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fixed line gaps
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3 changed files with 500 additions and 3 deletions
248
examples/audioExamples/acAudioSearching/howardAcAudio.js
Normal file
248
examples/audioExamples/acAudioSearching/howardAcAudio.js
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"use strict";
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/*jslint nomen: true, plusplus: true, vars: true*/
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/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/
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//
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// ACAudioSearchAndInject.js
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// audio
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//
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// Created by Eric Levin and Howard Stearns 2/1/2016
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// Copyright 2016 High Fidelity, Inc.
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//
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// Keeps track of all sounds within QUERY_RADIUS of an avatar, where a "sound" is specified in entity userData.
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// Inject as many as practical into the audio mixer.
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// See acAudioSearchAndCompatibilityEntitySpawner.js.
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//
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// This implementation takes some precautions to scale well:
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// - It doesn't hastle the entity server because it issues at most one octree query every UPDATE_TIME period, regardless of the number of avatars.
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// - It does not load itself because it only gathers entities once every UPDATE_TIME period, and only
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// checks entity properties for those small number of entities that are currently playing (plus a RECHECK_TIME period examination of all entities).
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// This implementation tries to use all the available injectors.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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var SOUND_DATA_KEY = "io.highfidelity.soundKey"; // Sound data is specified in userData under this key.
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var old_sound_data_key = "soundKey"; // For backwards compatibility.
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var QUERY_RADIUS = 50; // meters
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var UPDATE_TIME = 100; // ms. We'll update just one thing on this period.
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var EXPIRATION_TIME = 5 * 1000; // ms. Remove sounds that have been out of range for this time.
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var RECHECK_TIME = 10 * 1000; // ms. Check for new userData properties this often when not currently playing.
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// (By not checking most of the time when not playing, we can efficiently go through all entities without getEntityProperties.)
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var UPDATES_PER_STATS_LOG = 50;
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var DEFAULT_SOUND_DATA = {
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volume: 0.5, // userData cannot specify zero volume with our current method of defaulting.
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loop: false, // Default must be false with our current method of defaulting, else there's no way to get a false value.
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playbackGap: 1000, // in ms
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playbackGapRange: 0 // in ms
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};
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Script.include("../../libraries/utils.js");
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Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList.
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function ignore() {}
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function debug() { // Display the arguments not just [Object object].
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//print.apply(null, [].map.call(arguments, JSON.stringify));
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}
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EntityViewer.setKeyholeRadius(QUERY_RADIUS);
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// ENTITY DATA CACHE
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//
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var entityCache = {}; // A dictionary of unexpired EntityData objects.
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function EntityDatum(entityIdentifier) { // Just the data of an entity that we need to know about.
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// This data is only use for our sound injection. There is no need to store such info in the replicated entity on everyone's computer.
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var that = this;
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that.lastUserDataUpdate = 0; // new entity is in need of rechecking user data
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// State Transitions:
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// no data => no data | sound data | expired
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// expired => stop => remove
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// sound data => downloading
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// downloading => downloading | waiting
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// waiting => playing | waiting (if too many already playing)
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// playing => update position etc | no data
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that.stop = function stop() {
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if (!that.sound) {
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return;
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}
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print("stopping sound", entityIdentifier, that.url);
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delete that.sound;
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delete that.url;
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if (!that.injector) {
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return;
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}
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that.injector.stop();
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delete that.injector;
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};
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this.update = function stateTransitions(expirationCutoff, userDataCutoff, now) {
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if (that.timestamp < expirationCutoff) { // EXPIRED => STOP => REMOVE
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that.stop(); // Alternatively, we could fade out and then stop...
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delete entityCache[entityIdentifier];
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return;
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}
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var properties, soundData; // Latest data, pulled from local octree.
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// getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results.
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// Most entity updates are fast and only a very few do getEntityProperties.
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function ensureSoundData() { // We only getEntityProperities when we need to.
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if (properties) {
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return;
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}
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properties = Entities.getEntityProperties(entityIdentifier, ['userData', 'position']);
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debug("updating", that, properties);
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try {
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var userData = properties.userData && JSON.parse(properties.userData);
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soundData = userData && (userData[SOUND_DATA_KEY] || userData[old_sound_data_key]); // Don't store soundData yet. Let state changes compare.
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that.lastUserDataUpdate = now; // But do update these ...
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that.url = soundData && soundData.url;
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that.playAfter = that.url && now;
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} catch (err) {
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print(err, properties.userData);
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}
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}
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// Stumbling on big new pile of entities will do a lot of getEntityProperties. Once.
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if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA
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ensureSoundData();
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}
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if (!that.url) { // NO DATA => NO DATA
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return that.stop();
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}
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if (!that.sound) { // SOUND DATA => DOWNLOADING
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that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can.
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}
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if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING
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return;
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}
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if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING
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return;
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}
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ensureSoundData(); // We'll play and will need position, so we might as well get soundData, too.
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if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around)
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return that.stop();
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}
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var options = {
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position: properties.position,
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loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
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volume: soundData.volume || DEFAULT_SOUND_DATA.volume
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};
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if (!that.injector) { // WAITING => PLAYING | WAITING
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debug("starting", that, options);
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that.injector = Audio.playSound(that.sound, options); // Might be null if at at injector limit. Will try again later.
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if (that.injector) {
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print("started", entityIdentifier, that.url);
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} else { // Don't hammer ensureSoundData or injector manager.
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that.playAfter = now + (soundData.playbackGap || RECHECK_TIME);
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}
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return;
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}
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that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC
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if (!that.injector.isPlaying) { // Subtle: a looping sound will not check playbackGap.
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var gap = soundData.playbackGap || DEFAULT_SOUND_DATA;
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if (gap) { // WAITING => PLAYING
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gap = gap + randFloat(-Math.max(gap, soundData.playbackGapRange), soundData.playbackGapRange); // gapRange is bad name. Meant as +/- value.
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// Setup next play just once, now. Changes won't be looked at while we wait.
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that.playAfter = now + (that.sound.duration * 1000) + gap;
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// Subtle: if the restart fails b/c we're at injector limit, we won't try again until next playAfter.
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that.injector.restart();
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} else { // PLAYING => NO DATA
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that.playAfter = Infinity;
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}
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}
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};
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}
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function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) {
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ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play.
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var entitySound = entityCache[entityIdentifier];
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if (!entitySound) {
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entitySound = entityCache[entityIdentifier] = new EntityDatum(entityIdentifier);
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}
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entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine.
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}
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var nUpdates = UPDATES_PER_STATS_LOG,
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lastStats = Date.now();
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function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds.
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var now = Date.now(),
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expirationCutoff = now - EXPIRATION_TIME,
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userDataRecheckCutoff = now - RECHECK_TIME;
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Object.keys(entityCache).forEach(function(entityIdentifier) {
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entityCache[entityIdentifier].update(expirationCutoff, userDataRecheckCutoff, now);
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});
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if (nUpdates-- <= 0) { // Report statistics.
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// My figures using acAudioSearchCompatibleEntitySpawner.js with ONE user, N_SOUNDS = 2000, N_SILENT_ENTITIES_PER_SOUND = 5:
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// audio-mixer: 23% of cpu (on Mac Activity Monitor)
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// this script's assignment client: 106% of cpu. (overloaded)
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// entities:12003
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// sounds:2000
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// playing:40 (correct)
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// millisecondsPerUpdate:135 (100 requested, so behind by 35%. It would be nice to dig into why...)
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var stats = {
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entities: 0,
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sounds: 0,
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playing: 0,
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millisecondsPerUpdate: (now - lastStats) / UPDATES_PER_STATS_LOG
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};
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nUpdates = UPDATES_PER_STATS_LOG;
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lastStats = now;
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Object.keys(entityCache).forEach(function(entityIdentifier) {
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var datum = entityCache[entityIdentifier];
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stats.entities++;
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if (datum.url) {
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stats.sounds++;
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if (datum.injector && datum.injector.isPlaying) {
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stats.playing++;
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}
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}
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});
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print(JSON.stringify(stats));
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}
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}
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// Update the set of which EntityData we know about.
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//
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function updateEntiesForAvatar(avatarIdentifier) { // Just one piece of update work.
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// This does at most:
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// one queryOctree request of the entity server, and
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// one findEntities geometry query of our own octree, and
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// a quick internEntityDatum of each of what may be a large number of entityIdentifiers.
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// The idea is that this is a nice bounded piece of work that should not be done too frequently.
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// However, it means that we won't learn about new entities until, on average (nAvatars * UPDATE_TIME) + query round trip.
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var avatar = AvatarList.getAvatar(avatarIdentifier),
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avatarPosition = avatar && avatar.position;
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if (!avatarPosition) { // No longer here.
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return;
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}
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var timestamp = Date.now();
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EntityViewer.setPosition(avatarPosition);
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EntityViewer.queryOctree(); // Requests an update, but there's no telling when we'll actually see different results.
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var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS);
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debug("found", entities.length, "entities near", avatar.name || "unknown", "at", avatarPosition);
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entities.forEach(function(entityIdentifier) {
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internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar);
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});
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}
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// Slowly update the set of data we have to work with.
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//
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var workQueue = [];
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function updateWorkQueueForAvatarsPresent() { // when nothing else to do, fill queue with individual avatar updates
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workQueue = AvatarList.getAvatarIdentifiers().map(function(avatarIdentifier) {
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return function() {
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updateEntiesForAvatar(avatarIdentifier);
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};
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});
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}
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Script.setInterval(function() {
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// There might be thousands of EntityData known to us, but only a few will require any work to update.
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updateAllEntityData(); // i.e., this better be pretty fast.
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// Each interval, we do no more than one updateEntitiesforAvatar.
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if (!workQueue.length) {
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workQueue = [updateWorkQueueForAvatarsPresent];
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}
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workQueue.pop()(); // There's always one
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}, UPDATE_TIME);
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248
examples/audioExamples/acAudioSearching/howardSpawner.js
Normal file
248
examples/audioExamples/acAudioSearching/howardSpawner.js
Normal file
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@ -0,0 +1,248 @@
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"use strict";
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/*jslint nomen: true, plusplus: true, vars: true*/
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/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/
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//
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// ACAudioSearchAndInject.js
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// audio
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//
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// Created by Eric Levin and Howard Stearns 2/1/2016
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// Copyright 2016 High Fidelity, Inc.
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//
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// Keeps track of all sounds within QUERY_RADIUS of an avatar, where a "sound" is specified in entity userData.
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// Inject as many as practical into the audio mixer.
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// See acAudioSearchAndCompatibilityEntitySpawner.js.
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//
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// This implementation takes some precautions to scale well:
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// - It doesn't hastle the entity server because it issues at most one octree query every UPDATE_TIME period, regardless of the number of avatars.
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// - It does not load itself because it only gathers entities once every UPDATE_TIME period, and only
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// checks entity properties for those small number of entities that are currently playing (plus a RECHECK_TIME period examination of all entities).
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// This implementation tries to use all the available injectors.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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var SOUND_DATA_KEY = "io.highfidelity.soundKey"; // Sound data is specified in userData under this key.
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var old_sound_data_key = "soundKey"; // For backwards compatibility.
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var QUERY_RADIUS = 50; // meters
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var UPDATE_TIME = 100; // ms. We'll update just one thing on this period.
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var EXPIRATION_TIME = 5 * 1000; // ms. Remove sounds that have been out of range for this time.
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var RECHECK_TIME = 10 * 1000; // ms. Check for new userData properties this often when not currently playing.
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// (By not checking most of the time when not playing, we can efficiently go through all entities without getEntityProperties.)
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var UPDATES_PER_STATS_LOG = 50;
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var DEFAULT_SOUND_DATA = {
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volume: 0.5, // userData cannot specify zero volume with our current method of defaulting.
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loop: false, // Default must be false with our current method of defaulting, else there's no way to get a false value.
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playbackGap: 1000, // in ms
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playbackGapRange: 0 // in ms
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};
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Script.include("../../libraries/utils.js");
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Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList.
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function ignore() {}
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function debug() { // Display the arguments not just [Object object].
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//print.apply(null, [].map.call(arguments, JSON.stringify));
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}
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EntityViewer.setKeyholeRadius(QUERY_RADIUS);
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// ENTITY DATA CACHE
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//
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var entityCache = {}; // A dictionary of unexpired EntityData objects.
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function EntityDatum(entityIdentifier) { // Just the data of an entity that we need to know about.
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// This data is only use for our sound injection. There is no need to store such info in the replicated entity on everyone's computer.
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var that = this;
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that.lastUserDataUpdate = 0; // new entity is in need of rechecking user data
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// State Transitions:
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// no data => no data | sound data | expired
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// expired => stop => remove
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// sound data => downloading
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// downloading => downloading | waiting
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// waiting => playing | waiting (if too many already playing)
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// playing => update position etc | no data
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that.stop = function stop() {
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if (!that.sound) {
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return;
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}
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print("stopping sound", entityIdentifier, that.url);
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delete that.sound;
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delete that.url;
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if (!that.injector) {
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return;
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}
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that.injector.stop();
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delete that.injector;
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};
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this.update = function stateTransitions(expirationCutoff, userDataCutoff, now) {
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if (that.timestamp < expirationCutoff) { // EXPIRED => STOP => REMOVE
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that.stop(); // Alternatively, we could fade out and then stop...
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delete entityCache[entityIdentifier];
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return;
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}
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var properties, soundData; // Latest data, pulled from local octree.
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// getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results.
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// Most entity updates are fast and only a very few do getEntityProperties.
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function ensureSoundData() { // We only getEntityProperities when we need to.
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if (properties) {
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return;
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}
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properties = Entities.getEntityProperties(entityIdentifier, ['userData', 'position']);
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debug("updating", that, properties);
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try {
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var userData = properties.userData && JSON.parse(properties.userData);
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soundData = userData && (userData[SOUND_DATA_KEY] || userData[old_sound_data_key]); // Don't store soundData yet. Let state changes compare.
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that.lastUserDataUpdate = now; // But do update these ...
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that.url = soundData && soundData.url;
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that.playAfter = that.url && now;
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} catch (err) {
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print(err, properties.userData);
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}
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}
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// Stumbling on big new pile of entities will do a lot of getEntityProperties. Once.
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if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA
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ensureSoundData();
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}
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if (!that.url) { // NO DATA => NO DATA
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return that.stop();
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}
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if (!that.sound) { // SOUND DATA => DOWNLOADING
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that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can.
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}
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if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING
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return;
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}
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if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING
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return;
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}
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ensureSoundData(); // We'll play and will need position, so we might as well get soundData, too.
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if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around)
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return that.stop();
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}
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var options = {
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position: properties.position,
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loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
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volume: soundData.volume || DEFAULT_SOUND_DATA.volume
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};
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if (!that.injector) { // WAITING => PLAYING | WAITING
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debug("starting", that, options);
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that.injector = Audio.playSound(that.sound, options); // Might be null if at at injector limit. Will try again later.
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if (that.injector) {
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print("started", entityIdentifier, that.url);
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} else { // Don't hammer ensureSoundData or injector manager.
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that.playAfter = now + (soundData.playbackGap || RECHECK_TIME);
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}
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return;
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}
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||||
that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC
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||||
if (!that.injector.isPlaying) { // Subtle: a looping sound will not check playbackGap.
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var gap = soundData.playbackGap || DEFAULT_SOUND_DATA;
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if (gap) { // WAITING => PLAYING
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gap = gap + randFloat(-Math.max(gap, soundData.playbackGapRange), soundData.playbackGapRange); // gapRange is bad name. Meant as +/- value.
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// Setup next play just once, now. Changes won't be looked at while we wait.
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||||
that.playAfter = now + (that.sound.duration * 1000) + gap;
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||||
// Subtle: if the restart fails b/c we're at injector limit, we won't try again until next playAfter.
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that.injector.restart();
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||||
} else { // PLAYING => NO DATA
|
||||
that.playAfter = Infinity;
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) {
|
||||
ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play.
|
||||
var entitySound = entityCache[entityIdentifier];
|
||||
if (!entitySound) {
|
||||
entitySound = entityCache[entityIdentifier] = new EntityDatum(entityIdentifier);
|
||||
}
|
||||
entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine.
|
||||
}
|
||||
var nUpdates = UPDATES_PER_STATS_LOG,
|
||||
lastStats = Date.now();
|
||||
|
||||
function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds.
|
||||
var now = Date.now(),
|
||||
expirationCutoff = now - EXPIRATION_TIME,
|
||||
userDataRecheckCutoff = now - RECHECK_TIME;
|
||||
Object.keys(entityCache).forEach(function(entityIdentifier) {
|
||||
entityCache[entityIdentifier].update(expirationCutoff, userDataRecheckCutoff, now);
|
||||
});
|
||||
if (nUpdates-- <= 0) { // Report statistics.
|
||||
// My figures using acAudioSearchCompatibleEntitySpawner.js with ONE user, N_SOUNDS = 2000, N_SILENT_ENTITIES_PER_SOUND = 5:
|
||||
// audio-mixer: 23% of cpu (on Mac Activity Monitor)
|
||||
// this script's assignment client: 106% of cpu. (overloaded)
|
||||
// entities:12003
|
||||
// sounds:2000
|
||||
// playing:40 (correct)
|
||||
// millisecondsPerUpdate:135 (100 requested, so behind by 35%. It would be nice to dig into why...)
|
||||
var stats = {
|
||||
entities: 0,
|
||||
sounds: 0,
|
||||
playing: 0,
|
||||
millisecondsPerUpdate: (now - lastStats) / UPDATES_PER_STATS_LOG
|
||||
};
|
||||
nUpdates = UPDATES_PER_STATS_LOG;
|
||||
lastStats = now;
|
||||
Object.keys(entityCache).forEach(function(entityIdentifier) {
|
||||
var datum = entityCache[entityIdentifier];
|
||||
stats.entities++;
|
||||
if (datum.url) {
|
||||
stats.sounds++;
|
||||
if (datum.injector && datum.injector.isPlaying) {
|
||||
stats.playing++;
|
||||
}
|
||||
}
|
||||
});
|
||||
print(JSON.stringify(stats));
|
||||
}
|
||||
}
|
||||
|
||||
// Update the set of which EntityData we know about.
|
||||
//
|
||||
|
||||
function updateEntiesForAvatar(avatarIdentifier) { // Just one piece of update work.
|
||||
// This does at most:
|
||||
// one queryOctree request of the entity server, and
|
||||
// one findEntities geometry query of our own octree, and
|
||||
// a quick internEntityDatum of each of what may be a large number of entityIdentifiers.
|
||||
// The idea is that this is a nice bounded piece of work that should not be done too frequently.
|
||||
// However, it means that we won't learn about new entities until, on average (nAvatars * UPDATE_TIME) + query round trip.
|
||||
var avatar = AvatarList.getAvatar(avatarIdentifier),
|
||||
avatarPosition = avatar && avatar.position;
|
||||
if (!avatarPosition) { // No longer here.
|
||||
return;
|
||||
}
|
||||
var timestamp = Date.now();
|
||||
EntityViewer.setPosition(avatarPosition);
|
||||
EntityViewer.queryOctree(); // Requests an update, but there's no telling when we'll actually see different results.
|
||||
var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS);
|
||||
debug("found", entities.length, "entities near", avatar.name || "unknown", "at", avatarPosition);
|
||||
entities.forEach(function(entityIdentifier) {
|
||||
internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar);
|
||||
});
|
||||
}
|
||||
|
||||
// Slowly update the set of data we have to work with.
|
||||
//
|
||||
var workQueue = [];
|
||||
|
||||
function updateWorkQueueForAvatarsPresent() { // when nothing else to do, fill queue with individual avatar updates
|
||||
workQueue = AvatarList.getAvatarIdentifiers().map(function(avatarIdentifier) {
|
||||
return function() {
|
||||
updateEntiesForAvatar(avatarIdentifier);
|
||||
};
|
||||
});
|
||||
}
|
||||
Script.setInterval(function() {
|
||||
// There might be thousands of EntityData known to us, but only a few will require any work to update.
|
||||
updateAllEntityData(); // i.e., this better be pretty fast.
|
||||
// Each interval, we do no more than one updateEntitiesforAvatar.
|
||||
if (!workQueue.length) {
|
||||
workQueue = [updateWorkQueueForAvatarsPresent];
|
||||
}
|
||||
workQueue.pop()(); // There's always one
|
||||
}, UPDATE_TIME);
|
|
@ -57,7 +57,7 @@
|
|||
origin: markerProps.position,
|
||||
direction: Quat.getFront(markerProps.rotation)
|
||||
}
|
||||
var intersection = Entities.findRayIntersection(pickRay, true, [_this.whiteboard]);
|
||||
var intersection = Entities.findRayIntersectionBlocking(pickRay, true, [_this.whiteboard]);
|
||||
|
||||
if (intersection.intersects && Vec3.distance(intersection.intersection, markerProps.position) < _this.MAX_MARKER_TO_BOARD_DISTANCE) {
|
||||
Overlays.editOverlay(_this.laserPointer, {
|
||||
|
@ -71,7 +71,8 @@
|
|||
_this.resetStroke();
|
||||
}
|
||||
} else {
|
||||
_this.resetStroke();
|
||||
_this.resetStroke();
|
||||
|
||||
Overlays.editOverlay(_this.laserPointer, {
|
||||
visible: false
|
||||
});
|
||||
|
@ -92,7 +93,7 @@
|
|||
position: position,
|
||||
textures: _this.MARKER_TEXTURE_URL,
|
||||
color: _this.markerColor,
|
||||
lifetime: 10
|
||||
lifetime: 500
|
||||
});
|
||||
|
||||
_this.linePoints = [];
|
||||
|
|
Loading…
Reference in a new issue