@@ -18,5 +18,5 @@ Each audio file needs to be preprocessed, e.g., with the [OculusLipSyncWAVParser
...
@@ -18,5 +18,5 @@ Each audio file needs to be preprocessed, e.g., with the [OculusLipSyncWAVParser
Add a VHOculusLipSync component to you virtual human and for Character Creator 3 Models use the ``PluginContent/Characters/Henry/OculusLipSyncToCC3`` pose asset and the created txt file as animation file.
Add a VHOculusLipSync component to you virtual human and for Character Creator 3 Models use the ``PluginContent/Characters/Henry/OculusLipSyncToCC3`` pose asset and the created txt file as animation file.
# Audio
# Audio
You are free to use any Unreal audio plugin. However, for usage in the CAVE we propose to use the [VirtualAcoustics Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin). You just have to add a VASoundSource component to your character and specify the audio file, relative to the [VAServer](https://devhub.vr.rwth-aachen.de/VR-Group/vaserver)'s Data folder
You are free to use any Unreal audio plugin. However, for usage in the CAVE we propose to use the [VirtualAcoustics Plugin](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin). You just have to add a VASource component to your character and specify the audio file, relative to the [VAServer](https://devhub.vr.rwth-aachen.de/VR-Group/vaserver)'s Data folder. For the source to move with the head you need to set the ``Position Setting`` to ``Attached to Bone`` and the Bone name for CC§ character to ``head``