Rex G
Rex G4mo ago

Amplify Meta Lip Sync

I need to amplify the audiosource on the Meta Avatar using ontriggerenter. How can I access that Audiosource because I need this feature for the app to amplify the AudioSource on the Avatar Head.
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7 Replies
kapa.ai
kapa.ai4mo ago
Hi @Rex G. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- To amplify the AudioSource on the Meta Avatar's head when an OnTriggerEnter event occurs, you need to access the AudioSource used by the voice chat system. In Normcore, the RealtimeAvatarVoice component is responsible for voice playback, and it will automatically create and use an AudioSource on the avatar's head. If you add your own AudioSource component, RealtimeAvatarVoice will detect and use it instead, allowing you to configure it as needed. Here's how you can access and modify the AudioSource volume on the Meta Avatar: 1. Get a reference to the RealtimeAvatarVoice component on the avatar's head. 2. Access the AudioSource used by RealtimeAvatarVoice. 3. Modify the AudioSource's volume in your OnTriggerEnter logic. Example script (attach this to your avatar or a relevant GameObject):
using UnityEngine;
using Normal.Realtime;

public class AmplifyAvatarAudio : MonoBehaviour {
private RealtimeAvatarVoice _avatarVoice;
private AudioSource _audioSource;

void Awake() {
// Find the RealtimeAvatarVoice component (assumes it's on the same GameObject or child)
_avatarVoice = GetComponentInChildren<RealtimeAvatarVoice>();
if (_avatarVoice != null) {
// Get the AudioSource used by RealtimeAvatarVoice
_audioSource = _avatarVoice.GetComponent<AudioSource>();
}
}

void OnTriggerEnter(Collider other) {
if (_audioSource != null) {
// Amplify the volume (e.g., double it, but clamp to 1.0)
_audioSource.volume = Mathf.Clamp(_audioSource.volume * 2f, 0f, 1f);
}
}
}
using UnityEngine;
using Normal.Realtime;

public class AmplifyAvatarAudio : MonoBehaviour {
private RealtimeAvatarVoice _avatarVoice;
private AudioSource _audioSource;

void Awake() {
// Find the RealtimeAvatarVoice component (assumes it's on the same GameObject or child)
_avatarVoice = GetComponentInChildren<RealtimeAvatarVoice>();
if (_avatarVoice != null) {
// Get the AudioSource used by RealtimeAvatarVoice
_audioSource = _avatarVoice.GetComponent<AudioSource>();
}
}

void OnTriggerEnter(Collider other) {
if (_audioSource != null) {
// Amplify the volume (e.g., double it, but clamp to 1.0)
_audioSource.volume = Mathf.Clamp(_audioSource.volume * 2f, 0f, 1f);
}
}
}
Notes: - If you want to configure the AudioSource in the Unity Editor, you can add your own AudioSource component to the avatar's head, and RealtimeAvatarVoice will use it automatically. This allows you to set default values or reference it directly in your scripts. - This approach works for both standard XR avatars and Meta Avatars, as the MetaAvatar setup uses RealtimeAvatarVoice for voice chat and lip sync integration Meta Avatars Setup, Voice Chat, Common Questions. If you need to access the AudioSource from a custom prefab, ensure your prefab structure allows you to find the RealtimeAvatarVoice and its AudioSource as shown above. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai4mo ago
<@918869683929768036> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Rex G
Rex GOP4mo ago
@Normcore Assistant Is there any way to just attach this to Meta Avatar Prefab and when it enters the trigger called stage the audiosource on the avatar prefab amplifies
kapa.ai
kapa.ai4mo ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Yes, you can attach a script to your Meta Avatar prefab that amplifies the AudioSource used for voice chat when it enters a trigger (such as your "stage" area). The RealtimeAvatarVoice component on the Meta Avatar prefab is responsible for voice playback and will either create its own AudioSource or use one you provide. You can access and modify this AudioSource at runtime. Here’s how you can do it, based on the documented structure of Meta Avatars and Normcore’s voice chat system: 1. Attach your script to the Meta Avatar prefab. 2. In your script, get a reference to the RealtimeAvatarVoice component and its AudioSource. 3. In the OnTriggerEnter method, check if the trigger is the "stage" and then amplify the AudioSource’s volume. Example:
using UnityEngine;
using Normal.Realtime;

public class AmplifyOnStage : MonoBehaviour {
private RealtimeAvatarVoice _avatarVoice;
private AudioSource _audioSource;

void Awake() {
_avatarVoice = GetComponentInChildren<RealtimeAvatarVoice>();
if (_avatarVoice != null) {
_audioSource = _avatarVoice.GetComponent<AudioSource>();
}
}

void OnTriggerEnter(Collider other) {
if (other.CompareTag("Stage") && _audioSource != null) {
_audioSource.volume = Mathf.Clamp(_audioSource.volume * 2f, 0f, 1f);
}
}
}
using UnityEngine;
using Normal.Realtime;

public class AmplifyOnStage : MonoBehaviour {
private RealtimeAvatarVoice _avatarVoice;
private AudioSource _audioSource;

void Awake() {
_avatarVoice = GetComponentInChildren<RealtimeAvatarVoice>();
if (_avatarVoice != null) {
_audioSource = _avatarVoice.GetComponent<AudioSource>();
}
}

void OnTriggerEnter(Collider other) {
if (other.CompareTag("Stage") && _audioSource != null) {
_audioSource.volume = Mathf.Clamp(_audioSource.volume * 2f, 0f, 1f);
}
}
}
- Attach this script to your Meta Avatar prefab. - Make sure your "stage" trigger has the tag "Stage" (or adjust the tag check as needed). - The script will amplify the voice chat AudioSource when the avatar enters the stage trigger. References: - The Meta Avatar prefab uses RealtimeAvatarVoice for voice chat, and you can provide your own AudioSource for custom settings Meta Avatars Setup, Voice Chat. If you need to further customize which AudioSource is used, you can add your own AudioSource component to the avatar’s head, and RealtimeAvatarVoice will use it automatically. If you need more advanced control or run into issues, please provide more details about your prefab structure. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai4mo ago
<@918869683929768036> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Rex G
Rex GOP4mo ago
It still isn't amplifying the the Avatar voice using this script using UnityEngine; using Normal.Realtime; public class AutoAmplify : MonoBehaviour { private RealtimeAvatarVoice _avatarVoice; private AudioSource _audioSource; void Awake() { _avatarVoice = GetComponentInChildren<RealtimeAvatarVoice>(); if (_avatarVoice != null) { _audioSource = _avatarVoice.GetComponent<AudioSource>(); } } void OnTriggerStay(Collider other) { if (other.CompareTag("Stage") && _audioSource != null) { // Store the previous volume for comparison float previousVolume = _audioSource.volume; // Amplify the volume to the maximum _audioSource.volume = 1.0f; // Log the volume change Debug.Log($"AutoAmplify triggered for {other.gameObject.name}. Volume changed from {previousVolume} to {_audioSource.volume}"); } } }
Rex G
Rex GOP4mo ago
Here is the editor of the Meta Avatar
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