Woofer

Plugins + Scripts Woofer

Download [<1 MB]

JustADude

Member
Joined
Feb 17, 2024
Messages
31
Reactions
29
JustADude submitted a new resource:

Woofer - Plugin generates animated woofers and complete speaker enclosures directly inside VaM w/o assets.

Woofer is a lightweight, fully procedural speaker-building plugin for Virt-A-Mate. It generates animated woofers and complete speaker enclosures directly inside VaM—no external 3D models or asset bundles required.

Create anything from a single subwoofer to a full tower-speaker arrangement, then make it react to the bass or treble from a selected AudioSource. The cone, dust cap, and flexible surround move together, while optional emissive trim and simulated airflow bring the speaker to life...

Read more about this resource...
 
Nice plugin! I love procedural things :)
Would be nice tough if it would auto generate an AudioSource on the empty which could be fed with an mp3 directly from the UI. Right now we need a separate source atom to be able to play something, right?
 
Nice plugin! I love procedural things :)
Would be nice tough if it would auto generate an AudioSource on the empty which could be fed with an mp3 directly from the UI. Right now we need a separate source atom to be able to play something, right?
Thanks for the feedback, love everything you've done and thank you for it. Yes right now its a listener to an AudioSource, but your right an AudioSource is required no matter what so might as well create it or have the option.

I just checked and you can also run this plugin on an AudioSource as well and create the local speaker which is a single instance, but it was an overthought to include that in the list for remote speakers so that might be low hanging fruit to keep it simple.

I'm wondering if this is a better option vs. having a hidden audiosource or becoming a player and clogging up the UI, but I do like the idea of just having a one stop shop player, speakers and hell maybe my funscript player which was my first plugin. Is probably just as good candidate to be a player. It's drive by the funscipt though and looks for audio to accompany it so little rework. I just didn't think about it as this originally was just going to be a simple create a working woofer that goes in and out lol.

I think perfect world would be a player that can turn on funscripts and have a tab for funscript config and one tab for woofer is ideal, but most people would just use the audio player and speakers probably. But then why not have beatit or some other analyzer there as well, etc. I just don't know if there is anything special to audio players that might make that difficult and theres a lot like playlists etc to think about.

Love to hear your thoughts as I'm new to this type of work. I was actually starting to play around with another procedural restraint plugin, not sure if it's worth it over the collision based cuffs and procedural chain. this would just but collisionless and simple with force, but requiring posing to get a good effect.

 
Last edited:
Thanks for the feedback, love everything you've done and thank you for it. Yes right now its a listener to an AudioSource, but your right an AudioSource is required no matter what so might as well create it or have the option.

I just checked and you can also run this plugin on an AudioSource as well and create the local speaker which is a single instance, but it was an overthought to include that in the list for remote speakers so that might be low hanging fruit to keep it simple.

I'm wondering if this is a better option vs. having a hidden audiosource or becoming a player and clogging up the UI, but I do like the idea of just having a one stop shop player, speakers and hell maybe my funscript player which was my first plugin. Is probably just as good candidate to be a player. It's drive by the funscipt though and looks for audio to accompany it so little rework. I just didn't think about it as this originally was just going to be a simple create a working woofer that goes in and out lol.

I think perfect world would be a player that can turn on funscripts and have a tab for funscript config and one tab for woofer is ideal, but most people would just use the audio player and speakers probably. But then why not have beatit or some other analyzer there as well, etc. I just don't know if there is anything special to audio players that might make that difficult and theres a lot like playlists etc to think about.

Love to hear your thoughts as I'm new to this type of work. I was actually starting to play around with another procedural restraint plugin, not sure if it's worth it over the collision based cuffs and procedural chain. this would just but collisionless and simple with force, but requiring posing to get a good effect.

View attachment 609842
Sure, if you want a full player with a playlist and shuffle options etc. it may get a little out of hand. But I would love the 2 tabs for player/speaker. I personally hate the inbuilt way of SceneAudio, AudioSources and so on. I have to think through this again and again to be able to simply play a sound. That's why I actually wans't able to quickly test the motion of your speakers. :)
So, the simplest and most beneficial addition to your plugin would be a StringChooser to select a sound file, which is then played by a new Unity AudioSource living on the transform of your plugin. If you have trouble converting wav or mp3 to playable clips you can refer to e.g. BodyLanguage (PoseMe/Dialog.cs). You could also store the actual sound file within the scene json like I do, so that the original path of the file is irrelevant. This may be a bad idea for longer files though, havent done much testing in this regard.

Your restraint plugin looks really cool, too! There'd be many guys interested in this I guess. Do you apply forces manually or did you set up ConfigurableJoints?
 
Sure, if you want a full player with a playlist and shuffle options etc. it may get a little out of hand. But I would love the 2 tabs for player/speaker. I personally hate the inbuilt way of SceneAudio, AudioSources and so on. I have to think through this again and again to be able to simply play a sound. That's why I actually wans't able to quickly test the motion of your speakers. :)
So, the simplest and most beneficial addition to your plugin would be a StringChooser to select a sound file, which is then played by a new Unity AudioSource living on the transform of your plugin. If you have trouble converting wav or mp3 to playable clips you can refer to e.g. BodyLanguage (PoseMe/Dialog.cs). You could also store the actual sound file within the scene json like I do, so that the original path of the file is irrelevant. This may be a bad idea for longer files though, havent done much testing in this regard.

Your restraint plugin looks really cool, too! There'd be many guys interested in this I guess. Do you apply forces manually or did you set up ConfigurableJoints?
Thanks for the info. Yeah, it uses configurablejoints to enforce the maximumdistance between hands/feet to a middleground and the other plugin is single joint to an empty. The cuff/chains don't drive any physics or colliders to keep it lightweight so the real challenge there is alignment, I tried some auto alignment to skin, but that wasn't going well so just went back to manual adjustment.
Should hopefully end up with a lightweight restraint look that gets you 90% in a click of a button then, a little fiddling on alignment. What I showed you was pretty much a fresh scene with 2min effort while I was testing the audiosource. I think it should accomplish the goal for most I'd think. downside chains will go through colliders so for looks posing will be important. I was even thinking of putting an option for it to turn off/weaken joints or something so you could pull someone across a room or something idk. This one will really have to be tested out before I release it.

As for the stored json I did that with my FunscriptPlayer. I load the funscripts into json and store them and did run into issues on size so had to hard limit it to 25 funscripts, but its so much better than having links that needed to be fixed when packaging a scene. I did find I was having issues though with scenes not loading fully though so I have a new update to put out that indexes the json that is stored so it loads that instead of the whole thing. I haven't ran into my issue since. Before I was having to clear cache and completely restart VAM.

I'm pursuing the full fledged player now lol (sparked an interest) and audiosource creation is working. AI is doing wonders here. Taking a shot at video as well as I've always hated how audio plays when you have stuff going on in a scene. At least for me distortion/crackling happen a lot even on videos i try to fixup and it drive me nuts.
1785196164144.png
 
Last edited:
Back
Top Bottom