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85 lines
No EOL
2.8 KiB
JavaScript
85 lines
No EOL
2.8 KiB
JavaScript
//
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// drumStick.js
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// examples
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//
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// Copyright 2014 High Fidelity, Inc.
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//
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// This example musical instrument script plays 'air drums' when you move your hands downward
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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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//
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var OVERTE_PUBLIC_CDN = networkingConstants.PUBLIC_BUCKET_CDN_URL;
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function length(v) {
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return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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function printVector(v) {
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print(v.x + ", " + v.y + ", " + v.z + "\n");
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}
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function vMinus(a, b) {
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var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
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return rval;
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}
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// First, load two percussion sounds to be used on the sticks
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var drum1 = SoundCache.getSound(OVERTE_PUBLIC_CDN + "sounds/Drums/RackTomHi.raw");
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var drum2 = SoundCache.getSound(OVERTE_PUBLIC_CDN + "sounds/Drums/RackTomLo.raw");
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// State Machine:
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// 0 = not triggered
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// 1 = triggered, waiting to stop to play sound
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var state = new Array();
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state[0] = 0;
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state[1] = 0;
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var strokeSpeed = new Array();
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strokeSpeed[0] = 0.0;
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strokeSpeed[1] = 0.0;
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function checkSticks(deltaTime) {
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for (var palm = 0; palm < 2; palm++) {
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var handPose = (palm == 0) ? MyAvatar.leftHandPose : MyAvatar.rightHandPose;
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var palmVelocity = handPose.velocity;
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var speed = length(palmVelocity);
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const TRIGGER_SPEED = 0.30; // Lower this value to let you 'drum' more gently
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const STOP_SPEED = 0.01; // Speed below which a sound will trigger
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const GAIN = 0.5; // Loudness compared to stick velocity
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const AVERAGING = 0.2; // How far back to sample trailing velocity
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// Measure trailing average stroke speed to ultimately set volume
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strokeSpeed[palm] = (1.0 - AVERAGING) * strokeSpeed[palm] + AVERAGING * (speed * GAIN);
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if (state[palm] == 0) {
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// Waiting for downward speed to indicate stroke
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if ((palmVelocity.y < 0.0) && (strokeSpeed[palm] > TRIGGER_SPEED)) {
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state[palm] = 1;
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}
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} else if (state[palm] == 1) {
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// Waiting for change in velocity direction or slowing to trigger drum sound
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if ((palmVelocity.y > 0.0) || (speed < STOP_SPEED)) {
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state[palm] = 0;
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var options = { position: handPose.translation };
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if (strokeSpeed[palm] > 1.0) { strokeSpeed[palm] = 1.0; }
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options.volume = strokeSpeed[palm];
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if (palm == 0) {
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Audio.playSound(drum1, options);
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} else {
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Audio.playSound(drum2, options);
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}
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}
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}
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}
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}
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// Connect a call back that happens every frame
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Script.update.connect(checkSticks); |