I don't think that's enough. Has anyone seen pitch detection in AS3 yet (no
microphone source)? That might be enough but I'm not sure.

On Thu, Jun 3, 2010 at 5:55 AM, Karl DeSaulniers <k...@designdrumm.com>wrote:

> You could try matching say a lowered jaw with low octaves and a cheeky jaw
> with high octaves.
> JAT
>
>
> Karl
>
>
> On Jun 2, 2010, at 3:20 PM, Eric E. Dolecki wrote:
>
>  This is a software voice, so nailing down vowels should be easier. However
>> you mention matching recordings with the live data. What is being matched?
>> Some kind of pattern I suppose. What form would the pattern take? How long
>> of a sample should be checked continuously, etc.?
>>
>> It's a big topic. I understand your concept of how to do it, but I don't
>> have the technical expertise or foundation to implement the idea yet.
>>
>> Eric
>>
>>
>> On Wed, Jun 2, 2010 at 4:13 PM, Henrik Andersson <he...@henke37.cjb.net
>> >wrote:
>>
>>  Eric E. Dolecki wrote:
>>>
>>>  I have a face that uses computeSpectrum in order to sync a mouth with
>>>> dynamic vocal-only MP3s... it works, but works much like a robot mouth.
>>>> The
>>>> jaw animates by certain amounts based on volume.
>>>>
>>>> I am trying to somehow get vowel approximations so that I can fire off
>>>> some
>>>> events to update the mouth UI. Does anyone have any kind of algo that
>>>> can
>>>> somehow get close enough readings from audio to detect vowels? Anything
>>>> I
>>>> can do besides random to adjust the mouth shape will go miles in making
>>>> my
>>>> face look more realistic.
>>>>
>>>>
>>>>  You really just need to collect profiles to match against. Record
>>> people
>>> saying stuff and match the recordings with the live data. When they
>>> match,
>>> you know what the vocal is saying.
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>>>
>>
>>
>> --
>> http://ericd.net
>> Interactive design and development
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>
> Karl DeSaulniers
> Design Drumm
> http://designdrumm.com
>
>
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-- 
http://ericd.net
Interactive design and development
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