Merge remote-tracking branch 'upstream/master'

This commit is contained in:
matsukaze 2014-02-13 11:37:53 -05:00
commit bf43db7c14
5 changed files with 248 additions and 61 deletions

View file

@ -7,9 +7,11 @@
// //
// Captures mouse clicks and edits voxels accordingly. // Captures mouse clicks and edits voxels accordingly.
// //
// click = create a new voxel on this face, same color as old // click = create a new voxel on this face, same color as old (default color picker state)
// Alt + click = delete this voxel // right click or control + click = delete this voxel
// shift + click = recolor this voxel // shift + click = recolor this voxel
// 1 - 8 = pick new color from palette
// 9 = create a new voxel in front of the camera
// //
// Click and drag to create more new voxels in the same direction // Click and drag to create more new voxels in the same direction
// //
@ -18,15 +20,41 @@ function vLength(v) {
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z); return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
} }
function vMinus(a, b) {
var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
return rval;
}
var NEW_VOXEL_SIZE = 1.0;
var NEW_VOXEL_DISTANCE_FROM_CAMERA = 3.0;
var ORBIT_RATE_ALTITUDE = 200.0;
var ORBIT_RATE_AZIMUTH = 90.0;
var PIXELS_PER_EXTRUDE_VOXEL = 16;
var oldMode = Camera.getMode();
var key_alt = false; var key_alt = false;
var key_shift = false; var key_shift = false;
var isAdding = false; var isAdding = false;
var isExtruding = false;
var isOrbiting = false;
var orbitAzimuth = 0.0;
var orbitAltitude = 0.0;
var orbitCenter = { x: 0, y: 0, z: 0 };
var orbitPosition = { x: 0, y: 0, z: 0 };
var orbitRadius = 0.0;
var extrudeDirection = { x: 0, y: 0, z: 0 };
var extrudeScale = 0.0;
var lastVoxelPosition = { x: 0, y: 0, z: 0 }; var lastVoxelPosition = { x: 0, y: 0, z: 0 };
var lastVoxelColor = { red: 0, green: 0, blue: 0 }; var lastVoxelColor = { red: 0, green: 0, blue: 0 };
var lastVoxelScale = 0; var lastVoxelScale = 0;
var dragStart = { x: 0, y: 0 }; var dragStart = { x: 0, y: 0 };
var mouseX = 0;
var mouseY = 0;
// Create a table of the different colors you can choose // Create a table of the different colors you can choose
var colors = new Array(); var colors = new Array();
colors[0] = { red: 237, green: 175, blue: 0 }; colors[0] = { red: 237, green: 175, blue: 0 };
@ -37,31 +65,70 @@ colors[4] = { red: 193, green: 99, blue: 122 };
colors[5] = { red: 255, green: 54, blue: 69 }; colors[5] = { red: 255, green: 54, blue: 69 };
colors[6] = { red: 124, green: 36, blue: 36 }; colors[6] = { red: 124, green: 36, blue: 36 };
colors[7] = { red: 63, green: 35, blue: 19 }; colors[7] = { red: 63, green: 35, blue: 19 };
var numColors = 6; var numColors = 8;
var whichColor = 0; var whichColor = -1; // Starting color is 'Copy' mode
// Create sounds for adding, deleting, recoloring voxels // Create sounds for adding, deleting, recoloring voxels
var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst1.raw"); var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create.raw");
var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Bubbles/bubbles1.raw"); var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+delete.raw");
var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst6.raw"); var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+edit.raw");
var clickSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Switches+and+sliders/toggle+switch+-+medium.raw");
var audioOptions = new AudioInjectionOptions(); var audioOptions = new AudioInjectionOptions();
audioOptions.volume = 0.5;
function setAudioPosition() {
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(MyAvatar.orientation);
audioOptions.position = Vec3.sum(camera, forwardVector);
}
function getNewVoxelPosition() {
var camera = Camera.getPosition();
var forwardVector = Quat.getFront(MyAvatar.orientation);
var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, NEW_VOXEL_DISTANCE_FROM_CAMERA));
return newPosition;
}
function fixEulerAngles(eulers) {
var rVal = { x: 0, y: 0, z: eulers.z };
if (eulers.x >= 90.0) {
rVal.x = 180.0 - eulers.x;
rVal.y = eulers.y - 180.0;
} else if (eulers.x <= -90.0) {
rVal.x = 180.0 - eulers.x;
rVal.y = eulers.y - 180.0;
}
return rVal;
}
function mousePressEvent(event) { function mousePressEvent(event) {
mouseX = event.x;
mouseY = event.y;
var pickRay = Camera.computePickRay(event.x, event.y); var pickRay = Camera.computePickRay(event.x, event.y);
var intersection = Voxels.findRayIntersection(pickRay); var intersection = Voxels.findRayIntersection(pickRay);
audioOptions.volume = 1.0; audioOptions.position = Vec3.sum(pickRay.origin, pickRay.direction);
audioOptions.position = { x: intersection.voxel.x, y: intersection.voxel.y, z: intersection.voxel.z };
if (intersection.intersects) { if (intersection.intersects) {
if (key_alt) { if (event.isAlt) {
// start orbit camera!
var cameraPosition = Camera.getPosition();
oldMode = Camera.getMode();
Camera.setMode("independent");
isOrbiting = true;
Camera.keepLookingAt(intersection.intersection);
// get position for initial azimuth, elevation
orbitCenter = intersection.intersection;
var orbitVector = Vec3.subtract(cameraPosition, orbitCenter);
orbitRadius = vLength(orbitVector);
orbitAzimuth = Math.atan2(orbitVector.z, orbitVector.x);
orbitAltitude = Math.asin(orbitVector.y / Vec3.length(orbitVector));
} else if (event.isRightButton || event.isControl) {
// Delete voxel // Delete voxel
Voxels.eraseVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, intersection.voxel.s); Voxels.eraseVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, intersection.voxel.s);
Audio.playSound(deleteSound, audioOptions); Audio.playSound(deleteSound, audioOptions);
} else if (key_shift) { } else if (event.isShifted) {
// Recolor Voxel // Recolor Voxel
whichColor++;
if (whichColor == numColors) whichColor = 0;
Voxels.setVoxel(intersection.voxel.x, Voxels.setVoxel(intersection.voxel.x,
intersection.voxel.y, intersection.voxel.y,
intersection.voxel.z, intersection.voxel.z,
@ -70,7 +137,9 @@ function mousePressEvent(event) {
Audio.playSound(changeColorSound, audioOptions); Audio.playSound(changeColorSound, audioOptions);
} else { } else {
// Add voxel on face // Add voxel on face
var newVoxel = { if (whichColor == -1) {
// Copy mode - use clicked voxel color
var newVoxel = {
x: intersection.voxel.x, x: intersection.voxel.x,
y: intersection.voxel.y, y: intersection.voxel.y,
z: intersection.voxel.z, z: intersection.voxel.z,
@ -78,6 +147,16 @@ function mousePressEvent(event) {
red: intersection.voxel.red, red: intersection.voxel.red,
green: intersection.voxel.green, green: intersection.voxel.green,
blue: intersection.voxel.blue }; blue: intersection.voxel.blue };
} else {
var newVoxel = {
x: intersection.voxel.x,
y: intersection.voxel.y,
z: intersection.voxel.z,
s: intersection.voxel.s,
red: colors[whichColor].red,
green: colors[whichColor].green,
blue: colors[whichColor].blue };
}
if (intersection.face == "MIN_X_FACE") { if (intersection.face == "MIN_X_FACE") {
newVoxel.x -= newVoxel.s; newVoxel.x -= newVoxel.s;
@ -108,55 +187,113 @@ function mousePressEvent(event) {
function keyPressEvent(event) { function keyPressEvent(event) {
key_alt = event.isAlt; key_alt = event.isAlt;
key_shift = event.isShifted; key_shift = event.isShifted;
var nVal = parseInt(event.text);
if (event.text == "0") {
print("Color = Copy");
whichColor = -1;
Audio.playSound(clickSound, audioOptions);
} else if ((nVal > 0) && (nVal <= numColors)) {
whichColor = nVal - 1;
print("Color = " + (whichColor + 1));
Audio.playSound(clickSound, audioOptions);
} else if (event.text == "9") {
// Create a brand new 1 meter voxel in front of your avatar
var color = whichColor;
if (color == -1) color = 0;
var newPosition = getNewVoxelPosition();
var newVoxel = {
x: newPosition.x,
y: newPosition.y ,
z: newPosition.z,
s: NEW_VOXEL_SIZE,
red: colors[color].red,
green: colors[color].green,
blue: colors[color].blue };
Voxels.setVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s, newVoxel.red, newVoxel.green, newVoxel.blue);
setAudioPosition();
Audio.playSound(addSound, audioOptions);
} else if (event.text == " ") {
// Reset my orientation!
var orientation = { x:0, y:0, z:0, w:1 };
Camera.setOrientation(orientation);
MyAvatar.orientation = orientation;
}
} }
function keyReleaseEvent(event) { function keyReleaseEvent(event) {
key_alt = false; key_alt = false;
key_shift = false; key_shift = false;
} }
function mouseMoveEvent(event) { function mouseMoveEvent(event) {
if (isOrbiting) {
var cameraOrientation = Camera.getOrientation();
var origEulers = Quat.safeEulerAngles(cameraOrientation);
var newEulers = fixEulerAngles(Quat.safeEulerAngles(cameraOrientation));
var dx = event.x - mouseX;
var dy = event.y - mouseY;
orbitAzimuth += dx / ORBIT_RATE_AZIMUTH;
orbitAltitude += dy / ORBIT_RATE_ALTITUDE;
var orbitVector = { x:(Math.cos(orbitAltitude) * Math.cos(orbitAzimuth)) * orbitRadius,
y:Math.sin(orbitAltitude) * orbitRadius,
z:(Math.cos(orbitAltitude) * Math.sin(orbitAzimuth)) * orbitRadius };
orbitPosition = Vec3.sum(orbitCenter, orbitVector);
Camera.setPosition(orbitPosition);
mouseX = event.x;
mouseY = event.y;
}
if (isAdding) { if (isAdding) {
var pickRay = Camera.computePickRay(event.x, event.y); // Watch the drag direction to tell which way to 'extrude' this voxel
var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x, if (!isExtruding) {
var pickRay = Camera.computePickRay(event.x, event.y);
var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x,
y: pickRay.origin.y - lastVoxelPosition.y, y: pickRay.origin.y - lastVoxelPosition.y,
z: pickRay.origin.z - lastVoxelPosition.z }; z: pickRay.origin.z - lastVoxelPosition.z };
var distance = vLength(lastVoxelDistance); var distance = vLength(lastVoxelDistance);
var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance }; var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance };
mouseSpot.x += pickRay.origin.x; mouseSpot.x += pickRay.origin.x;
mouseSpot.y += pickRay.origin.y; mouseSpot.y += pickRay.origin.y;
mouseSpot.z += pickRay.origin.z; mouseSpot.z += pickRay.origin.z;
var dx = mouseSpot.x - lastVoxelPosition.x; var dx = mouseSpot.x - lastVoxelPosition.x;
var dy = mouseSpot.y - lastVoxelPosition.y; var dy = mouseSpot.y - lastVoxelPosition.y;
var dz = mouseSpot.z - lastVoxelPosition.z; var dz = mouseSpot.z - lastVoxelPosition.z;
if (dx > lastVoxelScale) { extrudeScale = lastVoxelScale;
lastVoxelPosition.x += lastVoxelScale; extrudeDirection = { x: 0, y: 0, z: 0 };
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, isExtruding = true;
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); if (dx > lastVoxelScale) extrudeDirection.x = extrudeScale;
} else if (dx < -lastVoxelScale) { else if (dx < -lastVoxelScale) extrudeDirection.x = -extrudeScale;
lastVoxelPosition.x -= lastVoxelScale; else if (dy > lastVoxelScale) extrudeDirection.y = extrudeScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, else if (dy < -lastVoxelScale) extrudeDirection.y = -extrudeScale;
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); else if (dz > lastVoxelScale) extrudeDirection.z = extrudeScale;
} else if (dy > lastVoxelScale) { else if (dz < -lastVoxelScale) extrudeDirection.z = -extrudeScale;
lastVoxelPosition.y += lastVoxelScale; else isExtruding = false;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, } else {
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); // We have got an extrusion direction, now look for mouse move beyond threshold to add new voxel
} else if (dy < -lastVoxelScale) { var dx = event.x - mouseX;
lastVoxelPosition.y -= lastVoxelScale; var dy = event.y - mouseY;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, if (Math.sqrt(dx*dx + dy*dy) > PIXELS_PER_EXTRUDE_VOXEL) {
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); lastVoxelPosition = Vec3.sum(lastVoxelPosition, extrudeDirection);
} else if (dz > lastVoxelScale) { Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelPosition.z += lastVoxelScale; extrudeScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z, mouseX = event.x;
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue); mouseY = event.y;
} else if (dz < -lastVoxelScale) { }
lastVoxelPosition.z -= lastVoxelScale;
Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
} }
} }
} }
function mouseReleaseEvent(event) { function mouseReleaseEvent(event) {
if (isOrbiting) {
var cameraOrientation = Camera.getOrientation();
var eulers = Quat.safeEulerAngles(cameraOrientation);
MyAvatar.position = Camera.getPosition();
MyAvatar.orientation = cameraOrientation;
Camera.stopLooking();
Camera.setMode(oldMode);
Camera.setOrientation(cameraOrientation);
}
isAdding = false; isAdding = false;
isOrbiting = false;
isExtruding = false;
} }
Controller.mousePressEvent.connect(mousePressEvent); Controller.mousePressEvent.connect(mousePressEvent);

View file

@ -37,6 +37,8 @@ static const short JITTER_BUFFER_SAMPLES = JITTER_BUFFER_LENGTH_MSECS * NUM_AUDI
static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / (float)SAMPLE_RATE * 1000.0; static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / (float)SAMPLE_RATE * 1000.0;
static const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
// Mute icon configration // Mute icon configration
static const int ICON_SIZE = 24; static const int ICON_SIZE = 24;
static const int ICON_LEFT = 0; static const int ICON_LEFT = 0;
@ -65,7 +67,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
_measuredJitter(0), _measuredJitter(0),
_jitterBufferSamples(initialJitterBufferSamples), _jitterBufferSamples(initialJitterBufferSamples),
_lastInputLoudness(0), _lastInputLoudness(0),
_averageInputLoudness(0), _noiseGateMeasuredFloor(0),
_noiseGateSampleCounter(0),
_noiseGateOpen(false), _noiseGateOpen(false),
_noiseGateEnabled(true), _noiseGateEnabled(true),
_noiseGateFramesToClose(0), _noiseGateFramesToClose(0),
@ -82,6 +85,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
{ {
// clear the array of locally injected samples // clear the array of locally injected samples
memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL); memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL);
// Create the noise sample array
_noiseSampleFrames = new float[NUMBER_OF_NOISE_SAMPLE_FRAMES];
} }
void Audio::init(QGLWidget *parent) { void Audio::init(QGLWidget *parent) {
@ -351,26 +356,66 @@ void Audio::handleAudioInput() {
NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL, NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL,
_inputFormat, _desiredInputFormat); _inputFormat, _desiredInputFormat);
//
// Impose Noise Gate
//
// The Noise Gate is used to reject constant background noise by measuring the noise
// floor observed at the microphone and then opening the 'gate' to allow microphone
// signals to be transmitted when the microphone samples average level exceeds a multiple
// of the noise floor.
//
// NOISE_GATE_HEIGHT: How loud you have to speak relative to noise background to open the gate.
// Make this value lower for more sensitivity and less rejection of noise.
// NOISE_GATE_WIDTH: The number of samples in an audio frame for which the height must be exceeded
// to open the gate.
// NOISE_GATE_CLOSE_FRAME_DELAY: Once the noise is below the gate height for the frame, how many frames
// will we wait before closing the gate.
// NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor.
// More means better rejection but also can reject continuous things like singing.
// NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor?
float loudness = 0; float loudness = 0;
float thisSample = 0; float thisSample = 0;
int samplesOverNoiseGate = 0; int samplesOverNoiseGate = 0;
const float NOISE_GATE_HEIGHT = 3.f; const float NOISE_GATE_HEIGHT = 7.f;
const int NOISE_GATE_WIDTH = 5; const int NOISE_GATE_WIDTH = 5;
const int NOISE_GATE_CLOSE_FRAME_DELAY = 30; const int NOISE_GATE_CLOSE_FRAME_DELAY = 5;
const int NOISE_GATE_FRAMES_TO_AVERAGE = 5;
for (int i = 0; i < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; i++) { for (int i = 0; i < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; i++) {
thisSample = fabsf(monoAudioSamples[i]); thisSample = fabsf(monoAudioSamples[i]);
loudness += thisSample; loudness += thisSample;
// Noise Reduction: Count peaks above the average loudness // Noise Reduction: Count peaks above the average loudness
if (thisSample > (_averageInputLoudness * NOISE_GATE_HEIGHT)) { if (thisSample > (_noiseGateMeasuredFloor * NOISE_GATE_HEIGHT)) {
samplesOverNoiseGate++; samplesOverNoiseGate++;
} }
} }
_lastInputLoudness = loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; _lastInputLoudness = loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
const float LOUDNESS_AVERAGING_FRAMES = 1000.f; // This will be about 10 seconds
_averageInputLoudness = (1.f - 1.f / LOUDNESS_AVERAGING_FRAMES) * _averageInputLoudness + (1.f / LOUDNESS_AVERAGING_FRAMES) * _lastInputLoudness;
float averageOfAllSampleFrames = 0.f;
_noiseSampleFrames[_noiseGateSampleCounter++] = _lastInputLoudness;
if (_noiseGateSampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
float smallestSample = FLT_MAX;
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i+= NOISE_GATE_FRAMES_TO_AVERAGE) {
float thisAverage = 0.0f;
for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
thisAverage += _noiseSampleFrames[j];
averageOfAllSampleFrames += _noiseSampleFrames[j];
}
thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE;
if (thisAverage < smallestSample) {
smallestSample = thisAverage;
}
}
averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES;
_noiseGateMeasuredFloor = smallestSample;
_noiseGateSampleCounter = 0;
//qDebug("smallest sample = %.1f, avg of all = %.1f", _noiseGateMeasuredFloor, averageOfAllSampleFrames);
}
if (_noiseGateEnabled) { if (_noiseGateEnabled) {
if (samplesOverNoiseGate > NOISE_GATE_WIDTH) { if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
_noiseGateOpen = true; _noiseGateOpen = true;
@ -487,7 +532,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
if (!_ringBuffer.isStarved() && _audioOutput->bytesFree() == _audioOutput->bufferSize()) { if (!_ringBuffer.isStarved() && _audioOutput->bytesFree() == _audioOutput->bufferSize()) {
// we don't have any audio data left in the output buffer // we don't have any audio data left in the output buffer
// we just starved // we just starved
qDebug() << "Audio output just starved."; //qDebug() << "Audio output just starved.";
_ringBuffer.setIsStarved(true); _ringBuffer.setIsStarved(true);
_numFramesDisplayStarve = 10; _numFramesDisplayStarve = 10;
} }
@ -505,7 +550,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
if (!_ringBuffer.isNotStarvedOrHasMinimumSamples(NETWORK_BUFFER_LENGTH_SAMPLES_STEREO if (!_ringBuffer.isNotStarvedOrHasMinimumSamples(NETWORK_BUFFER_LENGTH_SAMPLES_STEREO
+ (_jitterBufferSamples * 2))) { + (_jitterBufferSamples * 2))) {
// starved and we don't have enough to start, keep waiting // starved and we don't have enough to start, keep waiting
qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back."; //qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back.";
} else { } else {
// We are either already playing back, or we have enough audio to start playing back. // We are either already playing back, or we have enough audio to start playing back.
_ringBuffer.setIsStarved(false); _ringBuffer.setIsStarved(false);

View file

@ -45,7 +45,7 @@ public:
void render(int screenWidth, int screenHeight); void render(int screenWidth, int screenHeight);
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _averageInputLoudness, 0.f); } float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; } void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
@ -109,7 +109,9 @@ private:
float _measuredJitter; float _measuredJitter;
int16_t _jitterBufferSamples; int16_t _jitterBufferSamples;
float _lastInputLoudness; float _lastInputLoudness;
float _averageInputLoudness; float _noiseGateMeasuredFloor;
float* _noiseSampleFrames;
int _noiseGateSampleCounter;
bool _noiseGateOpen; bool _noiseGateOpen;
bool _noiseGateEnabled; bool _noiseGateEnabled;
int _noiseGateFramesToClose; int _noiseGateFramesToClose;

View file

@ -26,7 +26,9 @@ glm::vec3 Vec3::multiplyQbyV(const glm::quat& q, const glm::vec3& v) {
glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) { glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) {
return v1 + v2; return v1 + v2;
} }
glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) {
return v1 - v2;
}
float Vec3::length(const glm::vec3& v) { float Vec3::length(const glm::vec3& v) {
return glm::length(v); return glm::length(v);
} }

View file

@ -25,6 +25,7 @@ public slots:
glm::vec3 multiply(const glm::vec3& v1, float f); glm::vec3 multiply(const glm::vec3& v1, float f);
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v); glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2); glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
float length(const glm::vec3& v); float length(const glm::vec3& v);
}; };