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Struct FTryllVisemeSettings

ClassList > FTryllVisemeSettings

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  • #include <TryllVisemeEvent.h>

Public Attributes

Type Name
float AttackDecayMs = 50.0f
float ClosureSmoothingPerSecond = 60.0f
float Intensity = 0.4f
float MaxHoldMs = 400.0f
float SmoothingPerSecond = 16.0f
float SyncOffsetMs = 0.0f
bool bCompensateOutputLatency = true
bool bCompensateSmoothingLag = true

Detailed Description

How a viseme track is played on a face. Shared by every Tryll lip-sync component.

Public Attributes Documentation

variable AttackDecayMs

float FTryllVisemeSettings::AttackDecayMs;

Cross-fade between consecutive shapes, in milliseconds.


variable ClosureSmoothingPerSecond

float FTryllVisemeSettings::ClosureSmoothingPerSecond;

Faster rate used while a lip closure (p, b, m, f, v) is showing, so short closures actually land.


variable Intensity

float FTryllVisemeSettings::Intensity;

Scales every pose. 0 = no movement, 1 = the full pose table.


variable MaxHoldMs

float FTryllVisemeSettings::MaxHoldMs;

Returns to rest if a turn ends without its closing rest (a cancelled turn). 0 disables.


variable SmoothingPerSecond

float FTryllVisemeSettings::SmoothingPerSecond;

How quickly the face moves toward each shape. Lower is softer, higher is snappier. 0 disables smoothing.


variable SyncOffsetMs

float FTryllVisemeSettings::SyncOffsetMs;

Shifts the face against the audio. Positive moves the face earlier.


variable bCompensateOutputLatency

bool FTryllVisemeSettings::bCompensateOutputLatency;

Holds the face back by the audio engine's output buffer, so it lines up with the sound as heard.


variable bCompensateSmoothingLag

bool FTryllVisemeSettings::bCompensateSmoothingLag;

Reads the track ahead by the delay the smoothing adds, so tuning smoothing does not shift sync.



The documentation for this class was generated from the following file C:/_tryll/_monorepo3/tryll/clients/unreal/Source/TryllClient/Public/TryllVisemeEvent.h