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VAMMoan
Never had that situation nor succeeded to reproduce it.
One thing I do not understand is that, the plugin by default is at 1.00, how can you "crank it up", it's by default at the maximum value : )

The only modified thing on the voice is the attenuation, and it's properly set and removed no matter what you do (disable or remove). So I don't really know where your bug comes from :/

Thanks for the response!

Ok, well maybe I don't "crank it up", since it does default to 100. haha :LOL: Anyway, I did some testing on a simple scene with only VaMMoan on a character. I confirmed that disabling/enabling had no undesired effect on the volume level like in the other scene. My problem must be related to one of the other plugins on the character in the more complicated scene. If I figure it out, I'll post again, but I think I like my volume slider workaround better than Stop/Start anyway. It gives the user more control...
 
Just gonna slap it here.

Needed resources:

-- Unity section --
1. Install Unity 2018.1.9f2 and open up a new project.
2. Drag AssetBundleCreator.cs into the assets folder.
3. Make two new folders in the assets folder called "VAMMoan" and "AssetBundles" by right clicking -> Create -> Folder.
0kWc7cd.png

5. Make a new folder in the VAMMoan folder named with the name of your voice set's character (ex: Seth, Isabella). Doesn't have to be any of the already existing ones that come with VAMMoan.
6. Inside there, drag all your audio clips in. I'll be using Ogg Vorbis clips I made using Audacity using its export selected audio function.
7. Select all the clips with Ctrl+A.
8. Click the dropdown box in the bottom right, click "New..", then input "voices.voicebundle".
LGdtrvl.png

9. Right click the VAMMoan folder -> Build Asset Bundle.
10. Right click the Assets folder -> Show in Explorer, then open the AssetBundles folder in the Explorer window that pops up. Keep this open as we'll need it later.

We're done with Unity now, you can save your project and close it.

-- Plugin section --
1. Unpack the original VAMMoan VAR (7-Zip recommended).
The following step's optional, it prevents clashing. Skip it if you don't plan to carry on using the original plugin as well.
2. Open meta.json with your favourite text editor and change the creator and package name to something else (Ex: sorrow, vammoanextra).
3. Navigate to Custom\Scripts\VAMMoan\audio.
4. Make a new folder with the name from step 5 of the previous section, then copy voice.jsondb to it.
5. Make your changes to the voice.jsondb template in your text editor. Make sure the filenames match and your voice set's name is right. minArousal & maxArousal set to 3.0 means intensity 3.
6. Copy over and replace voices.voicebundle from step 10 of the previous section.
You can delete the original voice folders now if you want (Abby, Claire etc.) as they won't be used.
7. Navigate back to the root of the unpacked VAR.
8. Select the Custom folder & meta.json, then 7-Zip -> right click -> Add to Archive. Name it <creator>.<package name>.1.var (ex: sorrow.vammoanextra.1.var). Store compression's fine.
9. Put your new VAR into VAM's AddonPackages folder.
Why do I use many methods to generate the voices.voicebundle file, but in the end I get the error that the audio file cannot be found?
!> VAMMoan : Voice sample not found (Assets/VAMMoan/Yumi/po-07.ogg).
 
Any chance we'll ever be able to load custom voices? For example, those of using Voxta have custom and cloned voices for our characters. It'd be nice if the Vammoan audio matched.

I suggest you read that whole discussion, this has been answered several times.
 
I suggest you read that whole discussion, this has been answered several times.
I'm not going back to read 15 pages of comments but I've gotten far enough to see the short answer is no.

But my main concern is the voice matching, so what if we flip it in the other direction? Could you make high quality 60s (ish) clean samples of the voices you use available so text-to-speech users can clone them in 11labs and coqui? You really just need one sample per voice.
 
But my main concern is the voice matching, so what if we flip it in the other direction? Could you make high quality 60s (ish) clean samples of the voices you use available so text-to-speech users can clone them in 11labs and coqui? You really just need one sample per voice.

No. These are voice actors contracted especially for that task (ie: moans and breathing).
  • The best case scenario is a non splitted version of the original files which could be reproduced by simply grabbing all the files and mixing them down to a single file. Which is not gonna help, since it's moan and breathing.
  • Ultra best case scenario: me contracting for a new recording dedicated to speech, which is not gonna happen.
Final word on that: I haven't cleared the samples for any other use than linear/mixed down media... so it's out of the question to use them in ML situations. Clearing samples for ML is not cheap if not impossible due to the recent actor strike. And I'm very much for contracting actors and having a real performance instead of relying on ML technologies... so it's highly unlikely that voices I'm providing will ever allow to be used in a ML pool.

Thank you for asking that question tho! It reminded me I need to update the licence information. : D
 
No. These are voice actors contracted especially for that task (ie: moans and breathing).
  • The best case scenario is a non splitted version of the original files which could be reproduced by simply grabbing all the files and mixing them down to a single file. Which is not gonna help, since it's moan and breathing.
  • Ultra best case scenario: me contracting for a new recording dedicated to speech, which is not gonna happen.
Final word on that: I haven't cleared the samples for any other use than linear/mixed down media... so it's out of the question to use them in ML situations. Clearing samples for ML is not cheap if not impossible due to the recent actor strike. And I'm very much for contracting actors and having a real performance instead of relying on ML technologies... so it's highly unlikely that voices I'm providing will ever allow to be used in a ML pool.

Thank you for asking that question tho! It reminded me I need to update the licence information. : D
Fair enough. I'm not sure how you'd hire actors for real time conversational speech generation when there is no script.
 
Fair enough. I'm not sure how you'd hire actors for real time conversational speech generation when there is no script.

You wouldn't hire actors for the scene. You would hire them to make some recordings and agree on a licencing fee for ML usage. Which is one of the aspects SAG-AFTRA fought for recently. And would allow you to use their voice. Which would obviously raise a lot more the final bill than simply asking for a specific script.

That's the problem with ML techs... companies don't give a fuck and are releasing products with cheap subscriptions. But voice acting is not cheap, and the deal made recently, makes all actors that are contracted for cloning use compensated for any use of their digital double. Which, if everyone plays by the rules, will make the cloning services less cheap than they are now. That's a big "IF" :p

On my end, the least I can do is respect our initial clearing. And always shoot for real actors instead on relying on cloning IF I can and if I have the budget. Which is not possible for my own scenes, 'coz I have a budget of litteraly 0$ (besides my time) :p
 
That's the problem with ML techs... companies don't give a fuck and are releasing products with cheap subscriptions. But voice acting is not cheap, and the deal made recently, makes all actors that are contracted for cloning use compensated for any use of their digital double. Which, if everyone plays by the rules, will make the cloning services less cheap than they are now.

Depends on your usage. The only decent one at the moment is elevenlabs and it is crazy expensive for Voxta type use but would be a dirt cheap way to voice the next Shrek movie. Scripted content is one thing but talking to your conversational AI for a few hours gets insanely expensive fast.
 
Depends on your usage. The only decent one at the moment is elevenlabs and it is crazy expensive for Voxta type use but would be a dirt cheap way to voice the next Shrek movie. Scripted content is one thing but talking to your conversational AI for a few hours gets insanely expensive fast.

Yeah. And imagine that, you're not even paying the price of the actor there, you're simply paying CPU/GPU time. And this of course is extremely expensive for companies.

Lucky for me, I don't really care about conversational AI, so that's not a problem for me :p
 
Hey, I am developing a plugin (RunRudolf Realistic Foreskin and Erection Simulation, https://hub.virtamate.com/resources/realistic-foreskin-erection-simulation.44337/) that heavily relies on your VAMMoan plugin which does a great job.

I see that the "arousal" value you present to other plugins is limited between 0 and 4 before being exposed, thus excluding the status "orgasm" as well as some others (kissing, perpetual orgasm, breathing). I cannot find any way to get the info to my plugin when VAMMoan is in orgasm state, if this value is not presented via arousal.

Would it be possible (without negative side effects) to expand the value range of "VAMMValue_CurrentArousal" in a next update? Not sure how far would make sense, but at least to 6 I think.
Or would you consider exposing another new "VAMMValue_Orgasm" value ranging from 0 to 6?

Thanks for your great work and help!:)
 
Would it be possible (without negative side effects) to expand the value range of "VAMMValue_CurrentArousal" in a next update? Not sure how far would make sense, but at least to 6 I think.
Or would you consider exposing another new "VAMMValue_Orgasm" value ranging from 0 to 6?

Thanks for your great work and help!:)

Absolutely not sadly. As mentionned earlier I'm working on VAMM2, so all devs are done/stopped on that one.
I could go further explaining why I wouldn't do it for some technical reasons, but this is not gonna help you anyway since I'm not gonna work on it anymore :)

The only possible updates in the future are eventually extremely critical bugs.
 
Im re
Ninjared on the Discord actually suggested something like that recently. It's on my list of future updates. There will be a new system called "progressive" (in addition to manual and interactive) that will make the arousal go from 0 to 4 (and eventually reach orgasm if you authorize it) over a specific (configurable) period of time.

Again, if you read the documentation, the "interactive mode" is something still not considered as the "main goal" of the plugin. A steady arousal progress can be done with a couple of triggers throughout the animation. Of course, only if you are in a controlled situation (ie : not based on a user interaction).

Due to the customizable and "unknown" aspect of a VaM scene, it is hard to code something that will be able to handle all possibilities as a creator/player "can imagine them". For instance : a dildo. I could code something that works with the native dildo of VaM. But as soon as you would use custom dildos, assets, it won't work. And I can't know perfectly how are made custom assets, if they have proper colliders, rigid bodies etc.

I can't indefinitely anticipate everything in the plugin. At some point, I can give tools and triggers, but you would have to manually control the behavior depending on your needs. For instance, with the future new progressive mode. I could give a trigger that pause/unpause the progress... and you would have to script yourself the interaction based on your content in your scene

Ninjared on the Discord actually suggested something like that recently. It's on my list of future updates. There will be a new system called "progressive" (in addition to manual and interactive) that will make the arousal go from 0 to 4 (and eventually reach orgasm if you authorize it) over a specific (configurable) period of time.

Again, if you read the documentation, the "interactive mode" is something still not considered as the "main goal" of the plugin. A steady arousal progress can be done with a couple of triggers throughout the animation. Of course, only if you are in a controlled situation (ie : not based on a user interaction).

Due to the customizable and "unknown" aspect of a VaM scene, it is hard to code something that will be able to handle all possibilities as a creator/player "can imagine them". For instance : a dildo. I could code something that works with the native dildo of VaM. But as soon as you would use custom dildos, assets, it won't work. And I can't know perfectly how are made custom assets, if they have proper colliders, rigid bodies etc.

I can't indefinitely anticipate everything in the plugin. At some point, I can give tools and triggers, but you would have to manually control the behavior depending on your needs. For instance, with the future new progressive mode. I could give a trigger that pause/unpause the progress... and you would have to script yourself the interaction based on your content in your scene. : D
I really hope you add this soon, the game really needs it. Theres a lot of people that get turned on my moaning during foreplay.
 
Absolutely not sadly. As mentionned earlier I'm working on VAMM2, so all devs are done/stopped on that one.
I could go further explaining why I wouldn't do it for some technical reasons, but this is not gonna help you anyway since I'm not gonna work on it anymore :)

The only possible updates in the future are eventually extremely critical bugs.
Any time period for when this will release?
 
I really hope you add this soon, the game really needs it. Theres a lot of people that get turned on my moaning during foreplay.

You are very late lol! This quote was two years ago. I worked on other thing and that mode has never become a reality (and never will sadly).


Any time period for when this will release?
Nope. (that's just to avoid saying "when its done" as usual :p)
 
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