Zabaware Support Forums
Zabaware Forums => General Discussion => Topic started by: lightspeed on January 13, 2007, 07:51:54 pm
-
this may be the wrong area for this as its a wish list , i think it would be cool very cool , if somehow the ultra hal characters could be set to lipsink to any sound from the p.c. speaker why ?? because i think it would be cool because that way if a song was played the character would look like they were singing it , or if a jack benny clip was playing jokes the character would look like he was telling them !! [8D]
-
Hal can alread lip sinc to songs if the songs are in the ogg format. Just drag an ogg file over a Hal character and watch it sing. Haven't you been watching the movies this people make?
As far as jokes go, hal know at least 100 of them already. Just ask Hal to tell you a joke. They are all one-liners but some are really funny.
Bill819
-
hello bill 819, yes i know and have seen that the characters can lip sinc to songs , i just ment if they could somehow just automatically do it , but that was just a wish , o.k. now then the 64,000 dollar question whats an oog format and in laymens terms please and how do i accesss it and do it to make a character sing , i would love to do that (i have seen and even saved others movies , o love them !!) [:D]
-
Although I have not done this myself there is some ogg software on the web that will convert regular songs to ogg format. I am not sure how this works but I think this is how to start. You might email some of the movie makers for a few more suggestions or first look deep into the archives of this forum. You will notice a search function towards to top-right of the screen. click on it and start looking.
Bill819
-
Yeah, but...it's not just an ordinary ogg file, it has a header which contains a phoneme list for the sounds which matches it to the lip synch motion. you can get the same results to move the lips with a (.phn) file. Most of the phoneme files I found are binary, but one had an ascii format as below, but if a conversion was found from that format to stream into the haptek, it seems it might be possible to enable an external sound to activate, maybe the voice recognition=>ascii conversion route.
#Haptek Version= 1.0 HapType= phn FileType= text
PhonemeData
24 5.872000
128 45
47 82
48 118
79 124
47 45
208 65
31 118
96 120
79 108
48 120
79 118
79 120
48 118
96 120
63 118
96 120
64 118
95 120
64 84
64 120
143 84
80 120
80 100
4000 45
then there's the FluentPhonemeTable.hap which shows the associations also, and on and on...
#HaptekSDK Version= 1.0 HapType= table FileType= text Name= fluenttext_to_haptek_table
External= pau Haptek= neutral StringParam= _ }
External= i: Haptek= EE_6 StringParam= iy }
External= I Haptek= I_8 StringParam= ih }
External= ei Haptek= AI_3 StringParam= ey }
External= E Haptek= E_7 StringParam= eh }
External= @ Haptek= AI_2 StringParam= ae }
External= A Haptek= I_8 StringParam= aa }
External= aI Haptek= EYE_9 StringParam= ay }
External= W Haptek= OY_17 StringParam= aw }
External= ^ Haptek= AH_5 StringParam= ah }
External= c Haptek= AH_5 StringParam= ao }
External= oU Haptek= OH_4 StringParam= ow }
External= O Haptek= OY_17 StringParam= oy }
External= U Haptek= EW_12 StringParam= uh }
External= u Haptek= EW_12 StringParam= uw }
External= 3r Haptek= NG_30 StringParam= rr }
External= Y Haptek= EW_12 StringParam= yu }
External= x Haptek= AH_5 StringParam= ax }
External= | Haptek= I_8 StringParam= ix }
External= w Haptek= EW_12 StringParam= w }
External= y Haptek= EE_6 StringParam= yx }
External= 9r Haptek= NG_30 StringParam= r }
External= l Haptek= NG_30 StringParam= l }
External= h Haptek= I_8 StringParam= hx }
External= m Haptek= M_28 StringParam= m }
External= n Haptek= D_20 StringParam= n }
External= G Haptek= NG_30 StringParam= nx }
External= l= Haptek= NG_30 StringParam= el }
External= n= Haptek= D_20 StringParam= en }
External= f Haptek= F_22 StringParam= f }
External= v Haptek= F_22 StringParam= v }
External= t Haptek= TH_21 StringParam= th }
External= D Haptek= TH_21 StringParam= dh }
External= s Haptek= TH_21 StringParam= s }
External= z Haptek= TH_21 StringParam= z }
External= S Haptek= TH_21 StringParam= sh }
External= Z Haptek= S_33 StringParam= zh }
External= ph Haptek= B_18 StringParam= p }
External= b Haptek= B_18 StringParam= b }
External= th Haptek= D_20 StringParam= t }
External= d Haptek= D_20 StringParam= d }
External= kh Haptek= I_8 StringParam= k }
External= g Haptek= G_23 StringParam= g }
External= & Haptek= D_20 StringParam= dx }
External= Q Haptek= D_20 StringParam= tx }
External= q Haptek= EW_12 StringParam= q }
External= tS Haptek= CH_19 StringParam= ch }
External= dZ Haptek= EE_6 StringParam= jh }
External= F Haptek= D_20 StringParam= df }
};