I've been following the 2D portrait lip sync tutorial (and the Pamela tutorial from their website) and am stumped as to why my character's portrait will not animate when lip sync is turned on. It'll match the auto-sync if I select "From Speech Text", but when I load a file from Pamela, the portrait stays on the first frame. I think the problem may be a communication error between Unity and Pamela's Phoneme Editors, but without a reference for comparison, I don't know if my switch data is being exported properly.
I've screencapped my phoneme editor, the Pamela export, and other assorted settings. Any nudge in the right direction would be greatly appreciated.
Thanks!
Comments
Pamela should output something along the lines of:
[framespersecond:24]
[Speech]
2:etc
4:UI
The code to read these files is in Dialog.cs from line 353, if you want to delve into it.
There's nothing glaring in the dialog.cs that could be causing this. I had some success by modifying the exported lipsync to match your sample format, but it only works if I remove "framespersecond" (which of course means the mouth shapes no longer sync to the FPS). But it's more concerning that Pamela doesn't export the txt file correctly to begin with. In the long run, that would be the bigger problem, and it doesn't look like Pam is updating anytime soon.
Thanks for taking a look at this with me. I'll experiment with other lip sync options and see if any alternatives work.
Sapi's a good free tool if you're working on a Windows machine. But if you have a bit more of a budget, I'd recommend the Unity asset LipSync, which AC fully supports.