468 lines
10 KiB
C++
468 lines
10 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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// 1 normal
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// 2 scared
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// 3 surprised
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// 4 panicked
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// 5 angry
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// 6 suspicious with rt eyelid raised
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// 7 suspicious with lft eyelid raised
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// 8 curious
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// 9 tired
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// 10 happy
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idCVar fas_debug( "fas_debug", "0", CVAR_INTEGER, "debug info for facial animation system" );
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idCVar fas_threshhold0( "fas_threshhold0", "60", CVAR_INTEGER, "intensity required to use frame set 0" );
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idCVar fas_threshhold1( "fas_threshhold1", "30", CVAR_INTEGER, "intensity required to use frame set 1" );
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idCVar fas_blendBias( "fas_blendBias", "1.5", 0, "multiplier to the per phoneme blend time" );
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idCVar fas_intensityBias( "fas_intensityBias", "0", CVAR_INTEGER, "bias applied to the intensity of the phoneme when trying to extract the viseme" );
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idCVar fas_timeOffset( "fas_timeOffset", "50", CVAR_INTEGER, "ms offset to the viseme frame" );
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idStr phonemeFile;
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idHashTable<rvViseme> *visemeTable100;
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idHashTable<rvViseme> *visemeTable66;
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idHashTable<rvViseme> *visemeTable33;
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/*
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================
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rvViseme::Init
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================
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*/
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void rvViseme::Init( idStr &phon, int f, int bt )
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{
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phoneme = phon;
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frame = f;
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blendTime = bt;
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}
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/*
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================
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FAS_LoadPhonemes
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Load in the the file that cross references phonemes with visemes.
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================
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*/
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bool FAS_LoadPhonemes( const char *visemes )
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{
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idStr visemeFile;
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rvViseme viseme;
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idLexer lexer;
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idToken token;
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idStr phoneme;
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int frame, blendTime, intensity;
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phonemeFile = visemes;
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visemeTable100->Clear();
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visemeTable66->Clear();
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visemeTable33->Clear();
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common->Printf( "Loading viseme file: %s\n", visemes );
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visemeFile = "lipsync/";
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visemeFile += visemes;
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visemeFile += ".viseme";
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lexer.SetFlags( DECL_LEXER_FLAGS );
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lexer.LoadFile( visemeFile );
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if( !lexer.ExpectTokenString( "visemes" ) )
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{
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return( false );
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}
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if( !lexer.ExpectTokenString( "{" ) )
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{
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return( false );
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}
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while( true )
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{
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if( !lexer.ReadToken( &token ) )
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{
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return( false );
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}
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if( token == "}" )
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{
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break;
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}
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phoneme = token;
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lexer.ExpectTokenString( "," );
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frame = lexer.ParseInt();
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lexer.ExpectTokenString( "," );
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blendTime = lexer.ParseInt();
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lexer.ExpectTokenString( "," );
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intensity = lexer.ParseInt();
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viseme.Init( phoneme, frame, blendTime );
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if( intensity > fas_threshhold0.GetInteger() )
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{
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visemeTable100->Set( phoneme, viseme );
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}
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else if( intensity > fas_threshhold1.GetInteger() )
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{
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visemeTable66->Set( phoneme, viseme );
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}
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else
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{
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visemeTable33->Set( phoneme, viseme );
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}
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}
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return( true );
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}
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/*
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================
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rvLipSyncData
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================
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*/
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rvLipSyncData::rvLipSyncData( const rvDeclLipSync *ls, int time )
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{
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const char *lsd = ls->GetLipSyncData();
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mLexer.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWNUMBERNAMES );
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mLexer.LoadMemory( lsd, idStr::Length( lsd ), ls->GetName() );
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mFlags = 0;
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mFrame = 0;
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mBlendTime = 0;
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mEmotion = "idle";
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mNextTokenTime = time;
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}
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void rvLipSyncData::SetFrame( int frame )
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{
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mLastFrame = mFrame;
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mFrame = frame;
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mVisemeStartTime = mNextTokenTime;
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}
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float rvLipSyncData::GetFrontLerp( void )
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{
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float lerp = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( float )( gameLocal.GetTime() + fas_timeOffset.GetInteger() - mVisemeStartTime ) / ( float )mBlendTime );
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return( lerp );
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}
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/*
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================
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FAS_StartVisemeExtraction
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Use a lexer to extract the phoneme data. This is a pretty slow but safe way.
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There shouldn't be much in the way of multiple lip syncs going on, and if there are, it should be in a non performance critical cinematic.
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================
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*/
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rvLipSyncData *FAS_StartVisemeExtraction( const rvDeclLipSync *ls, int time )
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{
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rvLipSyncData *lsd;
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lsd = new rvLipSyncData( ls, time );
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return( lsd );
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}
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/*
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================
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FAS_EndVisemeExtraction
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Delete the workspace. FAS could use a void pointer if it wanted
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================
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*/
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void FAS_EndVisemeExtraction( rvLipSyncData *lsd )
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{
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delete lsd;
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}
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/*
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================
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FAS_ExtractViseme
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Extract the correct viseme frame from the lexer
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================
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*/
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void FAS_ExtractViseme( rvLipSyncData *lsd, int time )
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{
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idToken token;
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rvViseme *viseme;
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idStr phoneme, duration;
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int index, intensity;
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// Make sure not to return any garbage
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lsd->ClearFlags();
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// Grab all the visemes, phrases and emotions until we are current
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while( lsd->Ready( time ) )
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{
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if( !lsd->ReadToken( &token ) )
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{
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lsd->SetFlags( FAS_ENDED );
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return;
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}
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if( token == "<" )
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{
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// Extract phrase
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if( !lsd->ReadToken( &token ) )
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{
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common->Printf( "Failed to parse phrase from phoneme string\n" );
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lsd->SetFlags( FAS_ENDED );
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return;
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}
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lsd->SetLastPhrase( token );
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lsd->ExpectTokenString( ">" );
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lsd->SetFlags( FAS_NEW_PHRASE );
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}
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else if( token == "{" )
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{
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// Extract emotion
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if( !lsd->ReadToken( &token ) )
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{
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common->Printf( "Failed to parse emotion from phoneme string\n" );
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lsd->SetFlags( FAS_ENDED );
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return;
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}
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lsd->SetEmotion( token );
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lsd->ExpectTokenString( "}" );
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lsd->SetFlags( FAS_NEW_EMOTION );
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}
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else
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{
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// Extract phoneme data
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index = 0;
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phoneme = idStr( token[index] );
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if( isupper( phoneme[0] ) )
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{
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index++;
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phoneme += token[index];
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}
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// Extract duration
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index++;
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duration = idStr( token[index] );
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index++;
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if( isdigit( token[index] ) )
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{
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duration += token[index];
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index++;
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}
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// Extract intensity
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intensity = ( token[index] - 'a' ) * 4;
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intensity += fas_intensityBias.GetInteger();
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// Extract the viseme data for the selected viseme
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viseme = NULL;
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if( intensity > fas_threshhold0.GetInteger() )
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{
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visemeTable100->Get( phoneme, &viseme );
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}
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if( intensity > fas_threshhold1.GetInteger() )
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{
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visemeTable66->Get( phoneme, &viseme );
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}
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else
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{
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visemeTable33->Get( phoneme, &viseme );
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}
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if( !viseme )
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{
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common->Printf( "FAS: Failed to find phoneme %s intensity %d", phoneme.c_str(), intensity );
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lsd->SetFlags( FAS_ENDED );
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return;
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}
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lsd->SetFrame( viseme->GetFrame() );
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lsd->SetNextTokenTime( atol( duration ) * 10 );
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lsd->SetBlendTime( int( viseme->GetBlendTime() * fas_blendBias.GetFloat() ) );
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lsd->SetFlags( FAS_NEW_VISEME );
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}
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}
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}
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/*
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================
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FAS_Reload_f
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================
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*/
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void FAS_Reload_f( const idCmdArgs &args )
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{
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// mekberg: disable non pre-cached warnings
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fileSystem->SetIsFileLoadingAllowed( true );
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FAS_LoadPhonemes( phonemeFile.c_str() );
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fileSystem->SetIsFileLoadingAllowed( false );
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}
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/*
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================
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FAS_Init
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================
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*/
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bool FAS_Init( const char *visemes )
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{
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// jnewquist: Tag scope and callees to track allocations using "new".
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MEM_SCOPED_TAG( tag, MA_ANIM );
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cmdSystem->AddCommand( "reloadFAS", FAS_Reload_f, CMD_FL_SYSTEM, "reloads the viseme data" );
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return( FAS_LoadPhonemes( visemes ) );
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}
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/*
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================
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FAS_Shutdown
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================
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*/
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void FAS_Shutdown( void )
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{
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phonemeFile.Clear();
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if ( visemeTable100 ) {
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visemeTable100->Clear();
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visemeTable66->Clear();
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visemeTable33->Clear();
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}
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cmdSystem->RemoveCommand( "reloadFAS" );
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}
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/*
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================
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idAFAttachment::EndLipSyncing
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================
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*/
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void idAFAttachment::EndLipSyncing( void )
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{
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frameBlend_t frameBlend = { 0, 0, 0, 1.0f, 0.0f };
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animator.SetFrame( ANIMCHANNEL_TORSO, lipSyncAnim, frameBlend );
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animator.CycleAnim( ANIMCHANNEL_HEAD, animator.GetAnim( "emotion_idle" ), gameLocal.time, 200 );
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animator.CycleAnim( ANIMCHANNEL_EYELIDS, animator.GetAnim( "emotion_idle" ), gameLocal.time, 200 );
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FAS_EndVisemeExtraction( lipSyncData );
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lipSyncData = NULL;
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}
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/*
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================
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idAFAttachment::StartLipSyncing
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================
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*/
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int idAFAttachment::StartLipSyncing( const char *speechDecl )
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{
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int length;
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length = 0;
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// Clean up any spurious data
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EndLipSyncing();
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// Start a new lipsync if there is one
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if( speechDecl[0] )
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{
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const rvDeclLipSync *lipSync;
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int emotion;
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idStr anim;
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lipSync = declManager->FindLipSync( speechDecl );
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lipSyncData = FAS_StartVisemeExtraction( lipSync, gameLocal.GetTime() );
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// Output debug info
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if( lipSync->GetDescription() && fas_debug.GetInteger() )
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{
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gameLocal.Printf( "Name: %s\n", speechDecl );
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gameLocal.Printf( "Sub: %s\n", lipSync->GetDescription().c_str() );
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gameLocal.Printf( "Lip: %s\n", lipSync->GetLipSyncData() );
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}
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// Start the associated sound
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refSound.diversity = 0.0f;
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renderEntity.referenceSoundHandle = refSound.referenceSoundHandle;
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StartSoundShader( declManager->FindSound( lipSync->GetName() ), SND_CHANNEL_VOICE, refSound.parms.soundShaderFlags | SSF_IS_VO, false, &length );
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// Start the default emotion
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anim = "emotion_";
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anim += lipSyncData->GetEmotion();
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emotion = animator.GetAnim( anim );
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animator.CycleAnim( ANIMCHANNEL_HEAD, emotion, gameLocal.time, 200 );
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animator.CycleAnim( ANIMCHANNEL_EYELIDS, emotion, gameLocal.time, 200 );
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}
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return( length );
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}
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/*
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================
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idAFAttachment::HandleLipSync
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================
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*/
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void idAFAttachment::HandleLipSync( void )
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{
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idStr anim;
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int emotion;
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if( !lipSyncData )
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{
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return;
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}
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FAS_ExtractViseme( lipSyncData, gameLocal.GetTime() + fas_timeOffset.GetInteger() );
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if( lipSyncData->HasEnded() )
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{
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EndLipSyncing();
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return;
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}
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// If frame non zero - blend to it as a new viseme
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if( lipSyncData->GetFrame() || lipSyncData->GetLastFrame() )
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{
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frameBlend_t frameBlend;
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frameBlend.cycleCount = 0;
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frameBlend.frame1 = idMath::ClampInt( 0, 120, lipSyncData->GetLastFrame() - 1 );
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frameBlend.frame2 = idMath::ClampInt( 0, 120, lipSyncData->GetFrame() - 1 );
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frameBlend.frontlerp = lipSyncData->GetFrontLerp();
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frameBlend.backlerp = 1.0f - frameBlend.frontlerp;
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animator.SetFrame( ANIMCHANNEL_TORSO, lipSyncAnim, frameBlend );
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if( fas_debug.GetInteger() > 1 )
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{
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common->Printf( "Blending: %d (%2f) -> %d (%2f)\n", frameBlend.frame1, frameBlend.frontlerp, frameBlend.frame2, frameBlend.backlerp );
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}
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}
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// If an embedded emotion command, play it.
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if( lipSyncData->HasNewEmotion() )
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{
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anim = "emotion_";
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anim += lipSyncData->GetEmotion();
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emotion = animator.GetAnim( anim );
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animator.CycleAnim( ANIMCHANNEL_HEAD, emotion, gameLocal.time, 200 );
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animator.CycleAnim( ANIMCHANNEL_EYELIDS, emotion, gameLocal.time, 200 );
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if( fas_debug.GetInteger() )
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{
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common->Printf( "Emotion: %s\n", lipSyncData->GetEmotion().c_str() );
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}
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}
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// If a new phrase, display in debug mode
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if( fas_debug.GetInteger() && lipSyncData->HasNewPhrase() )
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{
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common->Printf( "Phrase: %s(%i)\n", lipSyncData->GetLastPhrase().c_str(), lipSyncData->GetFrame() );
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|
}
|
||
|
}
|
||
|
|
||
|
// end
|