Gesture sounds play from the avatar's mouth position #938

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opened 2026-10-22 06:37:28 +00:00 by sky_line · 0 comments
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Gesture sounds currently play from the avatar's position (the agent's root / pelvis area). With 3D audio and the acoustics work (#683, #857, #858) the source position matters: a shout or laugh should come from the head, not the hips, and should move with the head when the avatar bends, sits or lies down.

Proposal

  • Play gesture sound steps from the avatar's mouth position: the head joint (mHead / mFaceJaw when present) plus a small forward offset in the head's frame, taken from the animated skeleton each frame so the source follows the pose.
  • Applies to the local avatar and to other avatars' gestures (the sound trigger arrives with the avatar as the source).
  • Quadrupeds / non-human rigs: use the Bento jaw or tongue bones as well (mFaceJaw, mFaceTongueBase / mFaceTongueTip); quadruped rigs typically drive these too, so they place the mouth at the end of a muzzle. Fall back to the head joint, then to the current position when the skeleton isn't available (impostors, not yet loaded).
  • Acoustics and occlusion then use the mouth position (a head poking out of a window is heard outside).

Out of scope: sounds played by scripts in worn attachments (they already come from the attachment).

For later; no implementation yet.

Gesture sounds currently play from the avatar's position (the agent's root / pelvis area). With 3D audio and the acoustics work (#683, #857, #858) the source position matters: a shout or laugh should come from the head, not the hips, and should move with the head when the avatar bends, sits or lies down. ## Proposal - Play gesture sound steps from the avatar's mouth position: the head joint (mHead / mFaceJaw when present) plus a small forward offset in the head's frame, taken from the animated skeleton each frame so the source follows the pose. - Applies to the local avatar and to other avatars' gestures (the sound trigger arrives with the avatar as the source). - Quadrupeds / non-human rigs: use the Bento jaw or tongue bones as well (mFaceJaw, mFaceTongueBase / mFaceTongueTip); quadruped rigs typically drive these too, so they place the mouth at the end of a muzzle. Fall back to the head joint, then to the current position when the skeleton isn't available (impostors, not yet loaded). - Acoustics and occlusion then use the mouth position (a head poking out of a window is heard outside). Out of scope: sounds played by scripts in worn attachments (they already come from the attachment). For later; no implementation yet.
sky_line added this to the Slipstream project 2026-10-22 06:37:28 +00:00
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sky_line/Slipstream#938
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