[1830]Regarding Voice Animator Parameters
available in future release
Guff-ppp
Under conditions that have not yet been identified, the Voice parameter, which is expected to remain local-only, shows minor fluctuations (approximately 0.01–0.02) when other users are speaking.
This behavior has been observed even while the microphone is muted. This may indicate an issue related to how this parameter is updated.
This report was translated from Japanese.
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StormRel
Merged in a post:
Viseme animations still update while the microphone is muted
UtsuhoRocks
- Use an avatar with Viseme parameter driven animations
- Mute the microphone, make any noise, viseme animations play while muted, local only
StormRel
Merged in a post:
Voice parameter not working as intended on open beta
Cybie
On the Open Beta build, it seems like the detection for when the mic is muted in-game is flipped for the "Voice" parameter. This does not seem to affect what remote players see, and I have had no issues that I know of for other parameters.
Screenshot 1: Intended facial expression when no mic input is detected
Screenshot 2: Intended facial expression when mic input is detected (to ensure blendshapes don't multiply each other and warp the face)
Video: Demonstration of both unmuted and muted behaviour. Note how wide the mouth opens on the unmuted demonstration.
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StormRel
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Nidonocu
Could also be the same issue I've reported here: https://feedback.vrchat.com/open-beta/p/1830-viseme-parameter-animations-not-animated-locally
くろまるこ
Hello,
I was also able to reproduce the same issue. In my case, from the moment the avatar finishes loading, the Voice parameter is constantly receiving small noise-like values around 0.01 to 0.02, and this continues even while the microphone is muted. (Of course, this also happens when I am not speaking.)
I confirmed this behavior using the avatar debug view on the following avatar:
I prepared two images for reference.
The first image shows the avatar debug view, and I would like you to focus on the face_lipSync layer in the FX layer.
The second image shows the structure of the face_lipSync layer. It transitions from the lipSync_off state to lipSync_on when the condition Voice > 0 is met. From lipSync_on, it transitions to a 0.2-second delay state when Viseme = 0, and then exits.
When observing this in the avatar debug view, lipSync_on and lipSync_on_delay appear to flicker repeatedly.
This seems to indicate that because the Voice parameter is constantly sitting at around 0.01 to 0.02, the condition from lipSync_off is always being met, causing a transition to lipSync_on. Then, because the condition Viseme = 0 is immediately met in lipSync_on, it quickly transitions to lipSync_on_delay. After 0.2 seconds, it exits back to lipSync_off, and then immediately transitions to lipSync_on again, resulting in a loop.
In this state, avatar gimmicks that rely on the Voice parameter can malfunction, so I would really appreciate it if this could be fixed.
build number:1830
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