overte-HifiExperiments/interface/src/Audio.h
stojce 150a667cd6 WL job #19484
- Move 'Fly to voxel on click' menu item;
- add shortcut for muting audio ...
2014-01-16 20:17:04 +01:00

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4 KiB
C++

//
// Audio.h
// interface
//
// Created by Stephen Birarda on 1/22/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
#ifndef __interface__Audio__
#define __interface__Audio__
#ifdef _WIN32
#define WANT_TIMEVAL
#include <Systime.h>
#endif
#include <fstream>
#include <vector>
#include "InterfaceConfig.h"
#include <QtCore/QObject>
#include <QtCore/QVector>
#include <QtMultimedia/QAudioFormat>
#include <AbstractAudioInterface.h>
#include <AudioRingBuffer.h>
#include <StdDev.h>
#include "Oscilloscope.h"
#include <QGLWidget>
static const int NUM_AUDIO_CHANNELS = 2;
class QAudioInput;
class QAudioOutput;
class QIODevice;
class Audio : public AbstractAudioInterface {
Q_OBJECT
public:
// setup for audio I/O
Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* parent = 0);
void render(int screenWidth, int screenHeight);
float getLastInputLoudness() const { return _lastInputLoudness; }
void setLastAcceleration(const glm::vec3 lastAcceleration) { _lastAcceleration = lastAcceleration; }
void setLastVelocity(const glm::vec3 lastVelocity) { _lastVelocity = lastVelocity; }
void setJitterBufferSamples(int samples) { _jitterBufferSamples = samples; }
int getJitterBufferSamples() { return _jitterBufferSamples; }
void lowPassFilter(int16_t* inputBuffer);
virtual void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen);
virtual void startDrumSound(float volume, float frequency, float duration, float decay);
float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; }
bool getCollisionFlashesScreen() { return _collisionFlashesScreen; }
bool getMuted() { return _muted; }
void init(QGLWidget *parent = 0);
bool mousePressEvent(int x, int y);
public slots:
void start();
void addReceivedAudioToBuffer(const QByteArray& audioByteArray);
void handleAudioInput();
void reset();
void toggleMute();
virtual void handleAudioByteArray(const QByteArray& audioByteArray);
signals:
bool muteToggled();
private:
QByteArray firstInputFrame;
QAudioInput* _audioInput;
QAudioFormat _desiredInputFormat;
QAudioFormat _inputFormat;
QIODevice* _inputDevice;
int _numInputCallbackBytes;
int16_t _localInjectedSamples[NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL];
QVector<QByteArray> _localInjectionByteArrays;
QAudioOutput* _audioOutput;
QAudioFormat _desiredOutputFormat;
QAudioFormat _outputFormat;
QIODevice* _outputDevice;
int _numOutputCallbackBytes;
QAudioOutput* _loopbackAudioOutput;
QIODevice* _loopbackOutputDevice;
AudioRingBuffer _inputRingBuffer;
AudioRingBuffer _ringBuffer;
Oscilloscope* _scope;
StDev _stdev;
timeval _lastReceiveTime;
float _averagedLatency;
float _measuredJitter;
int16_t _jitterBufferSamples;
float _lastInputLoudness;
glm::vec3 _lastVelocity;
glm::vec3 _lastAcceleration;
int _totalPacketsReceived;
float _collisionSoundMagnitude;
float _collisionSoundFrequency;
float _collisionSoundNoise;
float _collisionSoundDuration;
bool _collisionFlashesScreen;
// Drum sound generator
float _drumSoundVolume;
float _drumSoundFrequency;
float _drumSoundDuration;
float _drumSoundDecay;
int _drumSoundSample;
int _proceduralEffectSample;
int _numFramesDisplayStarve;
bool _muted;
bool _localEcho;
GLuint _micTextureId;
GLuint _muteTextureId;
QRect _iconBounds;
// Audio callback in class context.
inline void performIO(int16_t* inputLeft, int16_t* outputLeft, int16_t* outputRight);
// Add sounds that we want the user to not hear themselves, by adding on top of mic input signal
void addProceduralSounds(int16_t* monoInput, int numSamples);
void renderToolIcon(int screenHeight);
};
#endif /* defined(__interface__audio__) */