more of a peak loudness with decay, now

This commit is contained in:
David Kelly 2017-02-24 10:31:55 -08:00
parent 4a4c914ca8
commit 2458f95c42

View file

@ -197,7 +197,7 @@ HighlightedEntity.updateOverlays = function updateHighlightedEntities() {
});
};
/* this contains current gain for a given node (by session id). More efficient than
/* this contains current gain for a given node (by session id). More efficient than
* querying it, plus there isn't a getGain function so why write one */
var sessionGains = {};
function convertDbToLinear(decibels) {
@ -205,7 +205,7 @@ function convertDbToLinear(decibels) {
// but, your perception is that something 2x as loud is +10db
// so we go from -60 to +20 or 1/64x to 4x. For now, we can
// maybe scale the signal this way??
return Math.pow(2, decibels/10.0);
return Math.pow(2, decibels/10.0);
}
function fromQml(message) { // messages are {method, params}, like json-rpc. See also sendToQml.
@ -571,10 +571,10 @@ function receiveMessage(channel, messageString, senderID) {
}
var AVERAGING_RATIO = 0.05;
var LONG_AVERAGING_RATIO = 0.75;
var LOUDNESS_FLOOR = 11.0;
var LOUDNESS_SCALE = 2.8 / 5.0;
var LOG2 = Math.log(2.0);
var AUDIO_PEAK_DECAY = 0.03;
var myData = {}; // we're not includied in ExtendedOverlay.get.
function scaleAudio(val) {
@ -602,16 +602,19 @@ function getAudioLevel(id) {
// we will do exponential moving average by taking some the last loudness and averaging
data.accumulatedLevel = AVERAGING_RATIO * (data.accumulatedLevel || 0) + (1 - AVERAGING_RATIO) * (avatar.audioLoudness);
data.longAccumulatedLevel = LONG_AVERAGING_RATIO * (data.longAccumulatedLevel || 0) + (1 - LONG_AVERAGING_RATIO) * (avatar.audioLoudness);
// add 1 to insure we don't go log() and hit -infinity. Math.log is
// natural log, so to get log base 2, just divide by ln(2).
audioLevel = scaleAudio(Math.log(data.accumulatedLevel + 1) / LOG2);
avgAudioLevel = scaleAudio(Math.log(data.longAccumulatedLevel + 1) / LOG2);
// scale avgAudioLevel given that there can be a gain (4x to 1/64x)
avgAudioLevel = Math.min(1.0, avgAudioLevel *(sessionGains[id] || 0.75));
// decay avgAudioLevel
avgAudioLevel = Math.max((1-AUDIO_PEAK_DECAY) * (data.avgAudioLevel || 0), audioLevel);
data.avgAudioLevel = avgAudioLevel;
data.audioLevel = audioLevel;
// now scale for the gain
avgAudioLevel = Math.min(1.0, avgAudioLevel *(sessionGains[id] || 0.75));
}
return [audioLevel, avgAudioLevel];
}