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It has the following features:\n\n- Utilizes **Job System** and **Burst Compiler** to run faster on any OS without using native plugins.\n- Can be calibrated to create a per-character **profile**.\n- Both **runtime** analysis and **pre-bake** processing are available.\n- Pre-bake processing can be integrated with **Timeline**.\n- Pre-bake data can be converted to **AnimationClip**\n\n\nFeatures\n--------\n\n### LipSync\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/Unity-Chan.gif\" width=\"640\" />\n\n### Profile\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-Profile.png\" width=\"640\" />\n\n### Real-time Analysis\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-RealTime-Analysis.png\" width=\"640\" />\n\n### Mic Input\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-MicInput.png\" width=\"640\" />\n\n### Pre-Bake\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-Bake.png\" width=\"640\" />\n\n### Timeline\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-Timeline.gif\" width=\"640\" />\n\n### AnimationClip\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-AnimationClip.gif\" width=\"640\" />\n\n### Texture Change\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/hecomi-lipsync.gif\" width=\"640\" />\n\n### VRM Support\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-VRM.gif\" width=\"640\" />\n\n### WebGL Support\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-WebGL.gif\" width=\"640\" />\n\n\nInstall\n-------\n\n- Unity Package\n  - Download the latest .unitypackage from [Release page](https://github.com/hecomi/uLipSync/releases).\n  - Import `Unity.Burst` and `Unity.Mathematics` from Package Manager.\n- Git URL (UPM)\n  - Add `https://github.com/hecomi/uLipSync.git#upm` to Package Manager.\n- Scoped Registry (UPM)\n  - Add a scoped registry to your project.\n    - URL: `https://registry.npmjs.com`\n    - Scope: `com.hecomi`\n  - Install uLipSync in Package Manager.\n\n\nHow to Use\n----------\n\n### Mechanism\n\nWhen a sound is played by `AudioSource`, a buffer of the sound comes into the `OnAudioFilterRead()` method of a component attached to the same GameObject. We can modify this buffer to apply sound effects like reverb, but at the same time since we know what kind of waveform is being played, we can also analyze it to calculate Mel-Frequency Cepstrum Coefficients (MFCC), which represent the characteristics of the human vocal tract. In other words, if the calculation is done well, you can get parameters that sound like \"ah\" if the current waveform being played is \"a\", and parameters that sound like \"e\" if the current waveform is \"e\" (in addition to vowels, consonants like \"s\" can also be analyzed). By comparing these parameters with the pre-registered parameters for each of the \"aieou\" phonemes, we can calculate the similarity between each phoneme and the current sound, and use this information to adjust the blend shape of the `SkinnedMeshRenderer` for accurate lip-syncing. If you feed the input from the microphone into `AudioSource`, you can also lipsync to your current voice.\n\nThe component that performs this analysis is `uLipSync`, the data that contains phoneme parameters is `Profile`, and the component that moves the blendshape is `uLipSyncBlendShape`. We also have a `uLipSyncMicrophone` asset that plays the audio from the microphone. Here's an illustration of what it looks like.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Runtime.png\" width=\"640\" />\n\n### Setup\n\nLet's set up using Unity-chan. The sample scene is *Samples / 01. Play AudioClip / 01-1. Play Audio Clip*. If you installed this from UPM, please import *Samples / 00. Common sample* (which contains Unity's assets).\n\nAfter placing Unity-chan, add the `AudioSource` component to any game object where a sound will be played and set an `AudioClip` to it to play a Unity-chan's voice.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-AudioSource.png\" width=\"640\" />\n\nFirst, add a `uLipSync` component to the same GameObject. For now, select `uLipSync-Profile-UnityChan` from the list and assign it to the *Profile* slot of the component (if you assign something different, such as Male, it will not lip sync properly).\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync.png\" width=\"640\" />\n\nNext, set up the blendshape to receive the results of the analysis and move them. Add `uLipSyncBlendShape` to the root of Unity-chan's `SkinnedMeshRenderer`. Select the target blendshape, `MTH_DEF`, and go to *Blend Shapes > Phoneme - BlendShape Table* and add 7 items, A, I, U, E, O, N, and -, by pushing the + button (\"-\" is for noise). Then select the blendshape corresponding to each phoneme, as shown in the following image.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBlendShape.png\" width=\"640\" />\n\nFinally, to connect the two, in the `uLipSync` component, go to *Parameters > On Lip Sync Updated (LipSyncInfo)* and press + to add an event, then drag and drop the game object (or component) with the `uLipSyncBlendShape` component where it says *None (Object)*. Find `uLipSyncBlendShape` in the pull-down list and select `OnLipSyncUpdate` in it.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-Event.png\" width=\"640\" />\n\nNow when you run the game, Unity-chan will move her mouth as she speaks.\n\n### Adjust lipsync\n\nThe range of the volume to be recognized and the response speed of the mouth can be set in the *Parameters* of the `uLipSyncBlendShape` component.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBlendShape-Parameters.png\" width=\"640\" />\n\n- Volume Min/Max (Log10)\n  - Set the minimum and maximum volume (closed / most open) to be recognized (Log10, so 0.1 is -1, 0.01 is -2).\n- Smoothness\n  - The response speed of the mouth.\n\nAs for the volume, you can see the information about the current, maximum, and minimum volume in the *Runtime Information* of the `uLipSync` component, so try to set it based on this information.\n\n### AudioSource Position\n\nIn some cases, you may want to attach the `AudioSource` to the mouth position and `uLipSync` to another GameObject. In this case, it may be a bit troublesome, but you can add a component called `uLipSyncAudioSource` to the same GameObject as the `AudioSource`, and set it in *uLipSync Parameters > Audio Source Proxy*. *Samples / 03. AudioSource Proxy* is a sample scene.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-Parameters.png\" width=\"640\" />\n\n### Microphone\n\nIf you want to use a microphone as an input, add `uLipSyncMicrophone` to the same GameObject as `uLipSync`. This component will generate an `AudioSource` with the microphone input as a clip. The sample scene is *Samples / 02-1. Mic Input*.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncMicrophone1.png\" width=\"640\" />\n\nSelect the device to be used for input from *Device*, and if *Is Auto Start* is checked, it will start automatically. To start and stop microphone input, press the *Stop Mic* / *Start Mic* button in the UI as shown below at runtime.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncMicrophone2.png\" width=\"640\" />\n\nIf you want to control it from a script, use `uLipSync.MicUtil.GetDeviceList()` to identify the microphone to be used, and pass its `MicDevice.index` to the `index` of this component. Then call `StartRecord()` to start it or `StopRecord()` to stop it.\n\nNote that the microphone input will be played back in Unity a little later than your own speech. If you want to use a voice captured by another software for broadcasting, set *Parameters > Output Sound Gain* to 0 in the `uLipSync` component. If the volume of the `AudioSource` is set to 0, the data passed to `OnAudioFilterRead()` will be silent and cannot be analyzed.\n\nIn the `uLipSync` component, go to *Profile > Profile* and select a profile from the list (Male for male, Female for female, etc.) and run it. However, since the profile is not personalized, the accuracy of the default profile may not be good. Next, we will see how to create a calibration data that matches your own voice.\n\n\nCalibration\n-----------\n\nSo far we have used the sample `Profile` data, but in this section, let's see how to create data adjusted for other voices (voice actors' data or your own voice).\n\n### Create Profile\n\nClicking the *Profile > Profile > Create* button in the `uLipSync` component will create the data in the root of the Assets directory and set it to the component. You can also create it from the *Project* window by right-clicking > *uLipSync > Profile*.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Calib-Create-Profile1.png\" width=\"640\" />\n\nNext, register the phonemes you want to be recognized in *Profile > MFCC > MFCCs*. Basically, AIUEO is fine, but it is recommended to add a phoneme for breath (\"-\" or other appropriate character) to prevent the breath input. You can use any alphabet, hiragana, katakana, etc. as long as the characters you register match the `uLipSyncBlendShape`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Calib-Create-Profile2.png\" width=\"640\" />\n\nNext, we will calibrate each of the phonemes we have created.\n\n### Calibration using Mic Input\n\nThe first way is to use a microphone. `uLipSyncMicrophone` should be added to the object. Calibration will be done at runtime, so start the game to analyze the input. Press and hold the *Calib* button to the right of each phoneme while speaking the sound of each phoneme into the microphone, such as \"AAAAA\" for A, \"IIIIII\" for I, and so on. If it's noise, don't say anything or blow on it.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Calib-Voice-Input.gif\" width=\"640\" />\n\nIf you set `uLipSyncBlendShape` beforehand, it is interesting to see how the mouths gradually match.\n\nIf you have a slightly different way of speaking, for example, between your natural voice and your back voice, you can register multiple phonemes of the same name in the `Profile`, and adjust them accordingly.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Calib-Multi-Phonemes.png\" width=\"640\" />\n\n### Calibration using AudioClip\n\nNext is the calibration method using audio data. If there is a voice that says \"aaaaaaa\" or \"iiiiiii\", please play it in a loop and press the *Calib* button as well. However, in most cases, there is no such audio, so we want to achieve calibration by trimming the \"aaa\"-like or \"iii\"-like part of the existing audio and playing it back. A useful component for this is `uLipSyncCalibrationAudioPlayer`. This is a component that loops the audio waveform while slightly cross-fading the part you want to play.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncCalibrationAudioPlayer.gif\" width=\"640\" />\n\nSelect the part that seems to say \"aaaaa\" by dragging the boundary, and then press the *Calib* button for each phoneme to register the MFCC to the `Profile`.\n\n### Calibration Tips\n\nWhen calibrating, you should pay attention to the following points.\n\n- Perform calibration with mic in an environment with as little noise as possible.\n- Make sure that the registered MFCCs are as constant as possible.\n- After calibration, check several times and re-calibrate phonemes that don't work, or register additional phonemes.\n  - You can register multiple phonemes of the same name, so if they don't match when you change the voice tone, try registering more of them\n  - If the phonemes don't match, check if you have the wrong phoneme.\n  - If there is a phoneme with the same name but completely different color pattern in MFCC, it may be wrong (same phoneme should have similar pattern).\n- Collapse the *Runtime Information* when checking after calibration.\n  - The editor is redrawn every frame, so the frame rate may fall below 60.\n\n\nPre-Bake\n---------\n\nSo far, we have looked at runtime processing. Now we will look at the production of data through pre-calculation.\n\n### Mechanism\n\nIf you have audio data, you can calculate in advance what kind of analysis results you will receive each frame, so we will bake it into a `ScriptableObject` called `BakedData`. At runtime, instead of using `uLipSync` to analyze the data at runtime, we will use a component named `uLipSyncBakedDataPlayer` to play the data. This component can notify the result of the analysis with an event just like `uLipSync`, so you can register `uLipSyncBlendShape` to realize lipsync. This flow is illustrated in the following figure.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/BakedData.png\" width=\"640\" />\n\n### Setup\n\nThe sample scene is *Samples / 05. Bake*. You can create a `BakedData` from the *Project* window by going to *Create > uLipSync > BakedData*.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/BakedData-Create.png\" width=\"640\" />\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-BakedData.png\" width=\"640\" />\n\nHere, specify the calibrated `Profile` and an `AudioClip`, then click the *Bake* button to analyze the data and complete the data.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-BakedData-Bake.gif\" width=\"640\" />\n\nIf it works well, the data will look like the following.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/BakedData-Example.png\" width=\"640\" />\n\nSet this data to the `uLipSyncBakedDataPlayer`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBakedDataPlayer.png\" width=\"640\" />\n\nNow you are ready to play. If you want to check it again in the editor, press the *Play* button, or if you want to play it from another script, just call `Play()`.\n\n### Parameters\n\nBy adjusting the *Time Offset* slider, you can modify the timing of the lipsync. With runtime analysis, it is not possible to adjust the opening of the mouth before the voice, but with pre-calculation, it is possible to open the mouth a little earlier, so it can be adjusted to look more natural.\n\n### Batch conversion (1)\n\nIn some cases, you may want to convert all the character voice `AudioClip`s to `BakedData` at once. In this case, please use *Window > uLipSync > Baked Data Generator*.\n\nSelect the *Profile* you want to use for batch conversion, and then select the target *AudioClips*. If the *Input Type* is *List*, register the *AudioClips* directly (dragging and dropping multiple selections from the *Project* window is easy). If the *Input Type* is *List*, register the AudioClip directly (dragging and dropping multiple selections from the *Project* window is easy). If the Input Type is *Directory*, a file dialog will open where you can specify a directory, and it will automatically list the *AudioClips* under that directory.\n\nClick the Generate button to start the conversion.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBakedDataWindow.gif\" width=\"640\" />\n\n### Batch conversion (2)\n\nWhen you have already created data, you may want to review the calibration and change the profile. In this case, there is a *Reconvert* button in the *Baked Data* tab of each `Profile`, which converts all the data using the `Profile`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-Profile-BakedData.png\" width=\"640\" />\n\n\nTimeline\n--------\n\nYou can add special tracks and clips for uLipSync in *Timeline*. We then need to bind which objects will be moved using the data from the Timeline. To do this, a component named `uLipSyncTimelineEvent` that receives playback information and notifies `uLipSyncBlendShape` is introduced. The flow is illustrated below.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Timeline.png\" width=\"640\" />\n\n### Setup\n\nRight-click in the track area in the Timeline and add a dedicated track from *uLipSync.Timeline > uLipSync Track*. Then right-click in the clip area and add a clip from *Add From Baked Data*. You can also drag and drop `BakedData` directly onto this area.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTrack.gif\" width=\"640\" />\n\nWhen you select a clip, you will see the following UI in the *Inspector*, where you can replace the `BakedData`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncClip.png\" width=\"640\" />\n\nNext, add a `uLipSyncTimelineEvent` to some game object, and then add the binding so that lipsync can be played. At this time, register the `uLipSyncBlendShape` in the *On Lip Sync Update (LipSyncInfo)*.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTimelineEvent.png\" width=\"640\" />\n\nThen click on the game object with the `PlayableDirector` and drag and drop the game object into the slot for binding on the `uLipSyncTrack` in the *Timeline* window.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTrack-Binding.png\" width=\"640\" />\n\nNow the lipsync information will be sent to `uLipSyncTimelineEvent`, and the connection to `uLipSyncBlendShape` is established. Playback can also be done during editing, so you can adjust it with the animation and sound.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-Timeline.gif\" width=\"640\" />\n\n### Timeline Setup Helper\n\n*Window > uLipSync > Timeline Setup Helper*\n\nThis tool automatically creates `BakedData` corresponding to clips registered in **AudioTrack** and registers them in **uLipSync Track**.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Timeline-Setup-Helper.gif\" width=\"640\" />\n\n\nAnimation Bake\n--------------\n\nYou can also convert `BakedData`, which is pre-calculated lip-sync data, into an `AnimationClip`. Saving it as an animation makes it easy to combine it with other animations, to integrate it into your existing workflow, and to adjust it later by moving the keys. The sample scene is *Samples / 07. Animation Bake*.\n\n### Setup\n\nSelect *Window > uLipSync > Animation Clip Generator* to open the *uLipSync Animation Clip Generator* window.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGenerator.png\" width=\"640\" />\n\nTo run the animation bake, you need to open the scene where you have set up a `uLipSyncBlendShape` component. Then, please set the components in the scene to the fields in this window.\n\n- Animator\n  - Select an `Animator` component in the scene.\n  - An `AnimationClip` will be created in a hierarchical structure starting from this Animator.\n- Blend Shape\n  - Select a `uLipSyncBlendShape` component that exists in the scene.\n- Baked Data List\n  - Select the BakedData assets that you want to convert into `AnimationClip`s.\n- Sample Frame Rate\n  - Specify the sampling rate (fps) at which you want to add the keys.\n- Threshold\n  - The keys will be added only when the weight changes by this value.\n  - The maximum value of the weight is 100, so 10 means when the weight changes by 10%.\n- Output Directory\n  - Specify the directory to output the baked animation clip.\n  - If the directory is empty, create it under *Assets* (root).\n\nThe following image is an example setup.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimationClipGeneratorSetup.png\" width=\"640\" />\n\nVarying *Threshold* from 0, 10, and 20, you'll get the following.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/AnimClip-Threshold-Change.gif\" width=\"640\" />\n\n\nTexture\n-------\n\n`uLipSyncTexture` allows you to change textures and UVs according to the recognized phonemes. *Samples / 08. Texture* is a sample scene.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/hecomi-lipsync.gif\" width=\"640\" />\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncTexture.png\" width=\"640\" />\n\n- Renderer\n  - Specify the `Renderer` of the material you want to update.\n- Parameters\n  - Min Volume\n    - The minimum volume value (log10) to update.\n  - Min Duration\n    - This is the minimum time to keep the mouth in the same texture / uv.\n- Textures\n  - Here you can select the textures you want to assign\n  - Phoneme\n    - Enter the phoneme registered in the `Profile` (e.g. \"A\", \"I\").\n    - An empty string (\"\") will be treated as if there is no audio input.\n  - Texture\n    - Specify the texture to be changed.\n    - If not specified, the initial texture set in the material will be used.\n  - UV Scale\n    - UV Scale. For tiled textures, specify this value.\n  - UV Offset\n    - UV offset. For tiled textures, specify this value.\n\n\nAnimator\n--------\n\n`uLipSyncAnimator` can be used to lip-sync using `AnimatorController`. Create a Layer with an Avatar Mask applied only to the mouth as shown below, and setup a Blend Tree to make each mouth shape move by parameters.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/AnimatorController.png\" width=\"640\" />\n\nThen set the phonemes and the corresponding AnimatorController parameters to `uLipSyncAnimator` as follows.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncAnimator.png\" width=\"640\" />\n\nThe sample scene is *Samples / 09. Animator*.\n\n\nVRM Support\n-----------\n\n[VRM](https://vrm-consortium.org) is a platform-independent file format designed for the use with 3D characters and avatars. In VRM 0.X, blendshapes are controlled through `VRMBlendShapeProxy`, while in version 1.0, blendshapes are abstracted into *Expression* and controlled via `VRM10ObjectExpression`.\n\n- https://virtualcast.jp/wiki/vrm/setting/blendshap\n- https://vrm.dev/en/univrm1/vrm1_tutorial/expression\n\n### VRM 0.X\n\nWith `uLipSyncBlendShape`, the blendshapes in the `SkinnedMeshRenderer` was controlled directly, but there is a modified component named `uLipSyncBlendShapeVRM` that controls `VRMBlendShapeProxy` instead.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncBlendShapeVRM.png\" width=\"640\" />\n\n### VRM 1.0\n\nBy using `uLipSyncExpressionVRM`, you can control `VRM10ObjectExpression`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSyncExpressionVRM.png\" width=\"640\" />\n\n### Sample\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Feature-VRM.gif\" width=\"640\" />\n\nFor more details, please refer to *Samples / VRM*. In this sample, `uLipSyncExpressionVRM` is used for the setup of VRM 1.0.\n\n### Scripting Define Symbols\n\nWhen installing the VRM package from a .unitypackage, you need to manually add *Scripting Define Symbols*. For VRM 0.X, add `USE_VRM0X`, and for VRM 1.0, add `USE_VRM10`. If you add the package via the Package Manager, these symbols are added automatically.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/VRM-Scripting-Define-Symbols.png\" width=\"640\" />\n\nRuntime Setup\n-------------\n\nIf you generate a model dynamically, you need to set up and connect `uLipSync` and `uLipSyncBlendShape` by yourself. A sample for doing this is included as *10. Runtime Setup*. You will dynamically attach these components to the target object and set them up as follows:\n\n```cs\n[System.Serializable]\npublic class PhonemeBlendShapeInfo\n{\n    public string phoneme;\n    public string blendShape;\n}\n\npublic GameObject target;\npublic uLipSync.Profile profile;\npublic string skinnedMeshRendererName = \"MTH_DEF\";\npublic List<PhonemeBlendShapeInfo> phonemeBlendShapeTable = new List<PhonemeBlendShapeInfo>();\n\nuLipSync.uLipSync _lipsync;\nuLipSync.uLipSyncBlendShape _blendShape;\n\nvoid Start()\n{\n    // Setting up uLipSyncBlendShape\n    var targetTform = uLipSync.Util.FindChildRecursively(target.transform, skinnedMeshRendererName);\n    var smr = targetTform.GetComponent<SkinnedMeshRenderer>();\n\n    _blendShape = target.AddComponent<uLipSync.uLipSyncBlendShape>();\n    _blendShape.skinnedMeshRenderer = smr;\n\n    foreach (var info in phonemeBlendShapeTable)\n    {\n        _blendShape.AddBlendShape(info.phoneme, info.blendShape);\n    }\n\n    // Setting up uLipSync and connecting it with uLipSyncBlendShape\n    _lipsync = target.AddComponent<uLipSync.uLipSync>();\n    _lipsync.profile = profile;\n    _lipsync.onLipSyncUpdate.AddListener(_blendShape.OnLipSyncUpdate);\n}\n```\n\nThen attach this component to some GameObject and prepare the necessary information in advance and create a Prefab or something. The sample includes a setup for regular `SkinnedMeshRenderer` and a setup for VRM 1.0.\n\n\nUI\n--\n\nWhen you want to create, load, save a `Profile` at runtime, or add phonemes and perform their calibration, you will need a UI. A simple example of this is added as *11. UI*. By modifying this, you can create your own custom UI.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/uLipSyncProfileUI.png\" width=\"640\" />\n\n\nTips\n-----\n\n### Custom Event\n\n`uLipSyncBlendShape` is for 3D models, and `uLipSyncTexture` is for 2D textures. But if you want to do something different, you can write your own component to support them. Prepare a component that provides a function to receive `uLipSync.LipSyncInfo` and register it to *OnLipSyncUpdate(LipSyncInfo)* of `uLipSync` or `uLipSyncBakedDataPlayer`.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-OnLipSyncUpdate.png\" width=\"640\" />\n\nFor example, the following is an example of a simple script that outputs the result of recognition to `Debug.Log()`.\n\n```cs\nusing UnityEngine;\nusing uLipSync;\n\npublic class DebugPrintLipSyncInfo : MonoBehaviour\n{\n    public void OnLipSyncUpdate(LipSyncInfo info)\n    {\n        if (!isActiveAndEnabled) return;\n\n        if (info.volume < Mathf.Epsilon) return;\n\n        Debug.LogFormat($\"PHONEME: {info.phoneme}, VOL: {info.volume} \");\n    }\n}\n```\n\n`LipSyncInfo` is a structure that has members like the following.\n\n```cs\npublic struct LipSyncInfo\n{\n    public string phoneme; // Main phoneme\n    public float volume; // Normalized volume (0 ~ 1)\n    public float rawVolume; // Raw volume\n    public Dictionary<string, float> phonemeRatios; // Table that contains the pair of the phoneme and its ratio\n}\n```\n\n### Import to / Export from JSON\n\nThere is a function to save and load the profile to/from JSON. From the editor, specify the JSON you want to save or load from the *Import / Export JSON* tab, and click the *Import* or *Export* button.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-JSON.png\" width=\"640\" />\n\nIf you want to do it in code, you can use the following code.\n\n```cs\nvar lipSync = GetComponent<uLipSync>();\nvar profile = lipSync.profile;\n\n// Export\nprofile.Export(path);\n\n// Import\nprofile.Import(path);\n```\n\n### Calibration at Runtime\n\nIf you want to perform calibration at runtime, you can do it by making a request to `uLipSync` with `uLipSync.RequestCalibration(int index)` as follows. The MFCC calculated from the currently playing sound will be set to the specified phoneme.\n\n```cs\nlipSync = GetComponent<uLipSync>();\n\nfor (int i = 0; i < lipSync.profile.mfccs.Count; ++i)\n{\n    var key = (KeyCode)((int)(KeyCode.Alpha1) + i);\n    if (Input.GetKey(key)) lipSync.RequestCalibration(i);\n}\n```\n\nPlease refer to *CalibrationByKeyboardInput.cs* to see how it actually works. Also, it is better to save and restore the profile as JSON after building the app because the changes to `ScriptableObject` can not be saved.\n\n### Update Method\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UpdateMethod.png\" width=\"640\" />\n\n*Update Method* can be used to adjust the timing of updating blendshapes with `uLipSyncBlendShape`. The description of each parameter is as follows.\n\n| Method | Timing |\n| ------ | ------ |\n| LateUpdate |\tLateUpdate (default) |\n| Update | Update |\n| FixedUpdate |\tFixedUpdate |\n| LipSyncUpdateEvent | Immediately after receiving `LipSyncUpdateEvent` |\n| External | Update from an external script (`ApplyBlendShapes()`) |\n\n### WebGL\n\nWhen setting WebGL as the target platform, a small UI addition occurs.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/UI-uLipSync-WebGL.png\" width=\"640\" />\n\nIn WebGL, due to the Autoplay Policy, audio will not play unless there is an interaction with the page content (such as a click). However, as Unity is still playing the sound internally, this results in a desynchronization of audio that was supposed to be playing from the start. Enabling *Auto Audio Sync On Web GL* will correct this discrepancy when user interaction occurs.\n\n*Audio Sync Offset Time* can be used to adjust the timing of lip-sync delays. Internally, since `OnAudioFilterRead()` is not available in WebGL, `AudioClip.GetData()` is used instead. This approach leverages the ability to slightly adjust the position of the buffer being retrieved.\n\nCurrently, Unity does not support JobSystem and Burst for WebGL, which means the performance is not optimal. For cases where real-time analysis is not critical, pre-baking the data is recommended.\n\n### Mac Build\n\nWhen building on a Mac, you may encounter the following error.\n\n> Building Library/Bee/artifacts/MacStandalonePlayerBuildProgram/Features/uLipSync.Runtime-FeaturesChecked.txt failed with output: Failed because this command failed to write the following output files: Library/Bee/artifacts/MacStandalonePlayerBuildProgram/Features/uLipSync.Runtime-FeaturesChecked.txt\n\nThis may be related to the microphone access code, which can be fixed by writing something in *Project Settings > Player's Other Settings > Mac Configuration > Microphone Usage Description*.\n\n<img src=\"https://raw.githubusercontent.com/wiki/hecomi/uLipSync/v2/Mic-Setting.png\" width=\"640\" />\n\n\nTransition from v2 to v3\n------------------------\nFrom v3.0.0, the values of MFCC have been corrected to more accurate values. As a result, if you are transitioning from v2 to v3, you will need to recalibrate and create a new `Profile`.\n\n\n3rd-Party License\n------------------\n\n### Unity-chan\n\nExamples include Unity-chan assets.\n\n© Unity Technologies Japan/UCL\n","readmeFilename":"README.md"}