Sound Playback
Audio file playback is provided by Plugin_Audio, and voice lip sync playback is provided by Plugin_Remote. Please ensure these plugins are enabled when using them.

Sound Playback #

Effective use of music and sound effects can create richer interactions. MMDAgent-EX has the ability to play audio files, allowing you to play music in the background or play sound effects in response to events.

Additionally, MMDAgent-EX also offers the feature to play recorded (or synthesized) voice data while lip-syncing it to a character. This can be used for purposes such as responding with pre-recorded audio or making characters speak with voice files outputted by other voice synthesis engines.

The following will explain how to play sound files and how to play voice files with lip-sync.

Preparation #

MMDAgent-EX plays sound from the “default audio output device”. Please set the sound device you want to play sound from as the default output device in advance.

For macOS and Linux, please install sox in advance.

macOS:

brew install sox

Linux:

sudo apt install sox

Sound Playback #

Audio files such as .wav, .mp3 can be played using the SOUND_START message.

About Supported Formats

Windows: Supports .wav and .mp3 by default. To play other audio file formats, you need to install the appropriate codecs or drivers.

macOS, Linux: Uses the play command of sox for playback, and supports most audio file formats including .wav and .mp3.

When playback starts, a SOUND_EVENT_START is outputted.

SOUND_START|(sound alias)|(sound file name)
SOUND_EVENT_START|(sound alias)

To stop the sound during playback, use the SOUND_STOP message.

SOUND_STOP|(sound alias)

When audio playback ends (or is interrupted), a SOUND_EVENT_STOP is outputted.

SOUND_EVENT_STOP|(sound alias)
If the sound does not play, please check your default audio output device. Also, the play command of sox is used for playback, but you can specify a different command with environment variables.

Voice Playback with Lip Sync #

Preparation #

Lip sync is expressed by mapping phoneme information extracted from audio files to the blends of mouth shapes “a”, “i”, “u”, “o”. Therefore, you need to describe in advance in a .shapemap file which morph on the model corresponds to “a”, “i”, “u”, “o”. This is already set in the distributed version of Gene Uka, but if you use other models, you’ll need to create it yourself.

When creating, make and save a text file named xxx.pmd.shapemap in the same folder where the model file xxx.pmd is stored. Write the corresponding morph names in LIP_A to LIP_O. Specify all other mouth-opening morphs in NOLIP separated by commas. The character encoding must be UTF-8.

#### Morph names for lip sync
LIP_A a
LIP_I i
LIP_U u
LIP_O o
#### List of morph names to reset to 0 during lip sync
#### Specify all mouth-opening morphs not specified above
NOLIP e, oo~, Wa, eh, ah, ii, shout, ah-le, mouth smile

Execution #

After launching, it plays the audio file with lip-sync using the SPEAK_START message. (model alias) specifies the alias of the model performing the lip-sync, and (audio file) is the audio file to be played. At the start of playback, a SPEAK_EVENT_START message is output.

SPEAK_START|(model alias)|(audio file)
SPEAK_EVENT_START|(model alias)

The audio file can use formats supported by libsndfile, such as .wav, .mp3, etc. Please note that it will be converted and output in 16kHz, mono at the time of output.

At the end of playback, a SPEAK_EVENT_STOP message is output.

SPEAK_EVENT_STOP|(model alias)

SPEAK_STOP is a message that stops currently playing audio started by SPEAK_START. It issues SPEAK_EVENT_STOP after confirmed that speaking audio has been stopped.

SPEAK_STOP|(model alias)
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