Review updates

This commit is contained in:
David Rowe 2019-04-23 14:35:25 +12:00
parent a6ae79a2d8
commit 6e09c4885f
5 changed files with 48 additions and 45 deletions

View file

@ -45,12 +45,12 @@ class Audio : public AudioScriptingInterface, protected ReadWriteLockable {
* @property {boolean} mutedDesktop - <code>true</code> if desktop audio input is muted, otherwise <code>false</code>.
* @property {boolean} mutedHMD - <code>true</code> if the HMD input is muted, otherwise <code>false</code>.
* @property {boolean} warnWhenMuted - <code>true</code> if the "muted" warning is enabled, otherwise <code>false</code>.
* When enabled, a "muted" warning is displayed when you try to speak while your microphone is muted.
* When enabled, if you speak while your microphone is muted, "muted" is displayed on the screen as a warning.
* @property {boolean} noiseReduction - <code>true</code> if noise reduction is enabled, otherwise <code>false</code>. When
* enabled, the input audio signal is blocked (fully attenuated) when it falls below an adaptive threshold set just
* above the noise floor.
* @property {number} inputVolume - Adjusts the volume of the input audio; range <code>0.0</code> &ndash; <code>1.0</code>.
* If set to a value, the resulting value depends on the input device: for example, the volume can't be changed on some
* @property {number} inputVolume - Adjusts the volume of the input audio, range <code>0.0</code> &ndash; <code>1.0</code>.
* If set to a value, the resulting value depends on the input device: for example, the volume can't be changed on some
* devices, and others might only support values of <code>0.0</code> and <code>1.0</code>.
* @property {number} inputLevel - The loudness of the audio input, range <code>0.0</code> (no sound) &ndash;
* <code>1.0</code> (the onset of clipping). <em>Read-only.</em>
@ -64,7 +64,7 @@ class Audio : public AudioScriptingInterface, protected ReadWriteLockable {
* @property {boolean} pushToTalkDesktop - <code>true</code> if desktop push-to-talk is enabled, otherwise
* <code>false</code>.
* @property {boolean} pushToTalkHMD - <code>true</code> if HMD push-to-talk is enabled, otherwise <code>false</code>.
* @property {boolean} pushingToTalk - <code>true</code> if the user is currently pushing to talk, otherwise
* @property {boolean} pushingToTalk - <code>true</code> if the user is currently pushing-to-talk, otherwise
* <code>false</code>.
*
* @comment The following properties are from AudioScriptingInterface.h.
@ -147,8 +147,8 @@ public:
Q_INVOKABLE void setOutputDevice(const QAudioDeviceInfo& device, bool isHMD);
/**jsdoc
* Enables or disables reverberation. Reverberation is done by the client, on the post-mix audio. The reverberation options
* come from either the domain's audio zone if used &mdash; configured on the server &mdash; or as scripted by
* Enables or disables reverberation. Reverberation is done by the client on the post-mix audio. The reverberation options
* come from either the domain's audio zone configured on the server or settings scripted by
* {@link Audio.setReverbOptions|setReverbOptions}.
* @function Audio.setReverb
* @param {boolean} enable - <code>true</code> to enable reverberation, <code>false</code> to disable.
@ -207,44 +207,44 @@ public:
Q_INVOKABLE float getAvatarGain();
/**jsdoc
* Sets the gain (relative volume) that the environment is played at, for sounds from the server.
* Sets the gain (relative volume) that environment sounds from the server are played at.
* @function Audio.setInjectorGain
* @param {number} Injector gain (dB) at the server.
*/
Q_INVOKABLE void setInjectorGain(float gain);
/**jsdoc
* Gets the gain (relative volume) that the environment is played at, for sounds from the server.
* Gets the gain (relative volume) that environment sounds from the server are played at.
* @function Audio.getInjectorGain
* @returns {number} Injector gain (dB) at the server.
*/
Q_INVOKABLE float getInjectorGain();
/**jsdoc
* Sets the gain (relative volume) that the environment is played at, for sounds from the client.
* Sets the gain (relative volume) that environment sounds from the client are played at.
* @function Audio.setLocalInjectorGain
* @param {number} Local injector gain (dB) in the client.
* @param {number} Injector gain (dB) in the client.
*/
Q_INVOKABLE void setLocalInjectorGain(float gain);
/**jsdoc
* Gets the gain (relative volume) that the environment is played at, for sounds from the client.
* Gets the gain (relative volume) that environment sounds from the client are played at.
* @function Audio.getLocalInjectorGain
* @returns {number} Local injector gain (dB) in the client.
* @returns {number} Injector gain (dB) in the client.
*/
Q_INVOKABLE float getLocalInjectorGain();
/**jsdoc
* Sets the gain (relative volume) that system sounds are played at.
* @function Audio.setSystemInjectorGain
* @param {number} System injector gain (dB) in the client.
* @param {number} Injector gain (dB) in the client.
*/
Q_INVOKABLE void setSystemInjectorGain(float gain);
/**jsdoc
* Gets the gain (relative volume) that system sounds are played at.
* @function Audio.getSystemInjectorGain
* @returns {number} System injector gain (dB) in the client.
* @returns {number} Injector gain (dB) in the client.
*/
Q_INVOKABLE float getSystemInjectorGain();
@ -372,8 +372,8 @@ signals:
* Triggered when the input audio volume changes.
* @function Audio.inputVolumeChanged
* @param {number} volume - The requested volume to be applied to the audio input, range <code>0.0</code> &ndash;
* <code>1.0</code>. The resulting value of <code>Audio.inputVolume</code> depends on the capabilities of the device:
* for example, the volume can't be changed on some devices, and others might only support values of <code>0.0</code>
* <code>1.0</code>. The resulting value of <code>Audio.inputVolume</code> depends on the capabilities of the device.
* For example, the volume can't be changed on some devices, while others might only support values of <code>0.0</code>
* and <code>1.0</code>.
* @returns {Signal}
*/
@ -405,9 +405,9 @@ signals:
void contextChanged(const QString& context);
/**jsdoc
* Triggered when pushing-to-talk changes.
* Triggered when the user starts or stops push-to-talk.
* @function Audio.pushingToTalkChanged
* @param {boolean} talking - <code>true</code> if started pushing to talk, <code>false</code> if stopped pushing to talk.
* @param {boolean} talking - <code>true</code> if started push-to-talk, <code>false</code> if stopped push-to-talk.
* @returns {Signal}
*/
void pushingToTalkChanged(bool talking);

View file

@ -48,18 +48,20 @@ QScriptValue injectorOptionsToScriptValue(QScriptEngine* engine, const AudioInje
}
/**jsdoc
* Configures how an audio injector plays its audio.
* Configures where and how an audio injector plays its audio.
* @typedef {object} AudioInjector.AudioInjectorOptions
* @property {Vec3} position=Vec3.ZERO - The position in the domain to play the sound.
* @property {Quat} orientation=Quat.IDENTITY - The orientation in the domain to play the sound in.
* @property {number} volume=1.0 - Playback volume, between <code>0.0</code> and <code>1.0</code>.
* @property {number} pitch=1.0 - Alter the pitch of the sound, within +/- 2 octaves. The value is the relative sample rate to
* resample the sound at, range <code>0.0625</code> &ndash; <code>16.0</code>. A value of <code>0.0625</code> lowers the
* pitch by 2 octaves; <code>1.0</code> is no change in pitch; <code>16.0</code> raises the pitch by 2 octaves.
* resample the sound at, range <code>0.0625</code> &ndash; <code>16.0</code>.<br />
* A value of <code>0.0625</code> lowers the pitch by 2 octaves.<br />
* A value of <code>1.0</code> means there is no change in pitch.<br />
* A value of <code>16.0</code> raises the pitch by 2 octaves.
* @property {boolean} loop=false - If <code>true</code>, the sound is played repeatedly until playback is stopped.
* @property {number} secondOffset=0 - Starts playback from a specified time (seconds) within the sound file, &ge;
* <code>0</code>.
* @property {boolean} localOnly=false - IF <code>true</code>, the sound is played back locally on the client rather than to
* @property {boolean} localOnly=false - If <code>true</code>, the sound is played back locally on the client rather than to
* others via the audio mixer.
* @property {boolean} ignorePenumbra=false - <strong>Deprecated:</strong> This property is deprecated and will be
* removed.

View file

@ -124,7 +124,7 @@ typedef QSharedPointer<Sound> SharedSoundPointer;
* An audio resource, created by {@link SoundCache.getSound}, to be played back using {@link Audio.playSound}.
* <p>Supported formats:</p>
* <ul>
* <li>WAV: 16-bit uncompressed WAV at any sample rate, with 1 (mono), 2(stereo), or 4 (ambisonic) channels.</li>
* <li>WAV: 16-bit uncompressed at any sample rate, with 1 (mono), 2(stereo), or 4 (ambisonic) channels.</li>
* <li>MP3: Mono or stereo, at any sample rate.</li>
* <li>RAW: 48khz 16-bit mono or stereo. Filename must include <code>".stereo"</code> to be interpreted as stereo.</li>
* </ul>

View file

@ -41,7 +41,7 @@ public:
}
/**jsdoc
* Adds avatars to the audio solo list. If the audio solo list is non-empty, only audio from the avatars in the list is
* Adds avatars to the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list is
* played.
* @function Audio.addToSoloList
* @param {Uuid[]} ids - Avatar IDs to add to the solo list.
@ -78,7 +78,7 @@ public:
}
/**jsdoc
* Removes avatars from the audio solo list. If the audio solo list is non-empty, only audio from the avatars in the list
* Removes avatars from the audio solo list. If the audio solo list is not empty, only audio from the avatars in the list
* is played.
* @function Audio.removeFromSoloList
* @param {Uuid[]} ids - Avatar IDs to remove from the solo list.
@ -96,8 +96,8 @@ public:
}
/**jsdoc
* Gets whether echoing microphone audio back to you from the server is enabled. When enabled, microphone audio is echoed
* only if you're unmuted or are pushing-to-talk.
* Gets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed only
* if you're unmuted or are using push-to-talk.
* @function Audio.getServerEcho
* @returns {boolean} <code>true</code> if echoing microphone audio back to you from the server is enabled,
* <code>false</code> if it isn't.
@ -105,8 +105,8 @@ public:
Q_INVOKABLE bool getServerEcho();
/**jsdoc
* Sets whether echoing microphone audio back to you from the server is enabled. When enabled, microphone audio is echoed
* only if you're unmuted or are pushing-to-talk.
* Sets whether your microphone audio is echoed back to you from the server. When enabled, microphone audio is echoed
* only if you're unmuted or are using push-to-talk.
* @function Audio.setServerEcho
* @parm {boolean} serverEcho - <code>true</code> to enable echoing microphone back to you from the server,
* <code>false<code> to disable.
@ -115,14 +115,14 @@ public:
/**jsdoc
* Toggles the echoing of microphone audio back to you from the server. When enabled, microphone audio is echoed only if
* you're unmuted or are pushing-to-talk.
* you're unmuted or are using push-to-talk.
* @function Audio.toggleServerEcho
*/
Q_INVOKABLE void toggleServerEcho();
/**jsdoc
* Gets whether echoing microphone audio back to you by the client is enabled. When enabled, microphone audio is echoed
* even if you're muted or not pushing-to-talk.
* Gets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed
* even if you're muted or not using push-to-talk.
* @function Audio.getLocalEcho
* @returns {boolean} <code>true</code> if echoing microphone audio back to you from the client is enabled,
* <code>false</code> if it isn't.
@ -130,8 +130,8 @@ public:
Q_INVOKABLE bool getLocalEcho();
/**jsdoc
* Sets whether echoing microphone audio back to you by the client is enabled. When enabled, microphone audio is echoed
* even if you're muted or not pushing-to-talk.
* Sets whether your microphone audio is echoed back to you by the client. When enabled, microphone audio is echoed
* even if you're muted or not using push-to-talk.
* @function Audio.setLocalEcho
* @parm {boolean} localEcho - <code>true</code> to enable echoing microphone audio back to you from the client,
* <code>false</code> to disable.
@ -144,8 +144,8 @@ public:
Q_INVOKABLE void setLocalEcho(bool localEcho);
/**jsdoc
* Toggles the echoing of microphone audio back to you from the client. When enabled, microphone audio is echoed even if
* you're muted or not pushing-to-talk.
* Toggles the echoing of microphone audio back to you by the client. When enabled, microphone audio is echoed even if
* you're muted or not using push-to-talk.
* @function Audio.toggleLocalEcho
*/
Q_INVOKABLE void toggleLocalEcho();
@ -157,7 +157,7 @@ protected:
// these methods are protected to stop C++ callers from calling, but invokable from script
/**jsdoc
* Starts playing &mdash; "injecting" &mdash; the content of an audio file. The sound is played globally (sent to the audio
* Starts playing or "injecting" the content of an audio file. The sound is played globally (sent to the audio
* mixer) so that everyone hears it, unless the <code>injectorOptions</code> has <code>localOnly</code> set to
* <code>true</code> in which case only the client hears the sound played. No sound is played if sent to the audio mixer
* but the client is not connected to an audio mixer. The {@link AudioInjector} object returned by the function can be used
@ -165,7 +165,8 @@ protected:
* @function Audio.playSound
* @param {SoundObject} sound - The content of an audio file, loaded using {@link SoundCache.getSound}. See
* {@link SoundObject} for supported formats.
* @param {AudioInjector.AudioInjectorOptions} [injectorOptions={}] - Audio injector configuration.
* @param {AudioInjector.AudioInjectorOptions} [injectorOptions={}] - Configures where and how the audio injector plays the
* audio file.
* @returns {AudioInjector} The audio injector that plays the audio file.
* @example <caption>Play a sound.</caption>
* var sound = SoundCache.getSound(Script.resourcesPath() + "sounds/sample.wav");
@ -181,11 +182,11 @@ protected:
Q_INVOKABLE ScriptAudioInjector* playSound(SharedSoundPointer sound, const AudioInjectorOptions& injectorOptions = AudioInjectorOptions());
/**jsdoc
* Starts playing the content of an audio file, locally (isn't sent to the audio mixer). This is the same as calling
* Starts playing the content of an audio file locally (isn't sent to the audio mixer). This is the same as calling
* {@link Audio.playSound} with {@link AudioInjector.AudioInjectorOptions} <code>localOnly</code> set <code>true</code> and
* the specified <code>position</code>.
* @function Audio.playSystemSound
* @param {SoundObject} sound - The content of an audio file, loaded using {@link SoundCache.getSound}. See
* @param {SoundObject} sound - The content of an audio file, which is loaded using {@link SoundCache.getSound}. See
* {@link SoundObject} for supported formats.
* @returns {AudioInjector} The audio injector that plays the audio file.
*/
@ -210,7 +211,7 @@ signals:
/**jsdoc
* Triggered when the client is muted by the mixer because their loudness value for the noise background has reached the
* threshold set for the domain in the server settings.
* threshold set for the domain (in the server settings).
* @function Audio.mutedByMixer
* @returns {Signal}
*/
@ -239,7 +240,7 @@ signals:
void disconnected();
/**jsdoc
* Triggered when the noise gate is opened: the input audio signal is no longer blocked (fully attenuated) because it has
* Triggered when the noise gate is opened. The input audio signal is no longer blocked (fully attenuated) because it has
* risen above an adaptive threshold set just above the noise floor. Only occurs if <code>Audio.noiseReduction</code> is
* <code>true</code>.
* @function Audio.noiseGateOpened
@ -248,7 +249,7 @@ signals:
void noiseGateOpened();
/**jsdoc
* Triggered when the noise gate is closed: the input audio signal is blocked (fully attenuated) because it has fallen
* Triggered when the noise gate is closed. The input audio signal is blocked (fully attenuated) because it has fallen
* below an adaptive threshold set just above the noise floor. Only occurs if <code>Audio.noiseReduction</code> is
* <code>true</code>.
* @function Audio.noiseGateClosed

View file

@ -17,7 +17,7 @@
#include <AudioInjectorManager.h>
/**jsdoc
* Plays &mdash; "injects" &mdash; the content of an audio file.
* Plays or "injects" the content of an audio file.
*
* <p>Create using {@link Audio} API methods.</p>
*
@ -47,7 +47,7 @@ public:
public slots:
/**jsdoc
* Stops current playback, if any, and start playing from the beginning.
* Stops current playback, if any, and starts playing from the beginning.
* @function AudioInjector.restart
*/
void restart() { DependencyManager::get<AudioInjectorManager>()->restart(_injector); }