Added participant and other stuff

This commit is contained in:
Chris Midkiff
2018-10-14 19:55:46 -04:00
parent 118b367966
commit aecd87fd64
706 changed files with 1563 additions and 90547 deletions

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/************************************************************************************
Filename : OVRLipSyncTool.cs
Content : Editor tool for generating lip sync assets
Created : May 17th, 2018
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;
using UnityEditor;
using System.IO;
using System.Collections;
using System.Collections.Generic;
class OVRLipSyncToolLoader
{
public static List<AudioClip> clipQueue;
public static IEnumerator processor;
// To show progress we use the total seconds of clip
public static float totalLengthOfClips;
public static float totalLengthOfClipsProcessed;
public static IEnumerator ProcessClips()
{
if (clipQueue == null || clipQueue.Count == 0)
{
yield break;
}
while (clipQueue.Count > 0)
{
// Pop a clip off the list
AudioClip clip = clipQueue[0];
clipQueue.RemoveAt(0);
if (clip.loadType != AudioClipLoadType.DecompressOnLoad)
{
Debug.LogError(clip.name +
": Cannot process phonemes from an audio clip unless " +
"its load type is set to DecompressOnLoad.");
continue;
}
// Update progress
if (totalLengthOfClips > 0.0f)
{
EditorUtility.DisplayProgressBar("Generating Lip Sync Assets...", "Processing clip " + clip.name + "...",
totalLengthOfClipsProcessed / totalLengthOfClips);
}
if (!clip.preloadAudioData)
{
clip.LoadAudioData();
Debug.LogWarning(clip.name +
": Audio data is not pre-loaded. Data will be loaded then" +
"unloaded on completion.");
while (clip.loadState != AudioDataLoadState.Loaded)
{
yield return new WaitForSeconds(0.1f);
}
}
OVRLipSyncSequence sequence = OVRLipSyncSequence.CreateSequenceFromAudioClip(clip);
if (sequence != null)
{
string path = AssetDatabase.GetAssetPath(clip);
string newPath = path.Replace(Path.GetExtension(path), "_lipSync.asset");
AssetDatabase.CreateAsset(sequence, newPath);
AssetDatabase.ImportAsset(newPath);
}
AssetDatabase.Refresh();
if (!clip.preloadAudioData)
{
clip.UnloadAudioData();
}
totalLengthOfClipsProcessed += clip.length;
}
EditorUtility.ClearProgressBar();
}
static OVRLipSyncToolLoader()
{
processor = ProcessClips();
EditorApplication.update += Update;
}
static void Update()
{
processor.MoveNext();
}
}
class OVRLipSyncTool
{
[MenuItem("Tools/Oculus/Generate Lip Sync Assets", false, 2000000)]
static void GenerateLipSyncAssets()
{
if (OVRLipSyncToolLoader.clipQueue == null)
{
OVRLipSyncToolLoader.clipQueue = new List<AudioClip>();
}
OVRLipSyncToolLoader.totalLengthOfClips = 0.0f;
OVRLipSyncToolLoader.totalLengthOfClipsProcessed = 0.0f;
for (int i = 0; i < Selection.objects.Length; ++i)
{
Object obj = Selection.objects[i];
if (obj is AudioClip)
{
AudioClip clip = (AudioClip)obj;
OVRLipSyncToolLoader.clipQueue.Add(clip);
OVRLipSyncToolLoader.totalLengthOfClips += clip.length;
}
}
OVRLipSyncToolLoader.processor = OVRLipSyncToolLoader.ProcessClips();
}
}

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/************************************************************************************
Filename : OVRNamedArrayPropertyDrawer.cs
Content : Adds a custom named array drawer to the Unity editor
Created : May 17th, 2018
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;
using UnityEditor;
// Adds a custom named array drawer to the Unity editor
[CustomPropertyDrawer( typeof(OVRNamedArrayAttribute) )]
public class OVRNamedArrayPropertyDrawer : PropertyDrawer {
public override void OnGUI( Rect rect, SerializedProperty property, GUIContent label ) {
try {
int pos = int.Parse(property.propertyPath.Split('[', ']')[1]);
EditorGUI.PropertyField( rect, property,
new GUIContent( ( (OVRNamedArrayAttribute)attribute ).names[pos] ) );
} catch {
EditorGUI.PropertyField( rect, property, label );
}
}
}

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