Worklist Job #19503

Exposing the average audio intensity to javascript through the MyAvatar
object.
This commit is contained in:
gaitat 2014-02-14 09:40:59 -05:00
parent 91740f89f8
commit 58e773340a
6 changed files with 161 additions and 6 deletions

78
examples/audioBall.js Normal file
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@ -0,0 +1,78 @@
//
// audioBall.js
// hifi
//
// Created by Athanasios Gaitatzes on 2/10/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This script creates a particle in front of the user that stays in front of
// the user's avatar as they move, and animates it's radius and color
// in response to the audio intensity.
//
// add two vectors
function vPlus(a, b) {
var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
return rval;
}
// multiply scalar with vector
function vsMult(s, v) {
var rval = { x: s * v.x, y: s * v.y, z: s * v.z };
return rval;
}
var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
var FACTOR = 0.20;
var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
var particleID;
function updateParticle()
{
// the particle should be placed in front of the user's avatar
var avatarFront = Quat.getFront(MyAvatar.orientation);
// move particle three units in front of the avatar
var particlePosition = vPlus(MyAvatar.position, vsMult (3, avatarFront));
// play a sound at the location of the particle
var options = new AudioInjectionOptions();
options.position = particlePosition;
options.volume = 0.75;
Audio.playSound(sound, options);
var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR;
if (countParticles < 1)
{
var particleProperies = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255, blue: 0 }
, radius: audioCardAverageLoudness
, velocity: { x: 0.0, y: 0.0, z: 0.0 }
, gravity: { x: 0.0, y: 0.0, z: 0.0 }
, damping: 0.0
}
particleID = Particles.addParticle (particleProperies);
countParticles++;
}
else
{
// animates the particles radius and color in response to the changing audio intensity
var newProperties = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 }
, radius: audioCardAverageLoudness
};
Particles.editParticle (particleID, newProperties);
}
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(updateParticle);
// register our scriptEnding callback
Script.scriptEnding.connect(function scriptEnding() {});

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@ -0,0 +1,62 @@
//
// audioBall.js
// hifi
//
// Created by Athanasios Gaitatzes on 2/10/14.
// Copyright (c) 2014 HighFidelity, Inc. All rights reserved.
//
// This script creates a particle in front of the user that stays in front of
// the user's avatar as they move, and animates it's radius and color
// in response to the audio intensity.
//
// add two vectors
function vPlus(a, b) {
var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
return rval;
}
// multiply scalar with vector
function vsMult(s, v) {
var rval = { x: s * v.x, y: s * v.y, z: s * v.z };
return rval;
}
var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
var FACTOR = 0.20;
function addParticle()
{
// the particle should be placed in front of the user's avatar
var avatarFront = Quat.getFront(MyAvatar.orientation);
// move particle three units in front of the avatar
var particlePosition = vPlus(MyAvatar.position, vsMult (3, avatarFront));
// play a sound at the location of the particle
var options = new AudioInjectionOptions();
options.position = particlePosition;
options.volume = 0.25;
Audio.playSound(sound, options);
var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR;
// animates the particles radius and color in response to the changing audio intensity
var particleProperies = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 }
, radius: audioCardAverageLoudness
, velocity: { x: 0.0, y: 0.0, z: 0.0 }
, gravity: { x: 0.0, y: 0.0, z: 0.0 }
, damping: 0.0
, lifetime: 0.05
}
Particles.addParticle (particleProperies);
}
// register the call back so it fires before each data send
Script.willSendVisualDataCallback.connect(addParticle);
// register our scriptEnding callback
Script.scriptEnding.connect(function scriptEnding() {});

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@ -47,6 +47,8 @@ public:
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _averageInputLoudness, 0.f); }
float getAudioCardAverageInputLoudness() const { return _averageInputLoudness; } // saki
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
void setLastAcceleration(const glm::vec3 lastAcceleration) { _lastAcceleration = lastAcceleration; }

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@ -157,7 +157,9 @@ void MyAvatar::update(float deltaTime) {
}
// Get audio loudness data from audio input device
_head.setAudioLoudness(Application::getInstance()->getAudio()->getLastInputLoudness());
Audio *audio = Application::getInstance()->getAudio();
_head.setAudioLoudness(audio->getLastInputLoudness());
_head.setAudioCardAverageLoudness(audio->getAudioCardAverageInputLoudness()); // saki
if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));
@ -639,7 +641,7 @@ void MyAvatar::loadData(QSettings* settings) {
_position.y = loadSetting(settings, "position_y", 0.0f);
_position.z = loadSetting(settings, "position_z", 0.0f);
_head.setPupilDilation(settings->value("pupilDilation", 0.0f).toFloat());
_head.setPupilDilation(loadSetting(settings, "pupilDilation", 0.0f));
_leanScale = loadSetting(settings, "leanScale", 0.05f);
_targetScale = loadSetting(settings, "scale", 1.0f);

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@ -75,7 +75,9 @@ class AvatarData : public NodeData {
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
Q_PROPERTY(float audioCardAverageLoudness READ getAudioCardAverageLoudness WRITE setAudioCardAverageLoudness) // saki
Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL)
Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL)
public:
@ -106,6 +108,10 @@ public:
float getHeadPitch() const { return _headData->getPitch(); }
void setHeadPitch(float value) { _headData->setPitch(value); };
// access to Head().set/getAverageLoudness
float getAudioCardAverageLoudness() const { return _headData->getAudioCardAverageLoudness(); } // saki
void setAudioCardAverageLoudness(float value) { _headData->setAudioCardAverageLoudness(value); }; // saki
// Scale
float getTargetScale() const { return _targetScale; }
void setTargetScale(float targetScale) { _targetScale = targetScale; }

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@ -41,9 +41,13 @@ public:
float getRoll() const { return _roll; }
void setRoll(float roll) { _roll = glm::clamp(roll, MIN_HEAD_ROLL, MAX_HEAD_ROLL); }
void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
float getAudioLoudness() const { return _audioLoudness; }
void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
float getAudioCardAverageLoudness() const { return _audioCardAverageLoudness; } // saki
void setAudioCardAverageLoudness(float audioCardAverageLoudness) { _audioCardAverageLoudness = audioCardAverageLoudness; } // saki
const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
float getPupilDilation() const { return _pupilDilation; }
@ -79,6 +83,7 @@ protected:
float _rightEyeBlink;
float _averageLoudness;
float _browAudioLift;
float _audioCardAverageLoudness; // saki
std::vector<float> _blendshapeCoefficients;
float _pupilDilation;
AvatarData* _owningAvatar;