Better drums

This commit is contained in:
Philip Rosedale 2013-12-04 15:48:41 -08:00
parent 2dfbaf605e
commit 0c32f94116
3 changed files with 56 additions and 11 deletions

View file

@ -361,7 +361,10 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples) :
_collisionSoundNoise(0.0f),
_collisionSoundDuration(0.0f),
_proceduralEffectSample(0),
_heartbeatMagnitude(0.0f),
_drumSoundVolume(0),
_drumSoundFrequency(0),
_drumSoundDuration(0),
_drumSoundSample(0),
_muted(false),
_localEcho(false)
{
@ -651,6 +654,7 @@ void Audio::addProceduralSounds(int16_t* inputBuffer,
inputBuffer[i] += (int16_t)(sinf((float) (_proceduralEffectSample + i) / SOUND_PITCH ) * volume * (1.f + randFloat() * 0.25f) * speed);
}
}
// Add a collision sound when voxels are run into
const float COLLISION_SOUND_CUTOFF_LEVEL = 0.01f;
const float COLLISION_SOUND_MAX_VOLUME = 1000.f;
const float UP_MAJOR_FIFTH = powf(1.5f, 4.0f);
@ -674,6 +678,30 @@ void Audio::addProceduralSounds(int16_t* inputBuffer,
}
}
_proceduralEffectSample += numSamples;
// Add a drum sound
const float MAX_VOLUME = 32000.f;
const float MAX_DURATION = 2.f;
const float MIN_AUDIBLE_VOLUME = 0.001f;
const float NOISE_MAGNITUDE = 0.02f;
float frequency = (_drumSoundFrequency / SAMPLE_RATE) * PI_TIMES_TWO;
if (_drumSoundVolume > 0.f) {
for (int i = 0; i < numSamples; i++) {
t = (float) _drumSoundSample + (float) i;
sample = sinf(t * frequency);
sample += ((randFloat() - 0.5f) * NOISE_MAGNITUDE);
sample *= _drumSoundVolume * MAX_VOLUME;
inputBuffer[i] += (int) sample;
outputLeft[i] += (int) sample;
outputRight[i] += (int) sample;
_drumSoundVolume *= (1.f - _drumSoundDecay);
}
_drumSoundSample += numSamples;
_drumSoundDuration = glm::clamp(_drumSoundDuration - (AUDIO_CALLBACK_MSECS / 1000.f), 0.f, MAX_DURATION);
if (_drumSoundDuration == 0.f || (_drumSoundVolume < MIN_AUDIBLE_VOLUME)) {
_drumSoundVolume = 0.f;
}
}
}
//
@ -686,6 +714,18 @@ void Audio::startCollisionSound(float magnitude, float frequency, float noise, f
_collisionSoundDuration = duration;
_collisionFlashesScreen = flashScreen;
}
//
// Starts a collision sound. magnitude is 0-1, with 1 the loudest possible sound.
//
void Audio::startDrumSound(float volume, float frequency, float duration, float decay) {
_drumSoundVolume = volume;
_drumSoundFrequency = frequency;
_drumSoundDuration = duration;
_drumSoundDecay = decay;
_drumSoundSample = 0;
}
// -----------------------------------------------------------
// Accoustic ping (audio system round trip time determination)
// -----------------------------------------------------------

View file

@ -56,7 +56,9 @@ public:
void lowPassFilter(int16_t* inputBuffer);
void startCollisionSound(float magnitude, float frequency, float noise, float duration, bool flashScreen);
void startDrumSound(float volume, float frequency, float duration, float decay);
float getCollisionSoundMagnitude() { return _collisionSoundMagnitude; }
bool getCollisionFlashesScreen() { return _collisionFlashesScreen; }
@ -101,13 +103,21 @@ private:
float _flangeIntensity;
float _flangeRate;
float _flangeWeight;
// Collision sound generator
float _collisionSoundMagnitude;
float _collisionSoundFrequency;
float _collisionSoundNoise;
float _collisionSoundDuration;
bool _collisionFlashesScreen;
int _proceduralEffectSample;
float _heartbeatMagnitude;
// Drum sound generator
float _drumSoundVolume;
float _drumSoundFrequency;
float _drumSoundDuration;
float _drumSoundDecay;
int _drumSoundSample;
bool _muted;
bool _localEcho;

View file

@ -128,20 +128,15 @@ void Hand::handleVoxelCollision(PalmData* palm, const glm::vec3& fingerTipPositi
//
// Collision between finger and a voxel plays sound
//
float volume = glm::length(palm->getVelocity());
float volume = 0.1f + glm::clamp(glm::length(palm->getVelocity()), 0.f, 0.9f);
float duration = volume;
_collisionCenter = fingerTipPosition;
_collisionAge = deltaTime;
_collisionDuration = duration;
int voxelBrightness = voxel->getColor()[0] + voxel->getColor()[1] + voxel->getColor()[2];
float frequency = 100.f + (voxelBrightness * 2.f); // Hz
float frequency = 100.f + (voxelBrightness * 3.f); // Hz
// Play a sound
Application::getInstance()->getAudio()->startCollisionSound(volume,
frequency,
0.25,
0.995f,
false);
Application::getInstance()->getAudio()->startDrumSound(volume, frequency, 2.0f, 0.0005f);
}
void Hand::calculateGeometry() {