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Add ability to set injector properties during playing, and orbitingSound.js
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examples/orbitingSound.js
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49
examples/orbitingSound.js
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//
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// orbitingSound.js
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// examples
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//
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// Created by Philip Rosedale on December 4, 2014
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// Copyright 2014 High Fidelity, Inc.
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//
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// An object playing a sound appears and circles you, changing brightness with the audio playing.
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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 RADIUS = 2.0;
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var orbitCenter = Vec3.sum(Camera.position, Vec3.multiply(Quat.getFront(Camera.getOrientation()), RADIUS));
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var time = 0;
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var SPEED = 1.0;
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var currentPosition = { x: 0, y: 0, z: 0 };
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var trailingLoudness = 0.0;
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var soundClip = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Tabla+Loops/Tabla1.wav");
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var properties = {
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type: "Box",
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position: orbitCenter,
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dimensions: { x: 0.25, y: 0.25, z: 0.25 },
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color: { red: 100, green: 0, blue : 0 }
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};
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var objectId = Entities.addEntity(properties);
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var sound = Audio.playSound(soundClip, { position: orbitCenter, loop: true, volume: 0.5 });
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function update(deltaTime) {
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time += deltaTime;
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currentPosition = { x: orbitCenter.x + Math.cos(time * SPEED) * RADIUS, y: orbitCenter.y, z: orbitCenter.z + Math.sin(time * SPEED) * RADIUS };
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trailingLoudness = 0.9 * trailingLoudness + 0.1 * Audio.getLoudness(sound);
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Entities.editEntity( objectId, { position: currentPosition, color: { red: Math.min(trailingLoudness * 2000, 255), green: 0, blue: 0 } } );
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//if (Audio.isInjectorPlaying(sound)) {
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Audio.setInjectorOptions(sound, { position: currentPosition });
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//} else {
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// sound = Audio.playSound(soundClip, { position: orbitCenter, loop: true, volume: 0.5 });
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//}
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}
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Script.scriptEnding.connect(function() {
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Entities.deleteEntity(objectId);
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Audio.stopInjector(sound);
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});
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Script.update.connect(update);
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@ -85,6 +85,13 @@ bool AudioScriptingInterface::isInjectorPlaying(AudioInjector* injector) {
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return (injector != NULL);
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}
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void AudioScriptingInterface::setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions) {
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AudioInjectorOptions optionsCopy = injectorOptions;
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if (injector) {
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injector->setOptions(optionsCopy);
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}
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}
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float AudioScriptingInterface::getLoudness(AudioInjector* injector) {
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if (injector) {
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return injector->getLoudness();
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@ -35,6 +35,8 @@ public slots:
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void stopInjector(AudioInjector* injector);
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bool isInjectorPlaying(AudioInjector* injector);
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void setInjectorOptions(AudioInjector* injector, const AudioInjectorOptions& injectorOptions);
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void injectorStopped();
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signals:
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