(lineNumberPrefix);
  26.           int endLineNumber = scriptLine.IndexOf("]");
  27.           if(startLineNumber > 0 && endLineNumber > 0 && endLineNumber > startLineNumber + lineNumberPrefix.Length)
  28.           {
  29.             String strLineNumber = scriptLine.Substring(startLineNumber+lineNumberPrefix.Length, endLineNumber - startLineNumber - lineNumberPrefix.Length);
  30.             int lineNumber = strLineNumber.AsInt;
  31.             //Display("Writing %s%d", prefix, lineNumber);
  32.             if(lineNumber>0)
  33.             {
  34.               String message = "";
  35.               String dialogLine = scriptFile.ReadRawLineBack();
  36.               int startTextTag = dialogLine.IndexOf(tokenTextStart);
  37.               int endTextTag = dialogLine.IndexOf(tokenTextEnd);
  38.               if(startTextTag > 0)
  39.               {
  40.                 while(endTextTag == -1 && !scriptFile.EOF)
  41.                 {
  42.                   dialogLine = dialogLine.AppendChar(' ');
  43.                  dialogLine = dialogLine.Append(scriptFile.ReadRawLineBack());
  44.                   endTextTag = dialogLine.IndexOf(tokenTextEnd);
  45.                 }
  46.                 int textLength = endTextTag - startTextTag - tokenTextStart.Length;
  47.                 if(startTextTag > 0 && endTextTag > 0 && textLength >= 0)
  48.                   message = dialogLine.Substring(startTextTag+tokenTextStart.Length, textLength);
  49.                
  50.                 String linePath = String.Format("%s/%s%d.txt", targetDirectory, prefix, lineNumber);
  51.                 //Display("Writing line \"%s\" to file %s", message, linePath);
  52.                 File* lineFile = File.Open(linePath, eFileWrite);
  53.                 if(lineFile != null)
  54.                 {
  55.                   //Display("Writing line \"%s\" to file %s", message, linePath);
  56.                   lineFile.WriteRawLine(message);
  57.                   lineFile.Close();
  58.                 }
  59.                 else
  60.                   Display("Couldn't write line \"%s\" to file %s", message, linePath);
  61.               }
  62.             }
  63.           }
  64.         }
  65.       } // while(!scriptFile.EOF)
  66.       scriptFile.Close();
  67.     }
  68.     i++;
  69.   }
  70. }
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 20 Jun 2018, 05:02
Hi Snarky,

The speech animation delay seems to be too slow for TotalLipSync - no matter what I set a characters to (1, 5, -25, 30), it doesn't make a difference.
What Speech Animation Delay does TLS use?
ATM I'm using 120fps ('GameSpeed'), so I can use a AnimationDelay=1, and not -7 as it was before (on 40fps). I was told using negatives for AnimationSpeed, WalkSpeed, etc. was bad and 'unknowns'.

Code: [Select]
cJulius.ChangeView(1); //julius
cJulius.SpeechView=2; //julius speech
cJulius.AnimationSpeed=1; //normal animation speed
cJulius.SetWalkSpeed(7, 6); //normal walk speed

...though I still use some negatives - for an old man:
Code: [Select]
cJulius.AnimationSpeed=0; //old animation speed
cJulius.SetWalkSpeed(1, 1); //old walk speed

No negatives have caused problems, but still.
I have 30frames walking for all characters.

So aaaaaanyway, how does TLS do it's timing?
How does Rhubarb do it's timing,
considering it's file is in tenths of a second:

Code: [Select]
0.00 A
0.50 F
0.83 C
0.90 G
0.97 A
1.05 B
1.53 A
1.61 C
1.80 B
1.87 X
2.38 X
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 20 Jun 2018, 07:04
Hi Snarky,

The speech animation delay seems to be too slow for TotalLipSync - no matter what I set a characrs to (1, 5, -25, 30), it doesn't make a difference.
What Speech Animation Delay does TLS use?

TotalLipSync doesn't use animation delay: it reads the timing data from the sync files and displays the corresponding frame.

Problems could potentially occur if the computer can't run the game at the game speed you've set. The animation might then fall behind the speech. So...

Quote
ATM I'm using 120fps ('GameSpeed')

Don't.
Film runs at 24 fps. A lot of cheaper animation runs at 12 fps, literally one tenth of the framerate you have set: you're showing ten frames for each one of theirs! AGS by default runs at 40 fps, which is plenty for a point-and-click game, and twitch-based games like FPSs aim for 60 fps, which is also how fast most monitors refresh. Which is all to say that 120 fps is an insane framerate for an adventure game.

More significantly: with a high-res game like yours, many (most) computers won't be able to keep up, and this could affect lip sync (and other sync situations).

Quote
so I can use a AnimationDelay=1, and not -7 as it was before (on 40fps). I was told using negatives for AnimationSpeed, WalkSpeed, etc. was bad and 'unknowns'.

No negatives have caused problems, but still.
I have 30frames walking for all characters.

Well, the "cure" is worse than the disease in this case. A better question might be, do you really need 30-frame walkcycles? If you cut it to 15 (every second frame) or even 10 (every third), do you lose noticeable quality?

Quote
How does Rhubarb do it's timing,[/b] considering it's file is in tenths of a second:

Code: [Select]
0.00 A
0.50 F
0.83 C
0.90 G
0.97 A
1.05 B
1.53 A
1.61 C
1.80 B
1.87 X
2.38 X

Those are hundredths.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 20 Jun 2018, 08:45
Two more things...

ATM I'm using 120fps ('GameSpeed'), so I can use a AnimationDelay=1, and not -7 as it was before (on 40fps). I was told using negatives for AnimationSpeed, WalkSpeed, etc. was bad and 'unknowns'.

Code: [Select]
cJulius.ChangeView(1); //julius
cJulius.SpeechView=2; //julius speech
cJulius.AnimationSpeed=1; //normal animation speed
cJulius.SetWalkSpeed(7, 6); //normal walk speed

...though I still use some negatives - for an old man:
Code: [Select]
cJulius.AnimationSpeed=0; //old animation speed
cJulius.SetWalkSpeed(1, 1); //old walk speed

A. 0 is not a negative number.
B. At 120 fps, a 30-frame walkcycle will run 4 times a second. Since a cycle includes two footsteps, that's 8 footsteps/second. That seems faster than necessary. (Edit: By comparison, the world's fastest runners sprint at a max pace of about 4.4 – 4.8 steps/second (https://posemethod.com/usain-bolts-running-technique/).)
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 31 Jul 2018, 03:26
My Inventory window icons dissappear when the character is talking, even if it's just .Say
Is this an AGS thing or a TotalLipSync thing?
Title: Re: MODULE: TotalLipSync v0.5
Post by: abstauber on 31 Jul 2018, 07:51
Just a quick guess, but have a look at 'General Settings' in the AGS Editor. In the category 'Visual', check the setting "When player interface is disabled, GUIs should" and make sure it's set to 'Display normally'.
That could be at least one cause of the icons disappearing.
Title: Re: MODULE: TotalLipSync v0.5
Post by: bx83 on 31 Jul 2018, 07:56
That's the one, thankyou :D
Title: Re: MODULE: TotalLipSync v0.5
Post by: Olleh19 on 14 Oct 2020, 16:29
This is SO great, thank you very much Snarky!

I have a question tho. Some of the lipsync might not turn out "so great" (Swedish, probably the reason why..). Is there a possibiity to combine the automatic lipsync with manual adjustments with either Pamela or Papa?

I've tried manual with Papagaoya, and Pamela inside the "lip sync manager", before i've got the rhubarb running, and i think i prefered editing inside the lipsync manager with Pamela.

Is that possible?

I've read that some of the programs share the same phonomemes(probably spelled wrong), perhaps they could be used in conjunction for optimal result.

Funny fact. I get a grey tooth on my 16 Color "babe", i have no idea what is going on. It's not in the sprites, i've checked several times. Even went in and redrawn the colors and hit save, replaced the source. Deleted the sprites inserted them again in the project, etc.
Still on one sprite image i get a gray pixel. Any idea what could be the cause?  (laugh)

Thanks for a great module!

Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 14 Oct 2020, 17:29
This is SO great, thank you very much Snarky!

Glad it's of use!

I have a question tho. Some of the lipsync might not turn out "so great" (Swedish, probably the reason why..). Is there a possibiity to combine the automatic lipsync with manual adjustments with either Pamela or Papa?

I've tried manual with Papagaoya, and Pamela inside the "lip sync manager", before i've got the rhubarb running, and i think i prefered editing inside the lipsync manager with Pamela.

Is that possible?

I don't really have an overview of the lip sync editors that exist and what formats they can read. It wouldn't be terribly hard to write a tool to convert the files from one format to another so you could edit them—and perhaps a tool like that already exist—but this module does not do it.

Funny fact. I get a grey tooth on my 16 Color "babe", i have no idea what is going on. It's not in the sprites, i've checked several times. Even went in and redrawn the colors and hit save, replaced the source. Deleted the sprites inserted them again in the project, etc.
Still on one sprite image i get a gray pixel. Any idea what could be the cause?  (laugh)

Try to just display that sprite on an object, to see whether it's anything to do with the module or something else. Is the game actually 16-color?
Title: Re: MODULE: TotalLipSync v0.5
Post by: Olleh19 on 14 Oct 2020, 18:51
This is SO great, thank you very much Snarky!

Glad it's of use!

I have a question tho. Some of the lipsync might not turn out "so great" (Swedish, probably the reason why..). Is there a possibiity to combine the automatic lipsync with manual adjustments with either Pamela or Papa?

I've tried manual with Papagaoya, and Pamela inside the "lip sync manager", before i've got the rhubarb running, and i think i prefered editing inside the lipsync manager with Pamela.

Is that possible?

I don't really have an overview of the lip sync editors that exist and what formats they can read. It wouldn't be terribly hard to write a tool to convert the files from one format to another so you could edit them—and perhaps a tool like that already exist—but this module does not do it.

Funny fact. I get a grey tooth on my 16 Color "babe", i have no idea what is going on. It's not in the sprites, i've checked several times. Even went in and redrawn the colors and hit save, replaced the source. Deleted the sprites inserted them again in the project, etc.
Still on one sprite image i get a gray pixel. Any idea what could be the cause?  (laugh)

Try to just display that sprite on an object, to see whether it's anything to do with the module or something else. Is the game actually 16-color?

Damn, maybe you are onto something. I don't think i've set it to 16colors. It's just the Ega Palette that's used for the art. I will try some experiments. It's no biggie anyway, game should be "re-done" in unlimited colours, but i thought it was a bit funny.
The reason i wrote ofc is i believe it might actually come from the module, but i have to experiment more. You gave some ideas to try, I should try take away licsync manager aswell, see if that does anything, could just as easily be that.



Edit: False alarm it was nothing. Let's laugh together. I'll show you guys how dumb i really am. >:( 8-0 :-[

Looks nice on the surface, right? WRONG


https://imgur.com/qCe9bbx (https://imgur.com/qCe9bbx)


Look again zoomed in:





https://imgur.com/F2ORCuy
 (https://imgur.com/F2ORCuy)

Title: Re: MODULE: TotalLipSync v0.5
Post by: Olleh19 on 01 Nov 2020, 00:22
Hey Snarky!


First i want to share an important Accident/Lesson i've got today, and second a question. I think you should add this to the first post, btw (Unless i'm blind and don't see it, already being there). I didn't realise the importance of wave length.
Today i've made a little birthday cutscene "game", with Silly Voices, so ofc i used your Total lipsync. Everything went fine until i ran into a wall completely. I Used Display "test",
and thought "Yeah, the code is running, but why is the text stuck on the screen forever after the speech is done?!" (at least that's how i feelt it). I went out for a bluecup of tea,

and came back to my computer and to my surprise the code had actually taken up on where i wanted it to go instantly. So......That got me thinking. Maybe something is off with the sync files? So i edited them. I saw in the end there were huge gaps. Between B and X, timing wise. Changed that to more "normal values", didn't solve it. It turns out that all voiceclips needs to be cut VERY precise in the endings or else, no matter what your syncfile info says. The biggest impact seems to be the sound source's ending length. So even if you have a little bit of silence in the end. (In my case wasn't that little, 5seconds).  (laugh)

The Silence get's picked up as "sound", when it ain't supposed to be. So make sure to cut your wave/ogg files, so you don't end up with text on the screen for 5seconds longer then expected!
Always cut your wave/ogg files at the endings,. I use Audacity for that, great freeware. Lesson: Don't leave space left in the sound source, unless you intentionally want the text to stay longer on screen ofc.



Question: I have played around with the lipsync and the results are pretty ok! But i'm still thinking i want to see if it's possible to do it differently i am doing pixelart only. I don't need a "specific mouth shape for S or T or A or B". All i want is movement, and stops. I want to be able to run the actual animation all the way thru that is frame 2 to 8 on all single letters, apart from one letter (that is never used in the game text ofc) That should represent the closed mouth shape. So forexample.  letter A is typed = Edit: Images 2,3,4,5,6,7,8 get's played in a row. If letter is B same thing.
I'm using Rhubarb and the standard settings for it. You might wonder why i want to do this? Well to avoid the stops between words ofc. The silences are almost always spot on. It's the rest that ain't. Rarely at least!

I am guessing i should be able to modify it to be able to not have the animation "stop" at certain points by playing all frames on every letter, and just keep going and then "reset" itself once a new letter is executed (If possible). Or it all becomes a giant glitch fest, you would know! (laugh)

the letter ü or öäå perhaps would be fiting for the silent mouth shape. Or else it would be a disaster, ofc!
 
Is it do able? Please let me know!





Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 01 Nov 2020, 07:52
First i want to share an important Accident/Lesson i've got today, and second a question. I think you should add this to the first post, btw (Unless i'm blind and don't see it, already being there). I didn't realise the importance of wave length.

It turns out that all voiceclips needs to be cut VERY precise in the endings or else, no matter what your syncfile info says.

This doesn't really have anything to do with TotalLipSync. If you use voice speech in AGS, the character is considered to be speaking for as long as the audio clip lasts.

Question: I have played around with the lipsync and the results are pretty ok! But i'm still thinking i want to see if it's possible to do it differently i am doing pixelart only. I don't need a "specific mouth shape for S or T or A or B". All i want is movement, and stops. I want to be able to run the actual animation all the way thru that is frame 2 to 8 on all single letters, apart from one letter (that is never used in the game text ofc) That should represent the closed mouth shape. So forexample.  letter A is typed = Edit: Images 2,3,4,5,6,7,8 get's played in a row. If letter is B same thing.

I don't really understand what you're asking for (you say that Rhubarb gets the silences right, so why do you need a hack for the closed mouth shape?), but in any case it doesn't sound like what this module is for.

The module merely plays animations defined in external sync-files. The result will depend on the quality of those sync files; it is not something the module can control, and it has nothing to do with the text you put in the dialog. If you type one line in the game text, use a different voice clip, and a sync file for another different clip, it will of course play the animation from the sync file (though it will be cut off when the voice clip ends), and it won't match either what is written or what is said: it's only by keeping all three consistent that things stay in sync, but the module has no way to know that.

If you want the animation to be based on the written dialog text, you can use AGS's built-in text-based lipsync.
Title: Re: MODULE: TotalLipSync v0.5
Post by: Olleh19 on 01 Nov 2020, 12:47
Quote
This doesn't really have anything to do with TotalLipSync. If you use voice speech in AGS, the character is considered to be speaking for as long as the audio clip lasts.

Ahh, ok. My bad, thanks for informing! It's still useful to know for those who try to sync up and get's confused why it might stay on screen for longer then expected. (nod)


Quote
I don't really understand what you're asking for (you say that Rhubarb gets the silences right, so why do you need a hack for the closed mouth shape?), but in any case it doesn't sound like what this module is for.

The module merely plays animations defined in external sync-files. The result will depend on the quality of those sync files; it is not something the module can control, and it has nothing to do with the text you put in the dialog. If you type one line in the game text, use a different voice clip, and a sync file for another different clip, it will of course play the animation from the sync file (though it will be cut off when the voice clip ends), and it won't match either what is written or what is said: it's only by keeping all three consistent that things stay in sync, but the module has no way to know that.

If you want the animation to be based on the written dialog text, you can use AGS's built-in text-based lipsync.


I've tried that alternative before and yes the animation plays correct, but the timings for when the speech is in a short breath or pauses for a millisecond, are not present, and the animation just keep on playing no matter if there is sound or not in the voiceclip. Unless i failed to see how to change that from happening. But again if that logic is "true" then how come it wasn't with the Lipsync? When you clearly said the Lipsync does not have anything to do with how long the text stays on screen. So no matter if there is silence in the audio file or not, the animation will just keep playing. If my basic logic isn't completely faulthy.  (laugh) Which is not the intended behaviour for what i'm trying to achieve. I'm trying to have just the timing for the X's  Intact (closed mouth shape). I will try a new example. Thank you very much for your patience so far, Snarky!

Edit: Here's an example when i did this "theory" in Sony Vegas. I exported 10 frame talk (or however many frames it was i dont remember). IN a row, and went in manually and just found the X's (if talking lipsync, but i didn't use lipsync, but you get the idea, hopefully). and at places where there should be closed mouth shape, i inserted that manually, but the lipsync could do that for me! The rest is just constant animation in a row flow with abrupt mouthclosings here and there.

https://www.instagram.com/p/CFcCD8fpnYi/

Example. OK here is a example of what i mean editing a Syncfile manually. I guess the textfiles would only need to be the right amount of letters, and not "the actual letters". Because then this clearly would not work.

Code: Adventure Game Studio
  1. 0.00    X
  2. 0.67    B            //<--you replace these letters so they all come in the correct "animation row" as exported from Photoshop (Until the X shows up, and not have them "spaced out" acording to their timing numbers (as it is here, 00.67 - 00.93 a "gap").
  3. 0.93    A           //Perhaps i could edit these manually, and save a template where all letters come in a row (if it's not possible any other way). So that would mean some work, i wouldn't mind. I'm very concerned about it looking "better". If possible.  
  4.                       //these come in a row like in the actual Photoshop talk animation. That's why the X or "the closed mouthshapes" timing of the synctool would be very benificial.
  5.                      // to create the illusion of sync, even tho like you as in your confused state of mind have noticed. There barely is [u]no syncing[/u], apart from the X's. Are you following my idea now? If not here comes the "fixed" version (in theory that is).
  6.  
  7.                      
  8.                       //Replacement idea of previous example (I have no idea, if this would work in theory, please let me now). Forexample say i wanted a 5 second Delay Speech animation)
  9.                      //Going in manually and editing in notepad the syncfile TSV this way. Now i want the photoshop animation to come in a ROW.
  10.  
  11. 0.00 X
  12. 0.05 A - Frame 1   //Photoshop frame 1!
  13. 0.10 B - Frame 2  //Photoshop frame 2,
  14. 0.15 C - Frame 3  //Photoshop frame 3, etc etc.
  15. 0.20 D - Frame 4    //so now let's pretend a silence comes here acording to the sync tool.
  16. 0.25 X -                  // Closed Mouth. and Restart the photoshop pattern..Or perhaps pickup where the last frame ended? Wouldn't matter, aslong as there is mouth movement (in my mind!).
  17. 0.30 - Frame 5
  18. 0.35 - Frame 6
  19. 0.40 - Frame 7
  20. 0.45 - Frame 8
  21. 0.50 - Frame 9
  22. 0.55 - Frame 10
  23.                            //And this pattern keeps on going until the next X Shows up with it's correct timing (as you can see all other timings are replaced.
  24.  
  25.                           //Is it possible to do theese kind of edits manually in notepad and just replace the syncfiles??
  26.  
  27.  
  28.  

This (if working) Would look 10times better for what i'm doing at least. But this is also a question of taste.
Would it look realistic? Probably not. Is pixelart realistic 3d faces that needs perfect sync? No. But it still would be nice to have a illusion of sync (a little sync with the X's, and no sync with the rest and just a constant flow of animation).


Edit 3: Clearly it works to edit it in Notepad which is cool. However i do get an script error when i try to add more rows to accomplish the task of having movement all the time until the next X comes.


 

Title: Re: MODULE: TotalLipSync v0.5
Post by: Snarky on 01 Nov 2020, 18:11
Instagram links are (usually) only viewable by people with Instagram accounts. Please use a public image host, like Imgur, ImgBB, PostImage, or FreeImage.

But again if that logic is "true" then how come it wasn't with the Lipsync? When you clearly said the Lipsync does not have anything to do with how long the text stays on screen.

I said the TotalLipSync module bases its animation on the sync files, not the dialog text. But what we're talking about here is the built-in AGS lipsync support. AGS has two different kinds of lipsync:

1. Text-based lipsync is based on the dialog text and ignores the voice audio (you don't even need to have any voice clips).
2. Voice-based lipsync is based on the voice audio (actually, the sync-files created for the voice audio clips) and ignores the dialog text.

Currently, TotalLipSync offers an improved version of voice-based lipsync only (though I have an in-development version that also supports text-based sync). But the main point is that you have to choose: there's no feasible way to combine both methods.

Now, if I understand your issue correctly, it's that you don't actually want the animation to lip-sync when speaking: you just want it to play a generic "talking" animation loop. The only thing you want the "lip sync" functionality for is to determine when the characters are actually speaking, and when they are silent.

I have two suggestions:

1. Don't have significant silences in your speech files. Divide the lines whenever there is a long pause, and trim the audio files to contain near-constant dialog. Forget about lipsync and just use regular AGS talk animations.
2. As you have tried to do, edit the sync-files to only distinguish silent periods (frame X in Rhubarb terms) from speaking periods, and then fill the speaking periods with a standard sequence of frames. Since this is tedious work, it would be best to automate it unless the number of lines to sync is very small.

If you are getting errors with the edited sync files, you have made some error in the editing. Without seeing the files or the error message there is no way to tell what that might be, but one possibility is that your text-editing app uses the wrong format for the line endings (one way to test this would be to take a sync file that is confirmed to work, and delete and reinsert a line ending and see if it breaks).
Title: Re: MODULE: TotalLipSync v0.5
Post by: Olleh19 on 01 Nov 2020, 22:36
Quote

I have two suggestions:

1. Don't have significant silences in your speech files. Divide the lines whenever there is a long pause, and trim the audio files to contain near-constant dialog. Forget about lipsync and just use regular AGS talk animations.
2. As you have tried to do, edit the sync-files to only distinguish silent periods (frame X in Rhubarb terms) from speaking periods, and then fill the speaking periods with a standard sequence of frames. Since this is tedious work, it would be best to automate it unless the number of lines to sync is very small.

If you are getting errors with the edited sync files, you have made some error in the editing. Without seeing the files or the error message there is no way to tell what that might be, but one possibility is that your text-editing app uses the wrong format for the line endings (one way to test this would be to take a sync file that is confirmed to work, and delete and reinsert a line ending and see if it breaks).

Notepad ++ is the editor of choice, btw. Sounds like some great advice there! Thanks as always, i will try some more!.
The instagram link works on my Laptop (Secondary Computer) that is NOT logged into Facebook or Instagram. However if going thru https://www.instagram.com/andreasblack1/ you can't hit the play button it seems and need to login. I don't have the mp4 left on my system since it crashed some month ago, and i'm back with a new HDD. But anyway, it doesn't matter.

It's funny you'd say that tho. Cause that's exactly what i've tried earlier today. But you get this feeling that you still want to manually be able to control the overall speech animation delay sometimes in sections, i guess in a way it could still be done, just like you say with AGS "own" lipsync support. If i type "SpeechAnimationDelay" out just before "a fast" line" or a word is said, in code. However that means i could only have "that word" in that line, or else all the others words get affected which may not be fast in nature, which could in theory i believe be better done with the Total Lipsync in the actual syncfile manually (nod). I should take a look at your chart and line them up in the syncfile and experiment more, and try add rows of 01.10, 01.20, 01.30 etc etc.

I'm after the ability to change speed of the animation on different words (so in a way i guess that could be called "Animation syncing", but different then lipsyncs original feature, *frame syncinc* (?)). Cause at the moment it get's stuck a lot of times on "one frame", which looks aweful. I hate to swear in Church, but Thimbleweed Park alltho a great game, had the same fate. Sometimes the mouth shapes are stuck for too long, and it looks down right aweful.  Just because this worked in Sony Vegas tho, doesn't mean it would in an AGS editor. (laugh). But what i've just explained was exactly what i did in Sony Vegas. The ability to sometimes speed up the 10 frame sequence mp4, sometimes slow it down, and then *insert closed mouth* at silent places automatically with Total Lipsync (i had to do that manually in Vegas ofc). Would be a totally killer feature! (nod)

Maybe the easiest way to describe it should have been to say this: Bypass one frame function for words, and just have an overall speed animationdelay setting for chosen sections of the text (if text + audiosync will be available). Forexample you could type something like, "break" in the syncfile and it would "recognise" that OK that was that line/or word, and then the next line or word that comes get's a new potential animationspeed, or keeps the same unless the user choose to change it. To the users liking, and when there is no sound under -40-50db *insert noisegate* = closed mouth frame or a animation for closing the mouth, how cool would that be!. I know i'm talking out of my ass here :). I'm no coder! I just enjoy AGS so much. Had a lot of fun lately, and even getting the lips to move "somewhat" is an epic win it itself Snarky! Thanks to your hardwork that was possible! But then you start dreaming "wouldn't it be possible to do this", and so on, so forth. What i've done so far with the Total Lipsync is probably good enough for the majority of people. It's just that my perfectionist spirit see's other possibilities, and now i've gotten them out of my system. Feels better now. Thank you! :)