add AudioScriptingInterface to expose playSound to JS

This commit is contained in:
Stephen Birarda 2014-01-02 15:35:28 -08:00
parent 845176bbc6
commit 594bd58774
6 changed files with 52 additions and 25 deletions

View file

@ -130,8 +130,8 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
injectorOptions.position = targetPosition;
injectorOptions.shouldLoopback = false;
injectorOptions.loopbackAudioInterface = app->getAudio();
AudioInjector::threadSound(&_catchSound, injectorOptions);
AudioScriptingInterface::playSound(&_catchSound, injectorOptions);
}
}
@ -220,7 +220,7 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
injectorOptions.shouldLoopback = false;
injectorOptions.loopbackAudioInterface = app->getAudio();
AudioInjector::threadSound(&_throwSound, injectorOptions);
AudioScriptingInterface::playSound(&_throwSound, injectorOptions);
}
}

View file

@ -17,7 +17,7 @@
#include <SharedUtil.h>
#include <AvatarData.h>
#include <AudioInjector.h>
#include <AudioScriptingInterface.h>
#include <HandData.h>
#include <ParticleEditHandle.h>

View file

@ -19,7 +19,6 @@
int abstractAudioPointerMeta = qRegisterMetaType<AbstractAudioInterface*>("AbstractAudioInterface*");
AudioInjector::AudioInjector(Sound* sound, AudioInjectorOptions injectorOptions) :
_thread(NULL),
_sound(sound),
_volume(injectorOptions.volume),
_shouldLoopback(injectorOptions.shouldLoopback),
@ -27,24 +26,7 @@ AudioInjector::AudioInjector(Sound* sound, AudioInjectorOptions injectorOptions)
_orientation(injectorOptions.orientation),
_loopbackAudioInterface(injectorOptions.loopbackAudioInterface)
{
_thread = new QThread();
// we want to live on our own thread
moveToThread(_thread);
}
void AudioInjector::threadSound(Sound* sound, AudioInjectorOptions injectorOptions) {
AudioInjector* injector = new AudioInjector(sound, injectorOptions);
// start injecting when the injector thread starts
connect(injector->_thread, SIGNAL(started()), injector, SLOT(injectAudio()));
// connect the right slots and signals so that the AudioInjector is killed once the injection is complete
connect(injector, SIGNAL(finished()), injector, SLOT(deleteLater()));
connect(injector, SIGNAL(finished()), injector->_thread, SLOT(quit()));
connect(injector->_thread, SIGNAL(finished()), injector->_thread, SLOT(deleteLater()));
injector->_thread->start();
}
const uchar MAX_INJECTOR_VOLUME = 0xFF;

View file

@ -18,6 +18,7 @@
#include "Sound.h"
class AbstractAudioInterface;
class AudioScriptingInterface;
struct AudioInjectorOptions {
AudioInjectorOptions() : position(glm::vec3(0.0f, 0.0f, 0.0f)),
@ -36,11 +37,10 @@ struct AudioInjectorOptions {
class AudioInjector : public QObject {
Q_OBJECT
public:
static void threadSound(Sound* sound, AudioInjectorOptions injectorOptions = AudioInjectorOptions());
friend AudioScriptingInterface;
private:
AudioInjector(Sound* sound, AudioInjectorOptions injectorOptions);
QThread* _thread;
Sound* _sound;
float _volume;
uchar _shouldLoopback;

View file

@ -0,0 +1,25 @@
//
// AudioScriptingInterface.cpp
// hifi
//
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include "AudioScriptingInterface.h"
void AudioScriptingInterface::playSound(Sound* sound, AudioInjectorOptions injectorOptions) {
AudioInjector* injector = new AudioInjector(sound, injectorOptions);
QThread* injectorThread = new QThread();
// start injecting when the injector thread starts
connect(injectorThread, SIGNAL(started()), injector, SLOT(injectAudio()));
// connect the right slots and signals so that the AudioInjector is killed once the injection is complete
connect(injector, SIGNAL(finished()), injector, SLOT(deleteLater()));
connect(injector, SIGNAL(finished()), injectorThread, SLOT(quit()));
connect(injectorThread, SIGNAL(finished()), injectorThread, SLOT(deleteLater()));
injectorThread->start();
}

View file

@ -0,0 +1,20 @@
//
// AudioScriptingInterface.h
// hifi
//
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __hifi__AudioScriptingInterface__
#define __hifi__AudioScriptingInterface__
#include "AudioInjector.h"
#include "Sound.h"
class AudioScriptingInterface : public QObject {
public slots:
static void playSound(Sound* sound, AudioInjectorOptions injectorOptions = AudioInjectorOptions());
};
#endif /* defined(__hifi__AudioScriptingInterface__) */