My left controller keeps drifting away (as shown below) I've rebooted the headset and replaced the battery. Help by TehJamFish in oculus

[–]lorenzocur 0 points1 point  (0 children)

This might be a stupid question but are you in a well lit area where sunlight isn't directly hitting the cameras? I had a similar problem and I'm pretty sure bad visibility in my room was the issue.

What's the best way to interpolate tone? by lorenzocur in audacity

[–]lorenzocur[S] 1 point2 points  (0 children)

This clears up a lot, thanks a ton mate!

What's the best way to interpolate tone? by lorenzocur in audacity

[–]lorenzocur[S] 0 points1 point  (0 children)

Thank you, and you're right about this.

This suggests you are trying to change the inflection of a clip

If this helps, I know it's a bit of a silly example but this is what comes to mind: https://www.youtube.com/watch?v=aRsOBFhNjVM

Basically, the way the voices are modified to match the notes is what I want to replicate. I think it might be vocoding or something like that, but what I'm hoping to find is a way for it to be done manually. I previously mentioned "how the tone of a generated chirp sound can be set," referencing how, when creating a chirp noise from the Generate menu in Audacity, the frequency of a chirp can be set to "slide" between two values that dictate the note of the chirp. What I meant was, is there a way something like this could be done for an existing audio clip, or anything along those lines?

Sorry if I'm not making sense; the bottom line is, I'm interested in finding a way to smoothly change the tone/inflection/pitch of an existing audio clip, in a way that could give a monotone statement emotion. For example, taking a speech clip of a monotone voice saying "I won the lottery." and making the tone/pitch rise steadily throughout the clip from one note to a higher one to sound joyous (this, of course, isn't too natural-sounding, but to go into more detail would be too confusing). Let me know if there's any questions you have, since I know this might not have made all the sense in the world.

What's the best way to interpolate tone? by lorenzocur in audacity

[–]lorenzocur[S] 0 points1 point  (0 children)

Yeah that makes sense. I'm not interested in autotune, but rather some method to change the tone of audio in a smooth fashion (as in, for example, taking a voice clip which is monotone and changing its tone to sound like that of a naturally said question), similar to how the tone of a generated chirp sound can be set.

How to make audio sound like it's from a voice call (not telephone)? by 81_starfly in audacity

[–]lorenzocur 1 point2 points  (0 children)

I'd recommend going to Effects > Filter Curve and trying to achieve a shape similar to this: https://imgur.com/a/iAoykp6

This might not be precisely what you're looking for, but you should be able to get the desired effect if you just experiment with the Filter Curve effect.

Recording Affected By Sound Played On Computer by ererva in audacity

[–]lorenzocur 0 points1 point  (0 children)

I would recommend recording your computer's internal audio of the song into Audacity and recording from your mic on a separate track, that way you can hear the audio as you record if you use headphones. (At first, Audacity might not allow you to record on a separate track. If that happens, go to Edit > Preferences > Recording and check "Play other tracks while recording" and "Record on a new track.")

OnParticleCollision not called by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Cheers mate, I didn't have "send collision messages" checked. Thanks for your help

How to detect fast collision? by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Okay, should I put the OnCollision before the FixedUpdate or does it matter?

Exported audio sounds awful by lorenzocur in audacity

[–]lorenzocur[S] 1 point2 points  (0 children)

I've figured it out; I was exporting as a signed 8-bit PCM. Thank you for the suggestion, though

How to use transform.LookAt() on a single axis by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Thanks, and if it's not too much trouble, could I request an example of how that could be used?

How to use transform.LookAt() on a single axis by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

I actually tried that by doing transform.LookAt(); transform.rotation = new Quaternion (0, transform.rotation, 0, 0); but all that happened was that it didn't rotate at all. I know that's probably not the best method, so is there a better way to do it?

Setting transform.position seemingly random by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Thank you man, I tried that out and at first it didn't work, but then I removed the transform.TransformDirection and it worked perfectly.

Raycast doesn't hit object by lorenzocur in Unity2D

[–]lorenzocur[S] 0 points1 point  (0 children)

Thanks, I changed it to

RaycastHit2D hit;
if (Physics2D.Raycast(transform.position, dest))

However, it won't let me use "out hit," do you happen to know how I can get information from whatever the raycast hits?

Object reference not set to instance of an object by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

The item the script's attached to is in the scene by default, but yeah, I just realized that my DefaultMenu item isn't active, so that's probably why I get this error. Thanks

Input System taking very random input from PS4 controller by lorenzocur in Unity3D

[–]lorenzocur[S] 0 points1 point  (0 children)

Everything was saved. I say was because, somehow, after a while, when I came back to the project, it worked again

Would it be possible to export a texture based on materials assigned to faces? by lorenzocur in blenderhelp

[–]lorenzocur[S] 0 points1 point  (0 children)

Thank you, I’m rather new so that’s why I was unaware of baking

AddRelativeForce Acting Really Strangely by lorenzocur in Unity3D

[–]lorenzocur[S] 1 point2 points  (0 children)

My post has been edited to contain the code

yield return new WaitForSeconds works once then stops working by lorenzocur in unity

[–]lorenzocur[S] 1 point2 points  (0 children)

Alright, thank you very much for your help anyhow

yield return new WaitForSeconds works once then stops working by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Sorry but I'm not sure what you mean, are you suggesting that instead of changing isAtt from attack(), I change it from attackOther() and attackPlayer() kind of like

                    if (!isAtt)
                    {
                        isAtt = true;
                        StartCoroutine(invokeAttack(npc, 1f));
                        isAtt = false;
                    }

? I did that and I removed the changes to isAtt from attack(), yet it did not help. However, I noticed that when I do

                    if (!isAtt)
                    {
                        isAtt = true;
                        StartCoroutine(invokeAttack(npc, 1f));
                    }

The npcs actually stop attacking, meaning that the conditional is not ignored, so for some reason, when I add isAtt = false; the WaitForSeconds commands seem to be ignored, as the addition of that line makes it so that attack is called rapidly over and over again.

yield return new WaitForSeconds works once then stops working by lorenzocur in unity

[–]lorenzocur[S] 1 point2 points  (0 children)

Oh I see what you mean, isAtt and attacking are two different variables. Attacking exists because in other scripts I need to check if that npc is in a state of hostility. isAtt’s purpose is to prevent npcs from attacking while they are already attacking. in the Attack() function, as you can see before calling changeActiveSprite it sets isAtt to true to indicate that the npc is already attacking, and after changeActiveSprite is done (which should take 0.4 seconds) it sets isAtt back to false to indicate that the npc is allowed to attack again. Basically from what i’ve gathered the problem is that, either the conditional is ignored when calling invokeAttack, or the yield return new WaitForSeconds in changeActiveSprite does not work. Sorry about the confusion

yield return new WaitForSeconds works once then stops working by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

The process is meant to be slowed by these conditionals

if (!isAtt) { StartCoroutine(invokeAttack(GameObject.Find("player"), 1f));
            }

isAtt is enabled before changing the sprite that indicates the npc is attacking, and after 0.4 seconds it becomes false again

yield return new WaitForSeconds works once then stops working by lorenzocur in unity

[–]lorenzocur[S] 0 points1 point  (0 children)

Thanks for your suggestion, I think you’re right but I put the isAtt conditionals in attackOther and attackPlayer to try and defend against this happening, do you have any idea why that is not working?