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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--
http://ericd.net
Interactive design and development
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Karl DeSaulniers
Design Drumm
http://designdrumm.com
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