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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)
 
Hi hazmhox! Without a doubt this is a great plugin and it achieves everything it is meant to do well. But I was wondering if you'd be willing to consider the following suggestion.
It would be great to have an option toggle in the plugin to only play sounds if the receiver is empty. With a lot of TTS voicework and even Voxta AI around, there are many things occupying the HeadAudioSource. And just breathing with vammoan can interrupt a voiceclip being played, having me to trigger the voice state to Disabled every time I'm planning to play something in the head audio. But having VAMMoan random sound clips be simply overwritten by anything played by scene maker's script would be a very significant QoL improvement. We can just have VAMMoan running together with anything else triggering head to play something without it being interrupted by ever so slight breathing of VAMMoan.
 
Hello. Person always stops moaning when i load scene. Could you please fix it? Thanks.
 
Hi hazmhox! Without a doubt this is a great plugin and it achieves everything it is meant to do well. But I was wondering if you'd be willing to consider the following suggestion.
It would be great to have an option toggle in the plugin to only play sounds if the receiver is empty. With a lot of TTS voicework and even Voxta AI around, there are many things occupying the HeadAudioSource. And just breathing with vammoan can interrupt a voiceclip being played, having me to trigger the voice state to Disabled every time I'm planning to play something in the head audio. But having VAMMoan random sound clips be simply overwritten by anything played by scene maker's script would be a very significant QoL improvement. We can just have VAMMoan running together with anything else triggering head to play something without it being interrupted by ever so slight breathing of VAMMoan.

VAMM1 has a code that overlaps the previous samples to have a more natural feeling.
On top of that, VAMM plays audio through the "one shot" system. Which does not allow me to know if a sample is played or not, nor allows me to stop it.

Beyond that, I could technically check if the headaudiosource is occupied before playing the one shot. But has mentionned several times recently, I'm not updating VAMM1 anymore, VAMM2 is coming soon.

I could say that VAMM2 could fix your issue, since it's back to a normal playback system due to its complexity. But I'm not sure even with a proper audiosource playback that I will be able to allow that.

VAMM is on a "time base" system. It allows a proper rythm between the previous sound and the next one. I cannot check if "something is playing" to schedule the sound because obviously, most of the time... something is playing.

You could use the VA system that's gonna be included, since it obviously triggers a proper delay to deliver a line. But that means the audio files are "static" files in the scene. Which is not gonna be of any help if you're using TTS or AI tools that are not static audio files but potentially streams.

But all and all, I cannot think of every case possible when it comes to audio. There are so many sources possible that beyond using what's included in VAMM2, you're gonna still have to script the thing yourself if you're using specific tools. That's why the VA system exists now, due to the incoming trend of AI voices... but if there's any features that would handle incoming streams from external apps... that's gonna be something for VAM 2 ( VAMMoan on VaM 2 ).


Hello. Person always stops moaning when i load scene. Could you please fix it? Thanks.

You will need to give me more information. I have no feedback or bugs reported that prevents VAMMoan to work properly when loading a scene : )
 
any tips on getting the pelvic slap settings lined up properly? i keep getting a double slap when i try it. i read the instructions here, but i still have a ton of trouble with this. thx!
 
any tips on getting the pelvic slap settings lined up properly? i keep getting a double slap when i try it. i read the instructions here, but i still have a ton of trouble with this. thx!

You need to tweak the collider to be positioned close to the other character, but not too much.
You can also add a pause that fits your animation (min delay)
The collider works best on the one producing the slap (the person moving) than the one being still.
 
You need to tweak the collider to be positioned close to the other character, but not too much.
You can also add a pause that fits your animation (min delay)
The collider works best on the one producing the slap (the person moving) than the one being still.
when i position the colliders, i put one on the male and one on the female. is that how it's supposed to be done?
 
when i position the colliders, i put one on the male and one on the female. is that how it's supposed to be done?
Nope.

There are two colliders to ease and improve the collision system depending on the position of the character, but having one is enough and is recommended.

Obviously if you were moving BOTH colliders from character A to connect/collide with Character A and Character B, this is normal to have that double slap effect.
 
Hey Hazmhox, to anticipate any misunderstandings: I know that you will not update this plugin and I respect this (I have to;)). We discussed this earlier, the reason can be found in this thread.

Still, it is impossible to detect the "orgasm" state of VAMMoan from within other plugins (because only states 1 to 4 are exposed in the JSONStorableFloat variable 'VAMMValue_CurrentArousal'). This is set in line 990 of your code by limiting the value to 4:
C#:
VAMMValue_CurrentArousal = new JSONStorableFloat("VAMM CurrentArousal", -1f, -1f, 4f){ isStorable = false };

As far as I can see, this variable is not used anywhere else but only to expose the arousal value to outside the plugin. Still, it's always risky to change a running and widely used plugin.

I modified and tested the following change in line 990 to also expose states 5 (orgasm) and 6 (perpetual orgasm):
C#:
VAMMValue_CurrentArousal = new JSONStorableFloat("VAMM CurrentArousal", -1f, -1f, 6f){ isStorable = false };

This works well as far as I could test it. It would make orgasm state detectable.

Since your plugin is CC-BY-SA, I could include the "modified" version of VAMM (just one character actually:ROFLMAO:) with my plugin suite (.cslist) while giving full credits to you. I don't like the approach of having almost duplicate stuff, but I don't see any alternative for now, and it would still allow me to improve my plugins.

Please let me know what you think and if its OK for you. Thank you!
 
Hey Hazmhox, to anticipate any misunderstandings: I know that you will not update this plugin and I respect this (I have to;)). We discussed this earlier, the reason can be found in this thread.

[...]

Please let me know what you think and if its OK for you. Thank you!

VAMM CurrentArousal is called that way because it is the current arousal : )
It's not the state.

By doing that it would potentially induce some issues (with your plugin) if people are using the fallback system. ( You can set an arousal value on which VAMM is gonna fallback after orgasm ).

The licence is what it is, so yes you could do that... and you would be obviously "legally" obligated to credit because that's how the licence is :p
It is very kind to ask beforehand tho! thank you.

Duplication is not really a problem for me. The question you have to ask yourself is if people are gonna use your plugin and also migrate to "your" version of VAMM.

The plugin is so widely used, that it's not gonna be easy making people understand they have to use your version instead of the thing they have been using forever.

But honestly, that's not my concern, you are the one making the call here :)

One thing to note: if you're forking VAMM, I will ignore bugs/support request/questions here if it is related to your plugin, nor I will take the time to redirect people to your plugin discussion.
 
VAMM1 has a code that overlaps the previous samples to have a more natural feeling.
On top of that, VAMM plays audio through the "one shot" system. Which does not allow me to know if a sample is played or not, nor allows me to stop it.

Beyond that, I could technically check if the headaudiosource is occupied before playing the one shot. But has mentionned several times recently, I'm not updating VAMM1 anymore, VAMM2 is coming soon.

I could say that VAMM2 could fix your issue, since it's back to a normal playback system due to its complexity. But I'm not sure even with a proper audiosource playback that I will be able to allow that.

VAMM is on a "time base" system. It allows a proper rythm between the previous sound and the next one. I cannot check if "something is playing" to schedule the sound because obviously, most of the time... something is playing.

You could use the VA system that's gonna be included, since it obviously triggers a proper delay to deliver a line. But that means the audio files are "static" files in the scene. Which is not gonna be of any help if you're using TTS or AI tools that are not static audio files but potentially streams.

But all and all, I cannot think of every case possible when it comes to audio. There are so many sources possible that beyond using what's included in VAMM2, you're gonna still have to script the thing yourself if you're using specific tools. That's why the VA system exists now, due to the incoming trend of AI voices... but if there's any features that would handle incoming streams from external apps... that's gonna be something for VAM 2 ( VAMMoan on VaM 2 ).




You will need to give me more information. I have no feedback or bugs reported that prevents VAMMoan to work properly when loading a scene : )
I mean try it yourself. Make a scene and make a person moan and then save scene. When you reload scene person just stops moaning. You have to manually start moaning again from plugin menu
 
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