Move dynamic audio to external repository
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parent
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@ -1,917 +0,0 @@
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/*
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Ideas:
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- Clean design of new ui
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- change select text versus options for playing: audio
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- cross fading between bgm / start a different time
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- fading should appear before end when switching randomly
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- Background based ambient sounds
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- import option on background UI ?
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- Allow background music edition using background menu
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- https://fontawesome.com/icons/music?f=classic&s=solid
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- https://codepen.io/noirsociety/pen/rNQxQwm
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- https://codepen.io/xrocker/pen/abdKVGy
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*/
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import { saveSettingsDebounced, getRequestHeaders } from "../../../script.js";
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import { getContext, extension_settings, ModuleWorkerWrapper } from "../../extensions.js";
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import { isDataURL } from "../../utils.js";
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export { MODULE_NAME };
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const extensionName = "audio";
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const extensionFolderPath = `scripts/extensions/${extensionName}`;
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const MODULE_NAME = 'Audio';
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const DEBUG_PREFIX = "<Audio module> ";
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const UPDATE_INTERVAL = 1000;
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const ASSETS_BGM_FOLDER = "bgm";
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const ASSETS_AMBIENT_FOLDER = "ambient";
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const CHARACTER_BGM_FOLDER = "bgm"
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const FALLBACK_EXPRESSION = "neutral";
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const DEFAULT_EXPRESSIONS = [
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//"talkinghead",
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"admiration",
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"amusement",
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"anger",
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"annoyance",
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"approval",
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"caring",
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"confusion",
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"curiosity",
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"desire",
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"disappointment",
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"disapproval",
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"disgust",
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"embarrassment",
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"excitement",
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"fear",
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"gratitude",
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"grief",
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"joy",
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"love",
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"nervousness",
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"optimism",
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"pride",
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"realization",
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"relief",
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"remorse",
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"sadness",
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"surprise",
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"neutral"
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];
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const SPRITE_DOM_ID = "#expression-image";
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let current_chat_id = null
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let fallback_BGMS = null; // Initialized only once with module workers
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let ambients = null; // Initialized only once with module workers
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let characterMusics = {}; // Updated with module workers
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let currentCharacterBGM = null;
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let currentExpressionBGM = null;
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let currentBackground = null;
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let cooldownBGM = 0;
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let bgmEnded = true;
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//#############################//
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// Extension UI and Settings //
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//#############################//
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const defaultSettings = {
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enabled: false,
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dynamic_bgm_enabled: false,
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//dynamic_ambient_enabled: false,
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bgm_locked: true,
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bgm_muted: true,
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bgm_volume: 50,
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bgm_selected: null,
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ambient_locked: true,
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ambient_muted: true,
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ambient_volume: 50,
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ambient_selected: null,
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bgm_cooldown: 30
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}
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function loadSettings() {
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if (extension_settings.audio === undefined)
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extension_settings.audio = {};
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if (Object.keys(extension_settings.audio).length === 0) {
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Object.assign(extension_settings.audio, defaultSettings)
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}
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$("#audio_enabled").prop('checked', extension_settings.audio.enabled);
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$("#audio_dynamic_bgm_enabled").prop('checked', extension_settings.audio.dynamic_bgm_enabled);
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//$("#audio_dynamic_ambient_enabled").prop('checked', extension_settings.audio.dynamic_ambient_enabled);
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$("#audio_bgm_volume").text(extension_settings.audio.bgm_volume);
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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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$("#audio_bgm_volume_slider").val(extension_settings.audio.bgm_volume);
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$("#audio_ambient_volume_slider").val(extension_settings.audio.ambient_volume);
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if (extension_settings.audio.bgm_muted) {
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$("#audio_bgm_mute_icon").removeClass("fa-volume-high");
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$("#audio_bgm_mute_icon").addClass("fa-volume-mute");
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$("#audio_bgm_mute").addClass("redOverlayGlow");
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$("#audio_bgm").prop("muted", true);
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}
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else {
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$("#audio_bgm_mute_icon").addClass("fa-volume-high");
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$("#audio_bgm_mute_icon").removeClass("fa-volume-mute");
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$("#audio_bgm_mute").removeClass("redOverlayGlow");
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$("#audio_bgm").prop("muted", false);
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}
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if (extension_settings.audio.bgm_locked) {
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//$("#audio_bgm_lock_icon").removeClass("fa-lock-open");
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//$("#audio_bgm_lock_icon").addClass("fa-lock");
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$("#audio_bgm").attr("loop", true);
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$("#audio_bgm_lock").addClass("redOverlayGlow");
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}
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else {
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//$("#audio_bgm_lock_icon").removeClass("fa-lock");
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//$("#audio_bgm_lock_icon").addClass("fa-lock-open");
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$("#audio_bgm").attr("loop", false);
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$("#audio_bgm_lock").removeClass("redOverlayGlow");
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}
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/*
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if (extension_settings.audio.bgm_selected !== null) {
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$("#audio_bgm_select").append(new Option(extension_settings.audio.bgm_selected, extension_settings.audio.bgm_selected));
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$("#audio_bgm_select").val(extension_settings.audio.bgm_selected);
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}*/
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if (extension_settings.audio.ambient_locked) {
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$("#audio_ambient_lock_icon").removeClass("fa-lock-open");
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$("#audio_ambient_lock_icon").addClass("fa-lock");
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$("#audio_ambient_lock").addClass("redOverlayGlow");
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}
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else {
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$("#audio_ambient_lock_icon").removeClass("fa-lock");
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$("#audio_ambient_lock_icon").addClass("fa-lock-open");
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}
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/*
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if (extension_settings.audio.ambient_selected !== null) {
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$("#audio_ambient_select").append(new Option(extension_settings.audio.ambient_selected, extension_settings.audio.ambient_selected));
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$("#audio_ambient_select").val(extension_settings.audio.ambient_selected);
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}*/
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if (extension_settings.audio.ambient_muted) {
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$("#audio_ambient_mute_icon").removeClass("fa-volume-high");
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$("#audio_ambient_mute_icon").addClass("fa-volume-mute");
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$("#audio_ambient_mute").addClass("redOverlayGlow");
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$("#audio_ambient").prop("muted", true);
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}
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else {
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$("#audio_ambient_mute_icon").addClass("fa-volume-high");
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$("#audio_ambient_mute_icon").removeClass("fa-volume-mute");
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$("#audio_ambient_mute").removeClass("redOverlayGlow");
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$("#audio_ambient").prop("muted", false);
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}
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$("#audio_bgm_cooldown").val(extension_settings.audio.bgm_cooldown);
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$("#audio_debug_div").hide(); // DBG: comment to see debug mode
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}
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async function onEnabledClick() {
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extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
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if (extension_settings.audio.enabled) {
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if ($("#audio_bgm").attr("src") != "")
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$("#audio_bgm")[0].play();
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if ($("#audio_ambient").attr("src") != "")
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$("#audio_ambient")[0].play();
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} else {
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$("#audio_bgm")[0].pause();
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$("#audio_ambient")[0].pause();
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}
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saveSettingsDebounced();
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}
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async function onDynamicBGMEnabledClick() {
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extension_settings.audio.dynamic_bgm_enabled = $('#audio_dynamic_bgm_enabled').is(':checked');
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currentCharacterBGM = null;
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currentExpressionBGM = null;
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cooldownBGM = 0;
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saveSettingsDebounced();
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}
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/*
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async function onDynamicAmbientEnabledClick() {
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extension_settings.audio.dynamic_ambient_enabled = $('#audio_dynamic_ambient_enabled').is(':checked');
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currentBackground = null;
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saveSettingsDebounced();
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}
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*/
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async function onBGMLockClick() {
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extension_settings.audio.bgm_locked = !extension_settings.audio.bgm_locked;
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if (extension_settings.audio.bgm_locked) {
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extension_settings.audio.bgm_selected = $("#audio_bgm_select").val();
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$("#audio_bgm").attr("loop", true);
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}
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else {
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$("#audio_bgm").attr("loop", false);
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}
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//$("#audio_bgm_lock_icon").toggleClass("fa-lock");
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//$("#audio_bgm_lock_icon").toggleClass("fa-lock-open");
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$("#audio_bgm_lock").toggleClass("redOverlayGlow");
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saveSettingsDebounced();
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}
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async function onBGMRandomClick() {
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var select = document.getElementById('audio_bgm_select');
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var items = select.getElementsByTagName('option');
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if (items.length < 2)
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return;
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var index;
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do {
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index = Math.floor(Math.random() * items.length);
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} while (index == select.selectedIndex);
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select.selectedIndex = index;
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onBGMSelectChange();
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}
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async function onBGMMuteClick() {
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extension_settings.audio.bgm_muted = !extension_settings.audio.bgm_muted;
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$("#audio_bgm_mute_icon").toggleClass("fa-volume-high");
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$("#audio_bgm_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_bgm").prop("muted", !$("#audio_bgm").prop("muted"));
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$("#audio_bgm_mute").toggleClass("redOverlayGlow");
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saveSettingsDebounced();
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}
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async function onAmbientLockClick() {
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extension_settings.audio.ambient_locked = !extension_settings.audio.ambient_locked;
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if (extension_settings.audio.ambient_locked)
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extension_settings.audio.ambient_selected = $("#audio_ambient_select").val();
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else {
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extension_settings.audio.ambient_selected = null;
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currentBackground = null;
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}
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$("#audio_ambient_lock_icon").toggleClass("fa-lock");
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$("#audio_ambient_lock_icon").toggleClass("fa-lock-open");
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$("#audio_ambient_lock").toggleClass("redOverlayGlow");
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saveSettingsDebounced();
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}
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async function onAmbientMuteClick() {
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extension_settings.audio.ambient_muted = !extension_settings.audio.ambient_muted;
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-high");
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_ambient").prop("muted", !$("#audio_ambient").prop("muted"));
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$("#audio_ambient_mute").toggleClass("redOverlayGlow");
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saveSettingsDebounced();
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}
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async function onBGMVolumeChange() {
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extension_settings.audio.bgm_volume = ~~($("#audio_bgm_volume_slider").val());
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$("#audio_bgm").prop("volume", extension_settings.audio.bgm_volume * 0.01);
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$("#audio_bgm_volume").text(extension_settings.audio.bgm_volume);
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saveSettingsDebounced();
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//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
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}
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async function onAmbientVolumeChange() {
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extension_settings.audio.ambient_volume = ~~($("#audio_ambient_volume_slider").val());
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$("#audio_ambient").prop("volume", extension_settings.audio.ambient_volume * 0.01);
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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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saveSettingsDebounced();
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//console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume);
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}
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async function onBGMSelectChange() {
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extension_settings.audio.bgm_selected = $("#audio_bgm_select").val();
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updateBGM(true);
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saveSettingsDebounced();
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//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
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}
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async function onAmbientSelectChange() {
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extension_settings.audio.ambient_selected = $("#audio_ambient_select").val();
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updateAmbient(true);
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saveSettingsDebounced();
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//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
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}
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async function onBGMCooldownInput() {
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extension_settings.audio.bgm_cooldown = ~~($("#audio_bgm_cooldown").val());
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX, "UPDATED BGM cooldown to", extension_settings.audio.bgm_cooldown);
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}
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//#############################//
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// API Calls //
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//#############################//
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async function getAssetsList(type) {
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console.debug(DEBUG_PREFIX, "getting assets of type", type);
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try {
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const result = await fetch(`/api/assets/get`, {
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method: 'POST',
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headers: getRequestHeaders(),
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});
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const assets = result.ok ? (await result.json()) : { type: [] };
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console.debug(DEBUG_PREFIX, "Found assets:", assets);
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return assets[type];
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}
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catch (err) {
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console.log(err);
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return [];
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}
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}
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async function getCharacterBgmList(name) {
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console.debug(DEBUG_PREFIX, "getting bgm list for", name);
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try {
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const result = await fetch(`/api/assets/character?name=${encodeURIComponent(name)}&category=${CHARACTER_BGM_FOLDER}`, {
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method: 'POST',
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headers: getRequestHeaders(),
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});
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let musics = result.ok ? (await result.json()) : [];
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return musics;
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}
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catch (err) {
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console.log(err);
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return [];
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}
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}
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//#############################//
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// Module Worker //
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//#############################//
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function fillBGMSelect() {
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let found_last_selected_bgm = false;
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// Update bgm list in UI
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$("#audio_bgm_select")
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.find('option')
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.remove();
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for (const file of fallback_BGMS) {
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$('#audio_bgm_select').append(new Option("asset: " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
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if (file === extension_settings.audio.bgm_selected) {
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$('#audio_bgm_select').val(extension_settings.audio.bgm_selected);
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found_last_selected_bgm = true;
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}
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}
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// Update bgm list in UI
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for (const char in characterMusics)
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for (const e in characterMusics[char])
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for (const file of characterMusics[char][e]) {
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$('#audio_bgm_select').append(new Option(char + ": " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
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if (file === extension_settings.audio.bgm_selected) {
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$('#audio_bgm_select').val(extension_settings.audio.bgm_selected);
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found_last_selected_bgm = true;
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}
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}
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if (!found_last_selected_bgm) {
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$('#audio_bgm_select').val($("#audio_bgm_select option:first").val());
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extension_settings.audio.bgm_selected = null;
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}
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}
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/*
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- Update ambient sound
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- Update character BGM
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- Solo dynamique expression
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- Group only neutral bgm
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*/
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async function moduleWorker() {
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const moduleEnabled = extension_settings.audio.enabled;
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if (moduleEnabled) {
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if (cooldownBGM > 0)
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cooldownBGM -= UPDATE_INTERVAL;
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if (fallback_BGMS == null) {
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console.debug(DEBUG_PREFIX, "Updating audio bgm assets...");
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fallback_BGMS = await getAssetsList(ASSETS_BGM_FOLDER);
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fallback_BGMS = fallback_BGMS.filter((filename) => filename != ".placeholder")
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console.debug(DEBUG_PREFIX, "Detected assets:", fallback_BGMS);
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fillBGMSelect();
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}
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if (ambients == null) {
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console.debug(DEBUG_PREFIX, "Updating audio ambient assets...");
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ambients = await getAssetsList(ASSETS_AMBIENT_FOLDER);
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ambients = ambients.filter((filename) => filename != ".placeholder")
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console.debug(DEBUG_PREFIX, "Detected assets:", ambients);
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// Update bgm list in UI
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$("#audio_ambient_select")
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.find('option')
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.remove();
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if (extension_settings.audio.ambient_selected !== null) {
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let ambient_label = extension_settings.audio.ambient_selected;
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if (ambient_label.includes("assets"))
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ambient_label = "asset: " + ambient_label.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, "");
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else {
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ambient_label = ambient_label.substring("/characters/".length);
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ambient_label = ambient_label.substring(0, ambient_label.indexOf("/")) + ": " + ambient_label.substring(ambient_label.indexOf("/") + "/bgm/".length);
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ambient_label = ambient_label.replace(/\.[^/.]+$/, "");
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}
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$('#audio_ambient_select').append(new Option(ambient_label, extension_settings.audio.ambient_selected));
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}
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for (const file of ambients) {
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if (file !== extension_settings.audio.ambient_selected)
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$("#audio_ambient_select").append(new Option("asset: " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
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}
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}
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// 1) Update ambient audio
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// ---------------------------
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//if (extension_settings.audio.dynamic_ambient_enabled) {
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let newBackground = $("#bg1").css("background-image");
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const custom_background = getContext()["chatMetadata"]["custom_background"];
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if (custom_background !== undefined)
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newBackground = custom_background
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||||
if (!isDataURL(newBackground)) {
|
||||
newBackground = newBackground.substring(newBackground.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "").replaceAll("%20", "-").replaceAll(" ", "-"); // remove path and spaces
|
||||
|
||||
//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
|
||||
|
||||
if (currentBackground !== newBackground) {
|
||||
currentBackground = newBackground;
|
||||
|
||||
console.debug(DEBUG_PREFIX, "Changing ambient audio for", currentBackground);
|
||||
updateAmbient();
|
||||
}
|
||||
}
|
||||
//}
|
||||
|
||||
const context = getContext();
|
||||
//console.debug(DEBUG_PREFIX,context);
|
||||
|
||||
if (context.chat.length == 0)
|
||||
return;
|
||||
|
||||
let chatIsGroup = context.chat[0].is_group;
|
||||
let newCharacter = null;
|
||||
|
||||
// 1) Update BGM (single chat)
|
||||
// -----------------------------
|
||||
if (!chatIsGroup) {
|
||||
|
||||
// Reset bgm list on new chat
|
||||
if (context.chatId != current_chat_id) {
|
||||
current_chat_id = context.chatId;
|
||||
characterMusics = {};
|
||||
cooldownBGM = 0;
|
||||
}
|
||||
|
||||
newCharacter = context.name2;
|
||||
|
||||
//console.log(DEBUG_PREFIX,"SOLO CHAT MODE"); // DBG
|
||||
|
||||
// 1.1) First time loading chat
|
||||
if (characterMusics[newCharacter] === undefined) {
|
||||
await loadCharacterBGM(newCharacter);
|
||||
currentExpressionBGM = FALLBACK_EXPRESSION;
|
||||
//currentCharacterBGM = newCharacter;
|
||||
|
||||
//updateBGM();
|
||||
//cooldownBGM = BGM_UPDATE_COOLDOWN;
|
||||
return;
|
||||
}
|
||||
|
||||
// 1.2) Switched chat
|
||||
if (currentCharacterBGM !== newCharacter) {
|
||||
currentCharacterBGM = newCharacter;
|
||||
try {
|
||||
await updateBGM(false, true);
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
}
|
||||
catch (error) {
|
||||
console.debug(DEBUG_PREFIX, "Error while trying to update BGM character, will try again");
|
||||
currentCharacterBGM = null
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const newExpression = getNewExpression();
|
||||
|
||||
// 1.3) Same character but different expression
|
||||
if (currentExpressionBGM !== newExpression) {
|
||||
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
//console.debug(DEBUG_PREFIX,"(SOLO) BGM switch on cooldown:",cooldownBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
currentExpressionBGM = newExpression;
|
||||
await updateBGM();
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
console.debug(DEBUG_PREFIX, "(SOLO) Updated current character expression to", currentExpressionBGM, "cooldown", cooldownBGM);
|
||||
}
|
||||
catch (error) {
|
||||
console.debug(DEBUG_PREFIX, "Error while trying to update BGM expression, will try again");
|
||||
currentCharacterBGM = null
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// 2) Update BGM (group chat)
|
||||
// -----------------------------
|
||||
|
||||
// Load current chat character bgms
|
||||
// Reset bgm list on new chat
|
||||
if (context.chatId != current_chat_id) {
|
||||
current_chat_id = context.chatId;
|
||||
characterMusics = {};
|
||||
cooldownBGM = 0;
|
||||
for (const message of context.chat) {
|
||||
if (characterMusics[message.name] === undefined)
|
||||
await loadCharacterBGM(message.name);
|
||||
}
|
||||
|
||||
try {
|
||||
newCharacter = context.chat[context.chat.length - 1].name;
|
||||
currentCharacterBGM = newCharacter;
|
||||
await updateBGM(false, true);
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
currentCharacterBGM = newCharacter;
|
||||
currentExpressionBGM = FALLBACK_EXPRESSION;
|
||||
console.debug(DEBUG_PREFIX, "(GROUP) Updated current character BGM to", currentExpressionBGM, "cooldown", cooldownBGM);
|
||||
}
|
||||
catch (error) {
|
||||
console.debug(DEBUG_PREFIX, "Error while trying to update BGM group, will try again");
|
||||
currentCharacterBGM = null
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
newCharacter = context.chat[context.chat.length - 1].name;
|
||||
const userName = context.name1;
|
||||
|
||||
if (newCharacter !== undefined && newCharacter != userName) {
|
||||
|
||||
//console.log(DEBUG_PREFIX,"GROUP CHAT MODE"); // DBG
|
||||
|
||||
// 2.1) New character appear
|
||||
if (characterMusics[newCharacter] === undefined) {
|
||||
await loadCharacterBGM(newCharacter);
|
||||
return;
|
||||
}
|
||||
|
||||
// 2.2) Switched char
|
||||
if (currentCharacterBGM !== newCharacter) {
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
console.debug(DEBUG_PREFIX, "(GROUP) BGM switch on cooldown:", cooldownBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
currentCharacterBGM = newCharacter;
|
||||
await updateBGM();
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
currentCharacterBGM = newCharacter;
|
||||
currentExpressionBGM = FALLBACK_EXPRESSION;
|
||||
console.debug(DEBUG_PREFIX, "(GROUP) Updated current character BGM to", currentExpressionBGM, "cooldown", cooldownBGM);
|
||||
}
|
||||
catch (error) {
|
||||
console.debug(DEBUG_PREFIX, "Error while trying to update BGM group, will try again");
|
||||
currentCharacterBGM = null
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
const newExpression = getNewExpression();
|
||||
|
||||
// 1.3) Same character but different expression
|
||||
if (currentExpressionBGM !== newExpression) {
|
||||
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
console.debug(DEBUG_PREFIX,"BGM switch on cooldown:",cooldownBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
cooldownBGM = BGM_UPDATE_COOLDOWN;
|
||||
currentExpressionBGM = newExpression;
|
||||
console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpressionBGM);
|
||||
updateBGM();
|
||||
return;
|
||||
}
|
||||
|
||||
return;*/
|
||||
|
||||
}
|
||||
|
||||
// Case 3: Same character/expression or BGM switch on cooldown keep playing same BGM
|
||||
//console.debug(DEBUG_PREFIX,"Nothing to do for",currentCharacterBGM, newCharacter, currentExpressionBGM, cooldownBGM);
|
||||
}
|
||||
}
|
||||
|
||||
async function loadCharacterBGM(newCharacter) {
|
||||
console.debug(DEBUG_PREFIX, "New character detected, loading BGM folder of", newCharacter);
|
||||
|
||||
// 1.1) First time character appear, load its music folder
|
||||
const audio_file_paths = await getCharacterBgmList(newCharacter);
|
||||
//console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
|
||||
|
||||
// Initialise expression/files mapping
|
||||
characterMusics[newCharacter] = {};
|
||||
for (const e of DEFAULT_EXPRESSIONS)
|
||||
characterMusics[newCharacter][e] = [];
|
||||
|
||||
for (const i of audio_file_paths) {
|
||||
//console.debug(DEBUG_PREFIX,"File found:",i);
|
||||
for (const e of DEFAULT_EXPRESSIONS)
|
||||
if (i.includes(e))
|
||||
characterMusics[newCharacter][e].push(i);
|
||||
}
|
||||
console.debug(DEBUG_PREFIX, "Updated BGM map of", newCharacter, "to", characterMusics[newCharacter]);
|
||||
|
||||
fillBGMSelect();
|
||||
}
|
||||
|
||||
function getNewExpression() {
|
||||
let newExpression;
|
||||
|
||||
// HACK: use sprite file name as expression detection
|
||||
if (!$(SPRITE_DOM_ID).length) {
|
||||
console.error(DEBUG_PREFIX, "ERROR: expression sprite does not exist, cannot extract expression from ", SPRITE_DOM_ID)
|
||||
return FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
const spriteFile = $("#expression-image").attr("src");
|
||||
newExpression = spriteFile.substring(spriteFile.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "");
|
||||
//
|
||||
|
||||
// No sprite to detect expression
|
||||
if (newExpression == "") {
|
||||
//console.info(DEBUG_PREFIX,"Warning: no expression extracted from sprite, switch to",FALLBACK_EXPRESSION);
|
||||
newExpression = FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
if (!DEFAULT_EXPRESSIONS.includes(newExpression)) {
|
||||
console.info(DEBUG_PREFIX, "Warning:", newExpression, " is not a handled expression, expected one of", FALLBACK_EXPRESSION);
|
||||
return FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
return newExpression;
|
||||
}
|
||||
|
||||
async function updateBGM(isUserInput = false, newChat = false) {
|
||||
if (!isUserInput && !extension_settings.audio.dynamic_bgm_enabled && $("#audio_bgm").attr("src") != "" && !bgmEnded && !newChat) {
|
||||
console.debug(DEBUG_PREFIX, "BGM already playing and dynamic switch disabled, no update done");
|
||||
return;
|
||||
}
|
||||
|
||||
let audio_file_path = ""
|
||||
if (isUserInput || (extension_settings.audio.bgm_locked && extension_settings.audio.bgm_selected !== null)) {
|
||||
audio_file_path = extension_settings.audio.bgm_selected;
|
||||
|
||||
if (isUserInput)
|
||||
console.debug(DEBUG_PREFIX, "User selected BGM", audio_file_path);
|
||||
if (extension_settings.audio.bgm_locked)
|
||||
console.debug(DEBUG_PREFIX, "BGM locked keeping current audio", audio_file_path);
|
||||
}
|
||||
else {
|
||||
|
||||
let audio_files = null;
|
||||
|
||||
if (extension_settings.audio.dynamic_bgm_enabled) {
|
||||
extension_settings.audio.bgm_selected = null;
|
||||
saveSettingsDebounced();
|
||||
audio_files = characterMusics[currentCharacterBGM][currentExpressionBGM];// Try char expression BGM
|
||||
|
||||
if (audio_files === undefined || audio_files.length == 0) {
|
||||
console.debug(DEBUG_PREFIX, "No BGM for", currentCharacterBGM, currentExpressionBGM);
|
||||
audio_files = characterMusics[currentCharacterBGM][FALLBACK_EXPRESSION]; // Try char FALLBACK BGM
|
||||
if (audio_files === undefined || audio_files.length == 0) {
|
||||
console.debug(DEBUG_PREFIX, "No default BGM for", currentCharacterBGM, FALLBACK_EXPRESSION, "switch to ST BGM");
|
||||
audio_files = fallback_BGMS; // ST FALLBACK BGM
|
||||
|
||||
if (audio_files.length == 0) {
|
||||
console.debug(DEBUG_PREFIX, "No default BGM file found, bgm folder may be empty.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
audio_files = [];
|
||||
$("#audio_bgm_select option").each(function () { audio_files.push($(this).val()); });
|
||||
}
|
||||
|
||||
audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)];
|
||||
}
|
||||
|
||||
console.log(DEBUG_PREFIX, "Updating BGM");
|
||||
console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
|
||||
try {
|
||||
const response = await fetch(audio_file_path);
|
||||
|
||||
if (!response.ok) {
|
||||
console.log(DEBUG_PREFIX, "File not found!")
|
||||
}
|
||||
else {
|
||||
console.log(DEBUG_PREFIX, "Switching BGM to", currentExpressionBGM);
|
||||
$("#audio_bgm_select").val(audio_file_path);
|
||||
const audio = $("#audio_bgm");
|
||||
|
||||
if (audio.attr("src") == audio_file_path && !bgmEnded) {
|
||||
console.log(DEBUG_PREFIX, "Already playing, ignored");
|
||||
return;
|
||||
}
|
||||
|
||||
let fade_time = 2000;
|
||||
bgmEnded = false;
|
||||
|
||||
if (isUserInput || extension_settings.audio.bgm_locked) {
|
||||
audio.attr("src", audio_file_path);
|
||||
audio[0].play();
|
||||
}
|
||||
else {
|
||||
audio.animate({ volume: 0.0 }, fade_time, function () {
|
||||
audio.attr("src", audio_file_path);
|
||||
audio[0].play();
|
||||
audio.volume = extension_settings.audio.bgm_volume * 0.01;
|
||||
audio.animate({ volume: extension_settings.audio.bgm_volume * 0.01 }, fade_time);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
console.log(DEBUG_PREFIX, "Error while trying to fetch", audio_file_path, ":", error);
|
||||
}
|
||||
}
|
||||
|
||||
async function updateAmbient(isUserInput = false) {
|
||||
let audio_file_path = null;
|
||||
|
||||
if (isUserInput || extension_settings.audio.ambient_locked) {
|
||||
audio_file_path = extension_settings.audio.ambient_selected;
|
||||
|
||||
if (isUserInput)
|
||||
console.debug(DEBUG_PREFIX, "User selected Ambient", audio_file_path);
|
||||
if (extension_settings.audio.bgm_locked)
|
||||
console.debug(DEBUG_PREFIX, "Ambient locked keeping current audio", audio_file_path);
|
||||
}
|
||||
else {
|
||||
extension_settings.audio.ambient_selected = null;
|
||||
for (const i of ambients) {
|
||||
console.debug(i)
|
||||
if (i.includes(currentBackground)) {
|
||||
audio_file_path = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (audio_file_path === null) {
|
||||
console.debug(DEBUG_PREFIX, "No bgm file found for background", currentBackground);
|
||||
const audio = $("#audio_ambient");
|
||||
audio.attr("src", "");
|
||||
audio[0].pause();
|
||||
return;
|
||||
}
|
||||
|
||||
//const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
|
||||
console.log(DEBUG_PREFIX, "Updating ambient");
|
||||
console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
|
||||
$("#audio_ambient_select").val(audio_file_path);
|
||||
|
||||
let fade_time = 2000;
|
||||
if (isUserInput)
|
||||
fade_time = 0;
|
||||
|
||||
const audio = $("#audio_ambient");
|
||||
|
||||
if (audio.attr("src") == audio_file_path) {
|
||||
console.log(DEBUG_PREFIX, "Already playing, ignored");
|
||||
return;
|
||||
}
|
||||
|
||||
audio.animate({ volume: 0.0 }, fade_time, function () {
|
||||
audio.attr("src", audio_file_path);
|
||||
audio[0].play();
|
||||
audio.volume = extension_settings.audio.ambient_volume * 0.01;
|
||||
audio.animate({ volume: extension_settings.audio.ambient_volume * 0.01 }, fade_time);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles wheel events on volume sliders.
|
||||
* @param {WheelEvent} e Event
|
||||
*/
|
||||
function onVolumeSliderWheelEvent(e) {
|
||||
const slider = $(this);
|
||||
e.preventDefault();
|
||||
e.stopPropagation();
|
||||
|
||||
const delta = e.deltaY / 20;
|
||||
const sliderVal = Number(slider.val());
|
||||
|
||||
let newVal = sliderVal - delta;
|
||||
if (newVal < 0) {
|
||||
newVal = 0;
|
||||
} else if (newVal > 100) {
|
||||
newVal = 100;
|
||||
}
|
||||
|
||||
slider.val(newVal).trigger('input');
|
||||
}
|
||||
|
||||
//#############################//
|
||||
// Extension load //
|
||||
//#############################//
|
||||
|
||||
// This function is called when the extension is loaded
|
||||
jQuery(async () => {
|
||||
const windowHtml = $(await $.get(`${extensionFolderPath}/window.html`));
|
||||
|
||||
$('#extensions_settings').append(windowHtml);
|
||||
loadSettings();
|
||||
|
||||
$("#audio_enabled").on("click", onEnabledClick);
|
||||
$("#audio_dynamic_bgm_enabled").on("click", onDynamicBGMEnabledClick);
|
||||
//$("#audio_dynamic_ambient_enabled").on("click", onDynamicAmbientEnabledClick);
|
||||
|
||||
//$("#audio_bgm").attr("loop", false);
|
||||
$("#audio_ambient").attr("loop", true);
|
||||
|
||||
$("#audio_bgm").hide();
|
||||
$("#audio_bgm_lock").on("click", onBGMLockClick);
|
||||
$("#audio_bgm_mute").on("click", onBGMMuteClick);
|
||||
$("#audio_bgm_volume_slider").on("input", onBGMVolumeChange);
|
||||
$("#audio_bgm_random").on("click", onBGMRandomClick);
|
||||
|
||||
$("#audio_ambient").hide();
|
||||
$("#audio_ambient_lock").on("click", onAmbientLockClick);
|
||||
$("#audio_ambient_mute").on("click", onAmbientMuteClick);
|
||||
$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
|
||||
|
||||
document.getElementById('audio_ambient_volume_slider').addEventListener('wheel', onVolumeSliderWheelEvent, { passive: false });
|
||||
document.getElementById('audio_bgm_volume_slider').addEventListener('wheel', onVolumeSliderWheelEvent, { passive: false });
|
||||
|
||||
$("#audio_bgm_cooldown").on("input", onBGMCooldownInput);
|
||||
|
||||
// Reset assets container, will be redected like if ST restarted
|
||||
$("#audio_refresh_assets").on("click", function () {
|
||||
console.debug(DEBUG_PREFIX, "Refreshing audio assets");
|
||||
current_chat_id = null
|
||||
fallback_BGMS = null;
|
||||
ambients = null;
|
||||
characterMusics = {};
|
||||
currentCharacterBGM = null;
|
||||
currentExpressionBGM = null;
|
||||
currentBackground = null;
|
||||
})
|
||||
|
||||
$("#audio_bgm_select").on("change", onBGMSelectChange);
|
||||
$("#audio_ambient_select").on("change", onAmbientSelectChange);
|
||||
|
||||
// DBG
|
||||
$("#audio_debug").on("click", function () {
|
||||
if ($("#audio_debug").is(':checked')) {
|
||||
$("#audio_bgm").show();
|
||||
$("#audio_ambient").show();
|
||||
}
|
||||
else {
|
||||
$("#audio_bgm").hide();
|
||||
$("#audio_ambient").hide();
|
||||
}
|
||||
});
|
||||
//
|
||||
|
||||
$("#audio_bgm").on("ended", function () {
|
||||
console.debug(DEBUG_PREFIX, "END OF BGM")
|
||||
if (!extension_settings.audio.bgm_locked) {
|
||||
bgmEnded = true;
|
||||
updateBGM();
|
||||
}
|
||||
});
|
||||
|
||||
const wrapper = new ModuleWorkerWrapper(moduleWorker);
|
||||
setInterval(wrapper.update.bind(wrapper), UPDATE_INTERVAL);
|
||||
moduleWorker();
|
||||
});
|
|
@ -1,11 +0,0 @@
|
|||
{
|
||||
"display_name": "Dynamic Audio",
|
||||
"loading_order": 14,
|
||||
"requires": [],
|
||||
"optional": ["classify"],
|
||||
"js": "index.js",
|
||||
"css": "style.css",
|
||||
"author": "Keij#6799 and Deffcolony",
|
||||
"version": "0.1.0",
|
||||
"homePage": "https://github.com/SillyTavern/SillyTavern"
|
||||
}
|
|
@ -1,92 +0,0 @@
|
|||
.audio-ui-block {
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
.audio-mixer-div {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
padding: 5px;
|
||||
background-color: rgba(38, 38, 38, 0.5);
|
||||
border: 1px rgb(75, 75, 75) solid;
|
||||
border-radius: 10px;
|
||||
}
|
||||
|
||||
.audio-label {
|
||||
display: block;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.audio-volume-div {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.audio-lock-button {
|
||||
width: 100%;
|
||||
height: 2em;
|
||||
}
|
||||
|
||||
.audio-random-button {
|
||||
width: 100%;
|
||||
height: 2em;
|
||||
}
|
||||
|
||||
.audio-mute-button {
|
||||
width: 100%;
|
||||
height: 2em;
|
||||
}
|
||||
|
||||
.audio-slider {
|
||||
width: 100% !important;
|
||||
vertical-align: center;
|
||||
}
|
||||
|
||||
.audio-mute-button-muted {
|
||||
color: red;
|
||||
}
|
||||
|
||||
#audio_refresh_assets {
|
||||
width: 50px;
|
||||
height: 30px;
|
||||
}
|
||||
|
||||
.audio-mixer-mute {
|
||||
width: 10%;
|
||||
}
|
||||
|
||||
.audio-mixer-lock {
|
||||
width: 10%;
|
||||
}
|
||||
|
||||
.audio-mixer-random {
|
||||
width: 10%;
|
||||
}
|
||||
|
||||
.audio-container {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.audio-container>.vol {
|
||||
width: 100px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.audio-container>.vol>input {
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.audio-container>.playlist {
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
.audio-container>.playlist>select {
|
||||
height: 100%;
|
||||
margin: 0 !important;
|
||||
}
|
|
@ -1,103 +0,0 @@
|
|||
<div id="audio_settings">
|
||||
<div class="inline-drawer">
|
||||
<div class="inline-drawer-toggle inline-drawer-header">
|
||||
<b>Dynamic Audio</b>
|
||||
<div class="inline-drawer-icon fa-solid fa-circle-chevron-down down"></div>
|
||||
</div>
|
||||
<div class="inline-drawer-content">
|
||||
<div>
|
||||
<label class="checkbox_label" for="audio_enabled">
|
||||
<input type="checkbox" id="audio_enabled" name="audio_enabled">
|
||||
<small>Enabled</small>
|
||||
</label>
|
||||
<div id="audio_bgm_dynamic_enable_div">
|
||||
<label class="checkbox_label" for="audio_dynamic_bgm_enabled">
|
||||
<input type="checkbox" id="audio_dynamic_bgm_enabled" name="audio_dynamic_bgm_enabled">
|
||||
<small>Enable expression BGM switch (req. character expression)</small>
|
||||
</label>
|
||||
</div>
|
||||
<div id="audio_debug_div">
|
||||
<label class="checkbox_label" for="audio_debug">
|
||||
<input type="checkbox" id="audio_debug" name="audio_debug">
|
||||
<small>Debug</small>
|
||||
</label>
|
||||
</div>
|
||||
<div>
|
||||
<label for="audio_refresh_assets">Refresh assets</label>
|
||||
<div id="audio_refresh_assets" class="menu_button">
|
||||
<i class="fa-solid fa-refresh fa-lg"></i>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div>
|
||||
<div class="audio-ui-block">
|
||||
<label for="audio_bgm_volume_slider">Music</label>
|
||||
<div class="audio-mixer-div audio-container">
|
||||
<div class="audio-mixer-element audio-mixer-mute">
|
||||
<div id="audio_bgm_mute" class="menu_button audio-mute-button">
|
||||
<i class="fa-solid fa-volume-high fa-lg fa-fw" id="audio_bgm_mute_icon"></i>
|
||||
</div>
|
||||
</div>
|
||||
<div class="audio-mixer-element vol audio-mixer-volume">
|
||||
<input type="range" class ="audio-slider" id ="audio_bgm_volume_slider" value = "0" maxlength ="100">
|
||||
</div>
|
||||
<div class="audio-mixer-element playlist audio-mixer-playlist">
|
||||
<select id="audio_bgm_select">
|
||||
</select>
|
||||
</div>
|
||||
<div class="audio-mixer-element audio-mixer-lock">
|
||||
<div id="audio_bgm_lock" class="menu_button audio-lock-button">
|
||||
<i class="fa-solid fa-repeat fa-lg fa-fw" id="audio_bgm_lock_icon"></i>
|
||||
</div>
|
||||
</div>
|
||||
<div class="audio-mixer-element audio-mixer-random">
|
||||
<div id="audio_bgm_random" class="menu_button audio-random-button">
|
||||
<i class="fa-solid fa-random fa-lg fa-fw" id="audio_bgm_random_icon"></i>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<audio id="audio_bgm" controls src="">
|
||||
</div>
|
||||
<div>
|
||||
<label for="audio_ambient_volume_slider">Ambient</label>
|
||||
<div class="audio-mixer-div audio-container">
|
||||
<div class="audio-mixer-element audio-mixer-mute">
|
||||
<div id="audio_ambient_mute" class="menu_button audio-mute-button">
|
||||
<i class="fa-solid fa-volume-high fa-lg fa-fw" id="audio_ambient_mute_icon"></i>
|
||||
</div>
|
||||
</div>
|
||||
<div class="audio-mixer-element vol audio-mixer-volume">
|
||||
<input type="range" class ="audio-slider" id ="audio_ambient_volume_slider" value = "0" maxlength ="100">
|
||||
</div>
|
||||
<div class="audio-mixer-element playlist audio-mixer-playlist">
|
||||
<select id="audio_ambient_select">
|
||||
</select>
|
||||
</div>
|
||||
<div class="audio-mixer-element">
|
||||
<div id="audio_ambient_lock" class="menu_button audio-lock-button">
|
||||
<i class="fa-solid fa-lock-open fa-lg fa-fw" id="audio_ambient_lock_icon"></i>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<audio id="audio_ambient" controls src="">
|
||||
</div>
|
||||
<div>
|
||||
<label for="audio_bgm_cooldown">Music update cooldown (in seconds)</label>
|
||||
<input id="audio_bgm_cooldown" class="text_pole wide30p">
|
||||
</div>
|
||||
</div>
|
||||
<div>
|
||||
<b>Hint:</b>
|
||||
<i>
|
||||
Create new folder in the
|
||||
<b>public/characters/</b>
|
||||
folder and name it as the name of the character.
|
||||
Create a folder name <b>bgm</b> inside of it.
|
||||
Put bgm music with expressions there. File names should follow the pattern:
|
||||
<it>[expression_label]_[number].mp3</it>
|
||||
By default one of the <it>neutral_[number].mp3</it> will play if classify module is not active.
|
||||
</i>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
Loading…
Reference in New Issue