Player Voice variables for Udon (e.g. isTalking, loudness, viseme)
tracked
DrBlackRat
Issue:
Currently it's not possible to react to a players voice at all. We don't know when someone is talking or how loud they are for example. This limits us from making games where someone needs to be quiet to hide from an enemy for example.
For security reasons it makes sense that we can't just listen to a player voice, which is why I think only giving limited access to it would be fine.
Suggestion:
Add an
isTalking
bool to the VRC Player API which is true when voice is detected and false when not.Add a
loudness
float to the VRC Player API which is a value between 0 and 1 depending on how loud a player is. (Basically how the current Voice parameter works on Avatars)Add a
viseme
integer to the VRC Player API which would indicate what viseme is currently used. (Basically how the current Viseme parameter works on Avatars)These would allow world creators to integrate player voice into game play while also not just directly giving them access to player voices for security.
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Fax
Merged in a post:
Udon Local Voice Activity
Fracas․
Feature:
Add the ability to check if the local player is talking.
Some like a boolean called player.voiceActivityTalking
It will only be true if the microphone is actively detecting sound.
The boolean will always be false is the player is mute.
Why ?
This will allow better interactivity in horror worlds, like the ability to make monsters react to sounds.
Detect if you trying to shout at something (like a pigeon).
It can increase immersion.
Alternatives:
Instead of a boolean, a float to show how loud is the voice.
Notes:
This setting would only be able to detect voice activity, it would not give the ability to translate it into text.
This is to make sure the voice cannot be translated, and this feature used to spy on peoples.
Jordo
Honestly I personally don't even care about the viseme, just having access to the Voice parameter avatar creators also have access to would be a godsend.
Frenetic Furryǃ
this should've already existed forever ago ngl
UnusualTune
I want this for slashco vr so badly
AladorWolf
Looks like till it's added I'll just put the little chase AI I'm making on hold. I need to be able to detect just the moment a player starts talking to log the coordinates on the navmesh and attempt to go there. If it sees nobody, it is supposed to look around and then wander again. There will be safe places that you can hide and talk in so it's important to my game to make plans with your team before leaving these areas
Fax
Merged in a post:
Need Voice Recognition
숲울림_
Voice recognition is required.
Rather than recognizing what the player is saying, I wish there was a function that could tell us whether the player is talking or not.
If we have this function, we will be able to do more things in future map production.
vavassor
Visemes could be fun for something like a singing or karaoke game. Or a puppet or possession mechanic, where a character mimics the player's speech.
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tracked
Fax
Merged in a post:
World Sdk accessing some Avatar Sdk variables
_Chronic_
For a long time I've been desiring a process that allows me to get the variable within debug which shows a float value for visemes. I had hoped to make horror based Udon mechanics centered around player's voice volume. Would it be possible to add this to VRCplayerApi?
Scena
I really do hope this is added in the future, it's already possible on avatars, but even just to get a loudness float from use in worlds, would already be a huge advantage.
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