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		<title>cocos2d for iPhone &#187; Topic: Silly Lip Sync Test</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/1283</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 01:45:12 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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			<title>jotajota on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-23621</link>
			<pubDate>Mon, 18 Jan 2010 21:25:38 +0000</pubDate>
			<dc:creator>jotajota</dc:creator>
			<guid isPermaLink="false">23621@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, any luck porting your idea to CocosDenshion?<br />
Cheers!
</p></description>
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			<title>PhilM on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7810</link>
			<pubDate>Thu, 13 Aug 2009 01:51:21 +0000</pubDate>
			<dc:creator>PhilM</dc:creator>
			<guid isPermaLink="false">7810@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for the extra info. Yea, I found it difficult to take in all the intricacies of audio on the iphone. I plan to have another go in the next few weeks. Thanks to Steve, at least regular playback is simple these days : )</p>
<p>Look forward to seeing your progress!
</p></description>
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			<title>cjl on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7808</link>
			<pubDate>Thu, 13 Aug 2009 01:43:50 +0000</pubDate>
			<dc:creator>cjl</dc:creator>
			<guid isPermaLink="false">7808@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Steve, thanks again for the information. I plan on giving CocosDenshion a try over the next few days. This project was more of a proof-of-concept. I'm sure I'll have more questions as I work through it.</p>
<p>I must say, after having dipped my toe in the iPhone sound programming waters today for the first time, I find most of the Apple sample project source code nearly incomprehensible.
</p></description>
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			<title>Steve Oldmeadow on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7807</link>
			<pubDate>Thu, 13 Aug 2009 01:36:08 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">7807@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Very cool.  As I said before it would be easy to use CDAudioManager's backgroundMusic AVAudioPlayer for this as it is exposed as a property.  I also can't see any reason that managing your own AVAudioPlayer wouldn't work with CocosDenshion - except on the simulator where there is a bug that stops all OpenAL sound when an AVAudioPlayer stops.
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			<title>cjl on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7801</link>
			<pubDate>Thu, 13 Aug 2009 01:23:38 +0000</pubDate>
			<dc:creator>cjl</dc:creator>
			<guid isPermaLink="false">7801@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for the feedback.</p>
<p>PhilM, I am using AVAudioPlayer right now, but I plan on trying to move it to CDSoundEngine. I asked in an earlier thread, and Steve said that access to the underlying player is pretty straightforward, so it looks like it might be possible.</p>
<p>Basically, I schedule a function that calls:</p>
<p>[player updateMeters];<br />
float soundLevel = [player averagePowerForChannel:0];</p>
<p>soundLevel now represents the dB of the playing sound. I'm using a mono WAV right now, so channel 0 is the one it plays on. I then take soundLevel, and base the movement of the mouth sprite and pipe sprite on a normalized value.</p>
<p>It's actually really simple, and I think it has a Monty Python feel to it. I thought about trying to make different shaped mouths for different sounds, but that is beyond me at this point.</p>
<p>The cool thing is it will work for any speech sample I throw at it, if there is enough variability in dB.
</p></description>
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			<title>PhilM on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7783</link>
			<pubDate>Thu, 13 Aug 2009 00:27:42 +0000</pubDate>
			<dc:creator>PhilM</dc:creator>
			<guid isPermaLink="false">7783@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hehe, nice! I've been working on some manual lip sync for something, and was planning to add a feature later using a similar technique to allow user controlled lip sync.</p>
<p>Did you get this running with CocosDenshion's CDSoundEngine at all, or is it only using AVAudioPlayer? I need to try n mix the two, had a go before with some tips from Steve, but had some issues at the time, so decided to put it on hold.
</p></description>
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			<title>Codemattic on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7778</link>
			<pubDate>Wed, 12 Aug 2009 23:43:10 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">7778@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>pretty cool effect - the mouth and the pipe move/sync well to the spoken dialog.
</p></description>
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			<title>cjl on "Silly Lip Sync Test"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1283#post-7768</link>
			<pubDate>Wed, 12 Aug 2009 21:37:38 +0000</pubDate>
			<dc:creator>cjl</dc:creator>
			<guid isPermaLink="false">7768@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well, I wanted to learn a little about sound on the iPhone, so I whipped up a little project today. It uses AVAudioPlayer, and moves the pipe and mouth based on the peak levels of the sample being played. </p>
<p>Now that I've put it together, I'm thinking of submitting it as a free app, something like "iFreud: Pocket Psychiatrist". I could include 20 standard psychiatry cliche sayings. Maybe even let the user record some more?</p>
<p>Anyway, let me know what you think about my experiment:</p>
<p><a href="http://www.vimeo.com/6070730" rel="nofollow">http://www.vimeo.com/6070730</a>
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