I would try using that to figure out a way of maping the sounds and
then translate that to your project. You are able to see the wave
forms in soundbooth? Haven't used it. If so, can you run your cursor
over it at any point to get the readings? Might be a little trivial,
but may yeild a pattern that you can utilize.
JAT
Karl
Sent from losPhone
On Jun 3, 2010, at 6:18 PM, "Eric E. Dolecki" <edole...@gmail.com>
wrote:
SoundBooth
On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers
<k...@designdrumm.com>wrote:
Do you have SoundEdit? Or the like?
Karl
On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
I think I might make waveform bitmaps and then try and compare
against the
current waveform (block EQ) - and if it's a close match, then fire
off
specific vowel events. If that works, I could do consonants too.
If this
works, I'll do jumping jacks and shots of Jack.
So how would I compare two bitmaps to see if a waveform (
On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers <k...@designdrumm.com
wrote:
If you need any of these files or can't find them, lmk and I can
send off
list.
Best,
Karl
On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
Don't know if this will help, but have you looked into
WaveAnalyzer.as
or
Flash MX - Audio: Sound completion event (The source files for
this can
be
found in the Flash MX/Samples folder.)
They both let you control the sound. I am thinking this will
point you
in
a good direction. Its AS2 though.
HTH,
Karl
On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
Ya - I have the data for both things, but they extend over time
and are
difficult to compare. It's the boiling down the signatures into
something
simple and being able to read the playing audio looking for the
match
(or
near match). I thought about using bitmap data and trying to
match up
waveforms, etc. but I don't know enough about it to pull that
off. It
seems
like a hack in a way, but if it worked, who cares I suppose.
On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano <
califa010.flashcod...@gmail.com> wrote:
I'm not Henrik, but I've done some lip-synch stuff for
Disney. We
did
it pretty much the way Eric described--we just used amplitude.
It's
not as accurate as Disney would demand on a film, but it's ok
in the
kids' game market.
I see, amplitudes could be just good enough for some stuff.
Although the "speed" and the intensitiy of the speech could give
misleading
results, I think. I'm under the impression that you should
somehow try
to
compare the shape of the waves (somehow simplifiy your input
to some
value
of sets of values that are easier to compare, possibly in a
"time
window")
and compare it in some meaningful way to precalculated samples
to find
a
matching pattern. That's the part I have no clue about!
Cheers
Juan Pablo Califano
2010/6/3 Kerry Thompson <al...@cyberiantiger.biz>
Juan Pablo Califano wrote:
Wow. That was really uncalled for.
That was my reaction, too. I didn't see Eric as complaining--
just
asking. Maybe Henrik was just having a bad day.
For me, the hard part, which you seem to imply is rather simple
here,
is
*matching+ the input audio against said profiles. Admitedly, I
don't
know
anything about digital signal processing and audio programming
in
general,
but "matching" sounds a bit vague. Perhaps you could
enlighten us, I
you
feel like.
I'm not Henrik, but I've done some lip-synch stuff for
Disney. We did
it pretty much the way Eric described--we just used
amplitude. It's
not as accurate as Disney would demand on a film, but it's ok
in the
kids' game market.
Doing something more accurate would probably involve at least
6 mouth
positions, and if you're doing it in real time, you'd have to
do a
reverse FFT. It can be done--there was a really good commercial
lip-synch program that generated Action Script to control mouth
positions. I don't know if it's still around--that was 5
years ago,
and it was pretty expensive (about $2,500 for one seat, I
think). It
may even have been a Director Xtra that worked with a Flash
Sprite,
but let's not talk about Director :-P
Cordially,
Kerry Thompson
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