mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
Merge branch 'master' of https://github.com/highfidelity/hifi into PAL_v2
This commit is contained in:
commit
155e1b8e85
9 changed files with 106 additions and 96 deletions
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@ -17,6 +17,7 @@ module.exports = {
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"Clipboard": false,
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"Controller": false,
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"DialogsManager": false,
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"DebugDraw": false,
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"Entities": false,
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"FaceTracker": false,
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"GlobalServices": false,
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@ -608,6 +608,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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}
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}
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// make sure the debug draw singleton is initialized on the main thread.
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DebugDraw::getInstance().removeMarker("");
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_runningMarker.startRunningMarker();
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@ -1028,7 +1028,7 @@ void AudioClient::handleAudioInput() {
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// if we performed the noise gate we can get values from it instead of enumerating the samples again
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_lastInputLoudness = _inputGate.getLastLoudness();
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if (_inputGate.clippedInLastFrame()) {
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if (_inputGate.clippedInLastBlock()) {
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_timeSinceLastClip = 0.0f;
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}
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@ -1049,10 +1049,9 @@ void AudioClient::handleAudioInput() {
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emit inputReceived({ reinterpret_cast<char*>(networkAudioSamples), numNetworkBytes });
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if (_inputGate.openedInLastFrame()) {
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if (_inputGate.openedInLastBlock()) {
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emit noiseGateOpened();
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}
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if (_inputGate.closedInLastFrame()) {
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} else if (_inputGate.closedInLastBlock()) {
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emit noiseGateClosed();
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}
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@ -1072,7 +1071,7 @@ void AudioClient::handleAudioInput() {
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// the output from the input gate (eventually, this could be crossfaded)
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// and allow the codec to properly encode down to silent/zero. If we still
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// have _lastInputLoudness of 0 in our NEXT frame, we will send a silent packet
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if (_lastInputLoudness == 0 && !_inputGate.closedInLastFrame()) {
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if (_lastInputLoudness == 0 && !_inputGate.closedInLastBlock()) {
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packetType = PacketType::SilentAudioFrame;
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_silentOutbound.increment();
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} else {
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@ -45,13 +45,13 @@
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#include <AudioReverb.h>
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#include <AudioLimiter.h>
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#include <AudioConstants.h>
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#include <AudioNoiseGate.h>
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#include <shared/RateCounter.h>
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#include <plugins/CodecPlugin.h>
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#include "AudioIOStats.h"
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#include "AudioNoiseGate.h"
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#ifdef _WIN32
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#pragma warning( push )
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@ -1,6 +1,6 @@
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//
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// AudioNoiseGate.cpp
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// interface/src/audio
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// libraries/audio
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//
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// Created by Stephen Birarda on 2014-12-16.
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// Copyright 2014 High Fidelity, Inc.
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@ -9,35 +9,29 @@
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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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#include "AudioNoiseGate.h"
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#include <cstdlib>
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#include <string.h>
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#include <AudioConstants.h>
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#include "AudioNoiseGate.h"
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#include "AudioConstants.h"
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const float AudioNoiseGate::CLIPPING_THRESHOLD = 0.90f;
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AudioNoiseGate::AudioNoiseGate() :
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_inputFrameCounter(0),
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_lastLoudness(0.0f),
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_quietestFrame(std::numeric_limits<float>::max()),
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_loudestFrame(0.0f),
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_didClipInLastFrame(false),
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_didClipInLastBlock(false),
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_dcOffset(0.0f),
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_measuredFloor(0.0f),
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_sampleCounter(0),
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_isOpen(false),
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_framesToClose(0)
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{
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}
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_blocksToClose(0) {}
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void AudioNoiseGate::removeDCOffset(int16_t* samples, int numSamples) {
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//
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// DC Offset correction
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//
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// Measure the DC offset over a trailing number of frames, and remove it from the input signal.
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// Measure the DC offset over a trailing number of blocks, and remove it from the input signal.
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// This causes the noise background measurements and server muting to be more accurate. Many off-board
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// ADC's have a noticeable DC offset.
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//
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@ -51,7 +45,7 @@ void AudioNoiseGate::removeDCOffset(int16_t* samples, int numSamples) {
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// Update measured DC offset
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measuredDcOffset /= numSamples;
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if (_dcOffset == 0.0f) {
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// On first frame, copy over measured offset
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// On first block, copy over measured offset
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_dcOffset = measuredDcOffset;
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} else {
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_dcOffset = DC_OFFSET_AVERAGING * _dcOffset + (1.0f - DC_OFFSET_AVERAGING) * measuredDcOffset;
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@ -69,96 +63,85 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
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//
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// NOISE_GATE_HEIGHT: How loud you have to speak relative to noise background to open the gate.
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// Make this value lower for more sensitivity and less rejection of noise.
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// NOISE_GATE_WIDTH: The number of samples in an audio frame for which the height must be exceeded
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// NOISE_GATE_WIDTH: The number of samples in an audio block for which the height must be exceeded
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// to open the gate.
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// NOISE_GATE_CLOSE_FRAME_DELAY: Once the noise is below the gate height for the frame, how many frames
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// NOISE_GATE_CLOSE_BLOCK_DELAY: Once the noise is below the gate height for the block, how many blocks
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// will we wait before closing the gate.
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// NOISE_GATE_FRAMES_TO_AVERAGE: How many audio frames should we average together to compute noise floor.
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// NOISE_GATE_BLOCKS_TO_AVERAGE: How many audio blocks should we average together to compute noise floor.
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// More means better rejection but also can reject continuous things like singing.
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// NUMBER_OF_NOISE_SAMPLE_FRAMES: How often should we re-evaluate the noise floor?
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// NUMBER_OF_NOISE_SAMPLE_BLOCKS: How often should we re-evaluate the noise floor?
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float loudness = 0;
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int thisSample = 0;
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int samplesOverNoiseGate = 0;
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const float NOISE_GATE_HEIGHT = 7.0f;
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const int NOISE_GATE_WIDTH = 5;
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const int NOISE_GATE_CLOSE_FRAME_DELAY = 5;
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const int NOISE_GATE_FRAMES_TO_AVERAGE = 5;
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const int NOISE_GATE_CLOSE_BLOCK_DELAY = 5;
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const int NOISE_GATE_BLOCKS_TO_AVERAGE = 5;
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// Check clipping, and check if should open noise gate
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_didClipInLastFrame = false;
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_didClipInLastBlock = false;
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for (int i = 0; i < numSamples; i++) {
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thisSample = std::abs(samples[i]);
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if (thisSample >= ((float) AudioConstants::MAX_SAMPLE_VALUE * CLIPPING_THRESHOLD)) {
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_didClipInLastFrame = true;
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_didClipInLastBlock = true;
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}
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loudness += thisSample;
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// Noise Reduction: Count peaks above the average loudness
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if (thisSample > (_measuredFloor * NOISE_GATE_HEIGHT)) {
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samplesOverNoiseGate++;
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}
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}
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_lastLoudness = fabs(loudness / numSamples);
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if (_quietestFrame > _lastLoudness) {
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_quietestFrame = _lastLoudness;
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}
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if (_loudestFrame < _lastLoudness) {
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_loudestFrame = _lastLoudness;
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}
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const int FRAMES_FOR_NOISE_DETECTION = 400;
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if (_inputFrameCounter++ > FRAMES_FOR_NOISE_DETECTION) {
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_quietestFrame = std::numeric_limits<float>::max();
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_loudestFrame = 0.0f;
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_inputFrameCounter = 0;
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}
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// If Noise Gate is enabled, check and turn the gate on and off
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float averageOfAllSampleFrames = 0.0f;
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_sampleFrames[_sampleCounter++] = _lastLoudness;
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if (_sampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
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float averageOfAllSampleBlocks = 0.0f;
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_sampleBlocks[_sampleCounter++] = _lastLoudness;
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if (_sampleCounter == NUMBER_OF_NOISE_SAMPLE_BLOCKS) {
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float smallestSample = std::numeric_limits<float>::max();
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for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i += NOISE_GATE_FRAMES_TO_AVERAGE) {
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for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_BLOCKS - NOISE_GATE_BLOCKS_TO_AVERAGE; i += NOISE_GATE_BLOCKS_TO_AVERAGE) {
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float thisAverage = 0.0f;
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for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
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thisAverage += _sampleFrames[j];
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averageOfAllSampleFrames += _sampleFrames[j];
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for (int j = i; j < i + NOISE_GATE_BLOCKS_TO_AVERAGE; j++) {
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thisAverage += _sampleBlocks[j];
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averageOfAllSampleBlocks += _sampleBlocks[j];
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}
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thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE;
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thisAverage /= NOISE_GATE_BLOCKS_TO_AVERAGE;
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if (thisAverage < smallestSample) {
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smallestSample = thisAverage;
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}
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}
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averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES;
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averageOfAllSampleBlocks /= NUMBER_OF_NOISE_SAMPLE_BLOCKS;
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_measuredFloor = smallestSample;
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_sampleCounter = 0;
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}
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_closedInLastFrame = false;
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_openedInLastFrame = false;
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_closedInLastBlock = false;
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_openedInLastBlock = false;
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if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
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_openedInLastFrame = !_isOpen;
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_openedInLastBlock = !_isOpen;
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_isOpen = true;
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_framesToClose = NOISE_GATE_CLOSE_FRAME_DELAY;
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_blocksToClose = NOISE_GATE_CLOSE_BLOCK_DELAY;
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} else {
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if (--_framesToClose == 0) {
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_closedInLastFrame = _isOpen;
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if (--_blocksToClose == 0) {
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_closedInLastBlock = _isOpen;
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_isOpen = false;
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}
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}
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if (!_isOpen) {
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if (_closedInLastFrame) {
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// would be nice to do a little crossfade to silence
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// First block after being closed gets faded to silence, we fade across
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// the entire block on fading out. All subsequent blocks are muted by being slammed
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// to zeros
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if (_closedInLastBlock) {
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float fadeSlope = (1.0f / numSamples);
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for (int i = 0; i < numSamples; i++) {
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float fadedSample = (1.0f - (float)i / (float)numSamples) * (float)samples[i];
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float fadedSample = (1.0f - ((float)i * fadeSlope)) * (float)samples[i];
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samples[i] = (int16_t)fadedSample;
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}
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} else {
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@ -167,10 +150,14 @@ void AudioNoiseGate::gateSamples(int16_t* samples, int numSamples) {
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_lastLoudness = 0;
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}
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if (_openedInLastFrame) {
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// would be nice to do a little crossfade from silence
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for (int i = 0; i < numSamples; i++) {
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float fadedSample = ((float)i / (float)numSamples) * (float)samples[i];
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if (_openedInLastBlock) {
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// would be nice to do a little crossfade from silence, but we only want to fade
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// across the first 1/10th of the block, because we don't want to miss early
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// transients.
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int fadeSamples = numSamples / 10; // fade over 1/10th of the samples
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float fadeSlope = (1.0f / fadeSamples);
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for (int i = 0; i < fadeSamples; i++) {
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float fadedSample = (float)i * fadeSlope * (float)samples[i];
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samples[i] = (int16_t)fadedSample;
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}
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}
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@ -1,6 +1,6 @@
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//
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// AudioNoiseGate.h
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// interface/src/audio
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// libraries/audio
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//
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// Created by Stephen Birarda on 2014-12-16.
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// Copyright 2014 High Fidelity, Inc.
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@ -14,38 +14,35 @@
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#include <stdint.h>
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const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
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const int NUMBER_OF_NOISE_SAMPLE_BLOCKS = 300;
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class AudioNoiseGate {
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public:
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AudioNoiseGate();
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void gateSamples(int16_t* samples, int numSamples);
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void removeDCOffset(int16_t* samples, int numSamples);
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bool clippedInLastFrame() const { return _didClipInLastFrame; }
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bool closedInLastFrame() const { return _closedInLastFrame; }
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bool openedInLastFrame() const { return _openedInLastFrame; }
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bool clippedInLastBlock() const { return _didClipInLastBlock; }
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bool closedInLastBlock() const { return _closedInLastBlock; }
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bool openedInLastBlock() const { return _openedInLastBlock; }
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bool isOpen() const { return _isOpen; }
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float getMeasuredFloor() const { return _measuredFloor; }
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float getLastLoudness() const { return _lastLoudness; }
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static const float CLIPPING_THRESHOLD;
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private:
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int _inputFrameCounter;
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float _lastLoudness;
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float _quietestFrame;
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float _loudestFrame;
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bool _didClipInLastFrame;
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bool _didClipInLastBlock;
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float _dcOffset;
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float _measuredFloor;
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float _sampleFrames[NUMBER_OF_NOISE_SAMPLE_FRAMES];
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float _sampleBlocks[NUMBER_OF_NOISE_SAMPLE_BLOCKS];
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int _sampleCounter;
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bool _isOpen;
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bool _closedInLastFrame { false };
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bool _openedInLastFrame { false };
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int _framesToClose;
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bool _closedInLastBlock { false };
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bool _openedInLastBlock { false };
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int _blocksToClose;
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};
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#endif // hifi_AudioNoiseGate_h
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#endif // hifi_AudioNoiseGate_h
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@ -143,12 +143,35 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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}
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void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
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// first bump and prune contacts for all objects in the list
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// bump and prune contacts for all objects in the list
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for (auto object : objects) {
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bumpAndPruneContacts(object);
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}
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// then remove them
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if (_activeStaticBodies.size() > 0) {
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// _activeStaticBodies was not cleared last frame.
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// The only way to get here is if a static object were moved but we did not actually step the simulation last
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// frame (because the framerate is faster than our physics simulation rate). When this happens we must scan
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// _activeStaticBodies for objects that were recently deleted so we don't try to access a dangling pointer.
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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std::vector<btRigidBody*>::reverse_iterator itr = _activeStaticBodies.rbegin();
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while (itr != _activeStaticBodies.rend()) {
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if (body == *itr) {
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if (*itr != *(_activeStaticBodies.rbegin())) {
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// swap with rbegin
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*itr = *(_activeStaticBodies.rbegin());
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}
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_activeStaticBodies.pop_back();
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break;
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}
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++itr;
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}
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}
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}
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// remove bodies
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for (auto object : objects) {
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btRigidBody* body = object->getRigidBody();
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if (body) {
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|
|
|
@ -346,7 +346,9 @@ void AnimDebugDraw::update() {
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numVerts += (int)markerMap.size() * VERTICES_PER_BONE;
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auto myAvatarMarkerMap = DebugDraw::getInstance().getMyAvatarMarkerMap();
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numVerts += (int)myAvatarMarkerMap.size() * VERTICES_PER_BONE;
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numVerts += (int)DebugDraw::getInstance().getRays().size() * VERTICES_PER_RAY;
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auto rays = DebugDraw::getInstance().getRays();
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DebugDraw::getInstance().clearRays();
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numVerts += (int)rays.size() * VERTICES_PER_RAY;
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// allocate verts!
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std::vector<AnimDebugDrawData::Vertex> vertices;
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@ -398,10 +400,9 @@ void AnimDebugDraw::update() {
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}
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// draw rays from shared DebugDraw singleton
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for (auto& iter : DebugDraw::getInstance().getRays()) {
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for (auto& iter : rays) {
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addLine(std::get<0>(iter), std::get<1>(iter), std::get<2>(iter), v);
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}
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DebugDraw::getInstance().clearRays();
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data._vertexBuffer->resize(sizeof(AnimDebugDrawData::Vertex) * numVerts);
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data._vertexBuffer->setSubData<AnimDebugDrawData::Vertex>(0, vertices);
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|
|
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@ -142,7 +142,7 @@ QString encodeEntityIdIntoEntityUrl(const QString& url, const QString& entityID)
|
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|
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QString ScriptEngine::logException(const QScriptValue& exception) {
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auto message = formatException(exception);
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scriptErrorMessage(qPrintable(message));
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scriptErrorMessage(message);
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return message;
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}
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@ -453,7 +453,7 @@ void ScriptEngine::loadURL(const QUrl& scriptURL, bool reload) {
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}
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void ScriptEngine::scriptErrorMessage(const QString& message) {
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qCCritical(scriptengine) << message;
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qCCritical(scriptengine) << qPrintable(message);
|
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emit errorMessage(message);
|
||||
}
|
||||
|
||||
|
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