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Avatar grunts breaks speech phoneme recognition #3651
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If volume goes from 1 -> 0 in one frame won't this cause it to get stuck? That's probably an even worse effect than the bug it is fixing.
How about choose which one to emit when it's enabled, not just by chance when it's zero?
disable audio worker after grunt end Can we disable audio worker after the grunt effect is completed?
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disable audioWorker to set the volume when isGrunting is false Got it. Is it okay to use |
Probably not, because I think multiple grunts can happen at a time. At the very least I think this would need to be a stack number, not a boolean. And if this is related to |
disable audioworker set volume after grunting Got it. Renamed |
avatars/avatars.js
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@@ -993,7 +993,7 @@ class Avatar { | |||
this.lastNeedsHeadTarget = false; | |||
this.lastHeadTargetTime = -Infinity; | |||
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this.manuallySetMouth=false; | |||
this.disableAudioWorkerSetVolume=false; |
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It is not good practice to have double negatives in variable names. The variable name should be the positive version, enable
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avatars/avatars.js
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@@ -993,7 +993,7 @@ class Avatar { | |||
this.lastNeedsHeadTarget = false; | |||
this.lastHeadTargetTime = -Infinity; | |||
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this.manuallySetMouth=false; | |||
this.disableAudioWorkerSetVolume=false; |
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The default seems to be true
when the grunt ends... so why is this false. Probably a consequence of choosing a poor variable name.
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It looks like this is still using the |
Sorry Changed it. |
The issue is caused by that both
audioWorker
andmicrophoneWorker
are setting the value ofthis.volume
related:
#3645
Result:
Webaverse.-.Google.Chrome.2022-08-17.18-02-11.mp4