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added ability to rotate entity and sound direction
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52e418481e
commit
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1 changed files with 13 additions and 4 deletions
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@ -8,6 +8,9 @@
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// userData.range should be an integer for the max distance away from the entity where the sound will be audible.
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// userData.volume is the max volume at which the clip should play. Defaults to 1.0 full volume)
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//
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// The rotation of the entity is copied to the ambisonic field, so by rotating the entity you will rotate the
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// direction in-which a certain sound comes from.
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//
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// Remember that the entity has to be visible to the user for the sound to play at all, so make sure the entity is
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// large enough to be loaded at the range you set, particularly for large ranges.
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//
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@ -27,6 +30,7 @@
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var range = DEFAULT_RANGE;
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var maxVolume = DEFAULT_VOLUME;
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var UPDATE_INTERVAL_MSECS = 100;
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var rotation;
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var entity;
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var ambientSound;
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@ -92,23 +96,28 @@
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this.maybeUpdate = function() {
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// Every UPDATE_INTERVAL_MSECS, update the volume of the ambient sound based on distance from my avatar
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_this.updateSettings();
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var props = Entities.getEntityProperties(entity);
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var HYSTERESIS_FRACTION = 0.1;
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var props = Entities.getEntityProperties(entity, [ "position" ]);
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var props = Entities.getEntityProperties(entity, [ "position", "rotation" ]);
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center = props.position;
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rotation = props.rotation;
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var distance = Vec3.length(Vec3.subtract(MyAvatar.position, center));
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if (distance <= range) {
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var volume = (1.0 - distance / range) * maxVolume;
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if (!soundPlaying && ambientSound.downloaded) {
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soundPlaying = Audio.playSound(ambientSound, { loop: true, localOnly: true, volume: volume });
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soundPlaying = Audio.playSound(ambientSound, { loop: true,
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localOnly: true,
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rotation: rotation,
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volume: volume });
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debugPrint("Starting ambient sound, volume: " + volume);
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if (WANT_COLOR_CHANGE) {
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Entities.editEntity(entity, { color: COLOR_ON });
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}
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} else if (soundPlaying && soundPlaying.playing) {
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soundPlaying.setOptions( { volume: volume } );
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debugPrint("Setting volume and rotation: " + Quat.safeEulerAngles(rotation).y);
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soundPlaying.setOptions( { volume: volume, orientation: rotation } );
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}
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} else if (soundPlaying && soundPlaying.playing && (distance > range * HYSTERESIS_FRACTION)) {
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soundPlaying.stop();
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soundPlaying = false;
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