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Merge pull request #1663 from PhilipRosedale/master
New drumstick sounds, markers at origin, rolling voxels make no sound
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commit
d556581842
6 changed files with 21 additions and 17 deletions
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@ -18,8 +18,8 @@ function vMinus(a, b) {
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// First, load two percussion sounds to be used on the sticks
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var drum1 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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var drum2 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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var drum1 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Drums/RackTomHi.raw");
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var drum2 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Drums/RackTomLo.raw");
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// State Machine:
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// 0 = not triggered
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@ -42,7 +42,7 @@ Voxels.setVoxel(position.x, 0, position.z, 0.5, 0, 0, 255);
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var totalParticles = 0;
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function makeFountain() {
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if (Math.random() < 0.06) {
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if (Math.random() < 0.10) {
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//print("Made particle!\n");
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var properties = {
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position: position,
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@ -51,9 +51,9 @@ function makeFountain() {
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velocity: { x: (Math.random() * 1.0 - 0.5),
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y: (1.0 + (Math.random() * 2.0)),
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z: (Math.random() * 1.0 - 0.5) },
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gravity: { x: 0, y: -0.5, z: 0 },
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gravity: { x: 0, y: -0.1, z: 0 },
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damping: 0.25,
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lifetime: 2
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lifetime: 1
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}
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Particles.addParticle(properties);
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@ -134,7 +134,9 @@ function checkControllerSide(whichSide) {
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gravity: { x: 0, y: 0, z: 0},
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inHand: true,
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radius: 0.05,
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damping: 0.999,
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color: { red: 255, green: 0, blue: 0 },
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lifetime: 10 // 10 seconds - same as default, not needed but here as an example
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};
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@ -2866,10 +2866,10 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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if (!selfAvatarOnly) {
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// draw a red sphere
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float sphereRadius = 0.25f;
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float originSphereRadius = 0.05f;
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glColor3f(1,0,0);
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glPushMatrix();
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glutSolidSphere(sphereRadius, 15, 15);
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glutSolidSphere(originSphereRadius, 15, 15);
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glPopMatrix();
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// disable specular lighting for ground and voxels
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@ -332,27 +332,29 @@ void renderWorldBox() {
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glVertex3f(TREE_SCALE, 0, TREE_SCALE);
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glVertex3f(TREE_SCALE, 0, 0);
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glEnd();
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// Draw marker dots at very end
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// Draw meter markers along the 3 axis to help with measuring things
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const float MARKER_DISTANCE = 1.f;
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const float MARKER_RADIUS = 0.05f;
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glEnable(GL_LIGHTING);
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glPushMatrix();
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glTranslatef(TREE_SCALE, 0, 0);
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glTranslatef(MARKER_DISTANCE, 0, 0);
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glColor3fv(red);
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glutSolidSphere(0.125, 10, 10);
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glutSolidSphere(MARKER_RADIUS, 10, 10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0, TREE_SCALE, 0);
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glTranslatef(0, MARKER_DISTANCE, 0);
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glColor3fv(green);
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glutSolidSphere(0.125, 10, 10);
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glutSolidSphere(MARKER_RADIUS, 10, 10);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0, 0, TREE_SCALE);
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glTranslatef(0, 0, MARKER_DISTANCE);
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glColor3fv(blue);
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glutSolidSphere(0.125, 10, 10);
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glutSolidSphere(MARKER_RADIUS, 10, 10);
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glPopMatrix();
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glPushMatrix();
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glColor3fv(gray);
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glTranslatef(TREE_SCALE, 0, TREE_SCALE);
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glutSolidSphere(0.125, 10, 10);
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glTranslatef(MARKER_DISTANCE, 0, MARKER_DISTANCE);
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glutSolidSphere(MARKER_RADIUS, 10, 10);
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glPopMatrix();
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}
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@ -276,7 +276,7 @@ void ParticleCollisionSystem::applyHardCollision(Particle* particle, float elast
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void ParticleCollisionSystem::updateCollisionSound(Particle* particle, const glm::vec3 &penetration, float frequency) {
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// consider whether to have the collision make a sound
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const float AUDIBLE_COLLISION_THRESHOLD = 0.1f;
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const float AUDIBLE_COLLISION_THRESHOLD = 0.3f;
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const float COLLISION_LOUDNESS = 1.f;
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const float DURATION_SCALING = 0.004f;
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const float NOISE_SCALING = 0.1f;
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