VAMMoan
@DasBoot

That is because the look/appearance overrides the parameters. This is something that pisses me off too... and I still haven't find a way to compensate that. But this is a great suggestion for the future improvements!
I have 'patched' the plugin to create a button in the world which re-sets the jaw feature after loading a different appearance. It just calls
VAMMAutoJawCallback(true) and setOptimalJawParamsCallback() - I'm not even sure if the latter is required. (I never coded C# before, I'm a Java guy :))

Anyway, it's rather more convenient than having to open the plugin configuration and point to the little checkbox.

There seems to be no way for a plug-in to sense an appearance change, or is there?
 
I have 'patched' the plugin to create a button in the world which re-sets the jaw feature after loading a different appearance. It just calls
VAMMAutoJawCallback(true) and setOptimalJawParamsCallback() - I'm not even sure if the latter is required. (I never coded C# before, I'm a Java guy :))

Anyway, it's rather more convenient than having to open the plugin configuration and point to the little checkbox.

There seems to be no way for a plug-in to sense an appearance change, or is there?

Yup! that's the problem. On some parts of the code, there's no way to grab some actions. Callback, events, message sent, whatever... nothing exists to catch it.
I think the only way possible would be to actually override some functions... and it might not be possible.

I haven't really looked into that recently, since well... when your scene is done it's with your final character : )
 
I may be over-stepping/reaching here, but is there a chance, or possibility to have a feature where we can have a custom voice profile? For instants, have an area with a folder structures that are named Intensity 1, Intensity 2.. etc. and be able to just throw our own audio pools in? I know results will vary and likely be crap in most cases. I just have a pool of audio that might be great to use with VaMMoan as its back bones.
 
@3rdStoryline that question has been asked quite a few times. You have the answer somewhere in this discussion, I don't know which post now, but just look through there.

@hazmhox perhaps it would be good to have that question and a link to the answer on the asset description page.
 
yup indeed @3rdStoryline as @atani says, you can find several answers to that in the discussion :)
On a more technical level, I can't allow "folders" because the whole audio does not revolve around the scene audio.

I might think this in advance for VaMM 2.x, to allow custom assetbundles, but I think I will never go down the road of the scene audio. Too messy, and tends to let people push un-optimized audio.

@atani you're right, but people tend to not read very much. I often have questions that are in the actual documentation. It doesn't hurt to add it tho : )
 
@hazmhox @atani mb :oops:

After posting that, I had a look inside the Var for it and realized it was all assets, and the likely hood atm was really low. I should of opened it and taken a look before asking anyway xD
Also only 9 pages in here, so looking through them wouldn't have taken long... I've failed even myself in this situation xD
My apologies!

PS: Also, stellar work on adding both slaps and squishes to futa characters! It completely changes the level of detail/immersion, with ease, in many of my scenes now!
 
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is there a way we can link expressions/timeline animations to each intensity?
i mean so that an expression plays only when a moan is played
 
is there a way we can link expressions/timeline animations to each intensity?
i mean so that an expression plays only when a moan is played

Nope! You can only connect a trigger to the start of a specific intensity.

You have the "while breathing" trigger tho. It is a float value going 0 > 1 > 0. You could animate triggers over that, and it follows the breathing speed depending on the moan played.

The only downside to that is that the trigger is always active, it's gonna be hard to induce randomness with a list of static actions.
That said, you could create a tiny plugin that reads this value and creates a random expression every now and then.

For the timeline animations, you can use the "start" of a specific intensity. I would not go down the road of "each moan" because you're gonna have problems with animation blending extremely fast. The idea would be to trigger a specific set of animation (grouping in timeline) at the start of each intensity.

You also could do a global plugin to simply control the character with the variables that are meant for that. These ones :
C#:
public JSONStorableFloat VAMMValue_CurrentArousal;
public JSONStorableFloat VAMMValue_TriggerCount;
public JSONStorableFloat VAMMValue_MaxTriggerCount;
public JSONStorableFloat VAMMValue_IntensitiesCount;

VAMMValue_CurrentArousal will return the current intensity (including specific states like orgasm). You could read this, and use it as the base of a random system that would drive the animations and expressions. :)
 
Um, how can i exchange some Audio Files? I only found a voice.jsondb File in the audio subfolder, where i found pathes like "Assets/VAMMoan/Isabella/m1-05.ogg" But i can't find the .ogg anywhere.
 
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Um, how can i exchange some Audio Files? I only found a voice.jsondb File in the audio subfolder, where i found pathes like "Assets/VAMMoan/Isabella/m1-05.ogg" But i can't find the .ogg anywhere.

Look at the discussion, the question as already been answered several times. It relies on assetbundles :)
 
One of the most important plug-ins for VAM, makes the whole shebang come to life, over 500k downloads speaks for itself.... but it kind of feels like a Ferrari with an empty tank of gas, a miracle of engineering but so few voices to run on, I really think there should be a patreon to fund voice actors for a constant stream of new voices, dirty talk, and scenarios.... seems like so much potential not being tapped into.
 
One of the most important plug-ins for VAM, makes the whole shebang come to life, over 500k downloads speaks for itself.... but it kind of feels like a Ferrari with an empty tank of gas, a miracle of engineering but so few voices to run on, I really think there should be a patreon to fund voice actors for a constant stream of new voices, dirty talk, and scenarios.... seems like so much potential not being tapped into.
A Patreon to fund acquiring more voices.... Yeah, I'd pay for that.
 
@kanjobanjo @Bob Nothing This will only be a dream.

First, "so few"... I wouldn't say that :p
Not all are on the "top notch" side, but you got already several options if you need : )

Second, there are several reasons why it won't happen :
  • I will never go down the road of "funding" VAMMoan, or my work. I already explained that on a profile post : you start tiny, everyone is gentle and happy and gives you cheers. Next thing you know... you have people insulting you because you don't release whatever they want, whenever they want.

    You're gonna argue that, it's only a "couple" of people, and the vast majority is nice and supportive.
    But even with that ratio, I don't want to even deal with a single rude person. My freedom is important.

  • It's a lot of work. A lot.
    When you get a new voice in VAMM, i've worked dozens of hours to get the recordings, clean the file, slice them, sort the samples. I won't make my main "production" for VaM around VAMM only. I want to do LD, VFX, sound, cool plugins.

  • Last but not least : voice is extremely expensive. The 2.x recording scheme, if you want an estimate, is between 250$ and 800$ the session depending on the actor or actress. And this is without the total work i'm injecting afterwards.

You're also refering to "scenarios" / "dirty talk", it's never gonna work. VAMM is a way to control a "part" of the performance. It has never been made thinking it would replace an actual voice performance if you need dialogs.

And again, even if I'd consider it... you bring some dialog lines... first thing you know, someone reviews the thing saying that he/she doesn't have the ultra-specific-dialog-they-want-for-their-ultra-niche-scene-no-one-has-played.

It is an actual wild dream to imagine VAMMoan being the best library ever made, free of charge, of the best adult voice actors and actresses in the community. If voice actors are not cheap and make a living out of this, it's because they're talented and there is a market for that.

If you look at any other plugin with similar concepts (bringing voices to VaM), they have like 1/1000 of the amount of samples and work injected in VAMM, and they have never been supported long. And for the other part, the samples are so bad, that it's not even worth using them.
Just because voice is not cheap... and the work behind that, is just... simply boring (even if I love my sound designer job).

So, yeah... i'm pragmatic : D

That would be so cool an all... but it's just gonna stay that way. Evolve slowly, from time to time. But a neverending flow of top tier voices... it's going to remain a wild dream ;)
 
@hazmhox makes perfect sense, I totally get it. I'm the same way in RL with people who want me to help them with one of my specialties and then always say "I'll pay you" and I always say no to payment. The second you do, you are held to a standard, a response level, etc. So, while I have no problem helping people for free, I won't do it for money for the exact reasons you specify above. Also, not knowing how the plugin is architected, I had no idea how much work is involved for you to add new voices, and no one should pressure you to do so as that's just suicidal for us all. The second you start to hate doing it, it's over, so hopefully people realize that.

Again, I am just super appreciative of all the work you've done. I was simply saying if there was a fund to pay for voice actresses I would contribute. Your plugins are absolute requirements to do any real projects in VAM, and I salute you for doing them and giving them to the community.
 
I don't think I've seen the question in the discussion, do you plan on making a muffled sound version of some voices ? maybe not on v1.2 but maybe in 2x
 
I don't think I've seen the question in the discussion, do you plan on making a muffled sound version of some voices ? maybe not on v1.2 but maybe in 2x

It existed at some point, with the afx extension, but I removed it due to several issues with the reverb and echo components. I might add it back because the high pass / low pass does work pretty well.

But yeah you're right, it will be better in 2.x since the way audio effects are handle through the mixer is way better. : )
 
It existed at some point, with the afx extension, but I removed it due to several issues with the reverb and echo components. I might add it back because the high pass / low pass does work pretty well.

But yeah you're right, it will be better in 2.x since the way audio effects are handle through the mixer is way better. : )
Nice ! Thanks again for all your great content, waiting to see what's to come for 2x now have a good day mate
 
@hazmhox - Is it possible to access the "Arousal Value" from the plugin UI as a JSONStorableFloat value?

To be clear - I don't mean the 1/2/3/4/etc. ArousalLevel - I mean the more granular value that seems to be (by default) from 0-700 that is used internally to calculate the arousalLevel. I'm making a scene where I'd like a more responsive system, and what you're doing is already right on the nose for what I'm looking for.

If possible, I'd humbly ask that you consider exposing this as a value other plugins can get at, if it's not too much of a PITA.
 
@hazmhox - Is it possible to access the "Arousal Value" from the plugin UI as a JSONStorableFloat value?

To be clear - I don't mean the 1/2/3/4/etc. ArousalLevel - I mean the more granular value that seems to be (by default) from 0-700 that is used internally to calculate the arousalLevel. I'm making a scene where I'd like a more responsive system, and what you're doing is already right on the nose for what I'm looking for.

If possible, I'd humbly ask that you consider exposing this as a value other plugins can get at, if it's not too much of a PITA.

: D

(click :p)
 

Yeah, I read that before testing, and my code is 100% using that value from the plugin:

1657645633186.png


The _scores array is populated with my own JsonStorableFloat(s), which have listeners set to them for change, where I then log a message with the current value:

1657645743979.png


But, when I trigger an intensity in VAMM or do it manually, the value reported is always just 0/1/2/3/etc, not 300, 450, etc...
 
The trigger count is the value you're looking for. Current Arousal is the 0/1/2/3.

I've checked a scene of mine beforehand, the Trigger count is always the good value... i'd say (without being 100% sure) that you have something wrong in your code :p
 
The trigger count is the value you're looking for. Current Arousal is the 0/1/2/3.

I've checked a scene of mine beforehand, the Trigger count is always the good value... i'd say (without being 100% sure) that you have something wrong in your code :p

Ah, OK. That's what I was using previously, but I thought trigger count was the literal number of times a trigger was hit, versus the value shown in the Plugin UI under "Arousal Value". Looking at your code, it seemed that value was the triggerCount/MaxTriggerCount with some maths on top, so I wasn't sure if it was equivalent to the Float exposed by the plugin.
 
The 0/700 (and 700 is not the max, it depends your setup in the plugin) is litteraly the number of times the trigger has proced with a tiny timeout to avoid too much events.

And yup you're right, the actual current arousal in interactive mode is 4 * triggerCount / maxTriggerCount.

So you need both values :]
 
The 0/700 (and 700 is not the max, it depends your setup in the plugin) is litteraly the number of times the trigger has proced with a tiny timeout to avoid too much events.

And yup you're right, the actual current arousal in interactive mode is 4 * triggerCount / maxTriggerCount.

So you need both values :]

Perfect, thanks, I think I can work with that.

As always, thanks for the incredible work. :D
 
Would it be possible to make an option to just do a singular randomized moan by a trigger from somewhere else... like Slap a girls ass and she moans just once, or Touch her in the right spot and she lets out one moan, don't want to dig into the sound files, I love the ease of use from this plugin, I use it for everything at this point lol
 
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