lots of knobs and dials

This commit is contained in:
ZappoMan 2014-04-04 17:29:39 -07:00
parent c35d6bdb0c
commit 593fc6c963
5 changed files with 154 additions and 78 deletions

View file

@ -2787,7 +2787,7 @@ void Application::displayStats() {
glm::vec3 avatarPos = _myAvatar->getPosition();
lines = _statsExpanded ? 5 : 3;
lines = _statsExpanded ? 8 : 3;
displayStatsBackground(backgroundColor, horizontalOffset, 0, _glWidget->width() - (mirrorEnabled ? 301 : 411) - horizontalOffset, lines * STATS_PELS_PER_LINE + 10);
horizontalOffset += 5;
@ -2840,26 +2840,34 @@ void Application::displayStats() {
// add some reflection stats
char reflectionsStatus[128];
sprintf(reflectionsStatus, "Reflections: %d, Pre-Delay: %f, Separate Ears:%s",
sprintf(reflectionsStatus, "Reflections: %d, Original: %s, Ears: %s, Source: %s",
_audioReflector.getReflections(),
_audioReflector.getDelayFromDistance(0.0f),
debug::valueOf(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars)));
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncudeOriginal)
? "with" : "without"),
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars)
? "two" : "one"),
(Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource)
? "stereo" : "mono")
);
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, WHITE_TEXT);
sprintf(reflectionsStatus, "Delay: average %f, max %f, min %f",
sprintf(reflectionsStatus, "Delay: pre: %f, average %f, max %f, min %f, speed: %f",
_audioReflector.getDelayFromDistance(0.0f),
_audioReflector.getAverageDelayMsecs(),
_audioReflector.getMaxDelayMsecs(),
_audioReflector.getMinDelayMsecs());
_audioReflector.getMinDelayMsecs(),
_audioReflector.getSoundMsPerMeter());
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, WHITE_TEXT);
sprintf(reflectionsStatus, "Attenuation: average %f, max %f, min %f",
sprintf(reflectionsStatus, "Attenuation: average %f, max %f, min %f, distance scale: %f",
_audioReflector.getAverageAttenuation(),
_audioReflector.getMaxAttenuation(),
_audioReflector.getMinAttenuation());
_audioReflector.getMinAttenuation(),
_audioReflector.getDistanceAttenuationScalingFactor());
verticalOffset += STATS_PELS_PER_LINE;
drawText(horizontalOffset, verticalOffset, 0.10f, 0.f, 2.f, reflectionsStatus, WHITE_TEXT);
@ -3725,6 +3733,7 @@ void Application::loadScript(const QString& scriptName) {
scriptEngine->registerGlobalObject("Menu", MenuScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("Settings", SettingsScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("AudioDevice", AudioDeviceScriptingInterface::getInstance());
scriptEngine->registerGlobalObject("AudioReflector", &_audioReflector);
QThread* workerThread = new QThread(this);

View file

@ -11,8 +11,18 @@
#include "AudioReflector.h"
#include "Menu.h"
const float DEFAULT_PRE_DELAY = 20.0f; // this delay in msecs will always be added to all reflections
const float DEFAULT_MS_DELAY_PER_METER = 3.0f;
const float MINIMUM_ATTENUATION_TO_REFLECT = 1.0f / 256.0f;
const float DEFAULT_DISTANCE_SCALING_FACTOR = 2.0f;
AudioReflector::AudioReflector(QObject* parent) :
QObject(parent)
QObject(parent),
_preDelay(DEFAULT_PRE_DELAY),
_soundMsPerMeter(DEFAULT_MS_DELAY_PER_METER),
_distanceAttenuationScalingFactor(DEFAULT_DISTANCE_SCALING_FACTOR)
{
reset();
}
@ -34,14 +44,12 @@ void AudioReflector::render() {
// = 3ms per meter
// attenuation =
// BOUNCE_ATTENUATION_FACTOR [0.5] * (1/(1+distance))
const float PRE_DELAY = 20.0f; // this delay in msecs will always be added to all reflections
float AudioReflector::getDelayFromDistance(float distance) {
const int MS_DELAY_PER_METER = 3;
float delay = (MS_DELAY_PER_METER * distance);
float delay = (_soundMsPerMeter * distance);
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)) {
delay += PRE_DELAY;
delay += _preDelay;
}
@ -52,14 +60,14 @@ float AudioReflector::getDelayFromDistance(float distance) {
const float PER_BOUNCE_ATTENUATION_FACTOR = 0.5f;
// **option 2**: we're not using these
const float BOUNCE_ATTENUATION_FACTOR = 0.125f;
//const float BOUNCE_ATTENUATION_FACTOR = 0.125f;
// each bounce we adjust our attenuation by this factor, the result is an asymptotically decreasing attenuation...
// 0.125, 0.25, 0.5, ...
const float PER_BOUNCE_ATTENUATION_ADJUSTMENT = 2.0f;
//const float PER_BOUNCE_ATTENUATION_ADJUSTMENT = 2.0f;
// we don't grow larger than this, which means by the 4th bounce we don't get that much less quiet
const float MAX_BOUNCE_ATTENUATION = 0.99f;
//const float MAX_BOUNCE_ATTENUATION = 0.99f;
float getDistanceAttenuationCoefficient(float distance) {
float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
const float DISTANCE_SCALE = 2.5f;
const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
const float DISTANCE_LOG_BASE = 2.5f;
@ -72,13 +80,15 @@ float getDistanceAttenuationCoefficient(float distance) {
DISTANCE_SCALE_LOG +
(0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
const float DISTANCE_SCALING_FACTOR = 2.0f;
distanceCoefficient = std::min(1.0f, distanceCoefficient * DISTANCE_SCALING_FACTOR);
distanceCoefficient = std::min(1.0f, distanceCoefficient * getDistanceAttenuationScalingFactor());
return distanceCoefficient;
}
float getBounceAttenuationCoefficient(int bounceCount) {
return PER_BOUNCE_ATTENUATION_FACTOR * bounceCount;
}
glm::vec3 getFaceNormal(BoxFace face) {
float surfaceRandomness = randFloatInRange(0.99,1.0);
float surfaceRemainder = (1.0f - surfaceRandomness)/2.0f;
@ -128,29 +138,52 @@ void AudioReflector::calculateAllReflections() {
// only recalculate when we've moved...
// TODO: what about case where new voxels are added in front of us???
if (_reflections == 0 || _myAvatar->getHead()->getPosition() != _origin) {
bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientation() : _myAvatar->getOrientation();
bool shouldRecalc = _reflections == 0 || _myAvatar->getHead()->getPosition() != _origin || (orientation != _orientation);
/*
qDebug() << "wantHeadOrientation=" << wantHeadOrientation;
qDebug(" _myAvatar->getHead()->getPosition()=%f,%f,%f",
_myAvatar->getHead()->getPosition().x,
_myAvatar->getHead()->getPosition().y,
_myAvatar->getHead()->getPosition().z);
qDebug(" _origin=%f,%f,%f",
_origin.x,
_origin.y,
_origin.z);
qDebug(" orientation=%f,%f,%f,%f",
orientation.x,
orientation.y,
orientation.z,
orientation.w);
qDebug(" _orientation=%f,%f,%f,%f",
_orientation.x,
_orientation.y,
_orientation.z,
_orientation.w);
*/
if (shouldRecalc) {
//qDebug() << "origin or orientation has changed...";
QMutexLocker locker(&_mutex);
qDebug() << "origin has changed...";
qDebug(" _myAvatar->getHead()->getPosition()=%f,%f,%f",
_myAvatar->getHead()->getPosition().x,
_myAvatar->getHead()->getPosition().y,
_myAvatar->getHead()->getPosition().z);
qDebug(" _origin=%f,%f,%f",
_origin.x,
_origin.y,
_origin.z);
quint64 start = usecTimestampNow();
_origin = _myAvatar->getHead()->getPosition();
glm::vec3 averageEarPosition = _myAvatar->getHead()->getPosition();
glm::quat orientation = _myAvatar->getOrientation(); // _myAvatar->getHead()->getOrientation();
glm::vec3 right = glm::normalize(orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(orientation * IDENTITY_UP);
glm::vec3 front = glm::normalize(orientation * IDENTITY_FRONT);
_orientation = orientation;
glm::vec3 right = glm::normalize(_orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(_orientation * IDENTITY_UP);
glm::vec3 front = glm::normalize(_orientation * IDENTITY_FRONT);
glm::vec3 left = -right;
glm::vec3 down = -up;
glm::vec3 back = -front;
@ -163,33 +196,31 @@ void AudioReflector::calculateAllReflections() {
glm::vec3 backRightDown = glm::normalize(back + right + down);
glm::vec3 backLeftDown = glm::normalize(back + left + down);
const int BOUNCE_COUNT = 5;
_frontRightUpReflections = calculateReflections(_origin, frontRightUp, BOUNCE_COUNT);
_frontLeftUpReflections = calculateReflections(_origin, frontLeftUp, BOUNCE_COUNT);
_backRightUpReflections = calculateReflections(_origin, backRightUp, BOUNCE_COUNT);
_backLeftUpReflections = calculateReflections(_origin, backLeftUp, BOUNCE_COUNT);
_frontRightDownReflections = calculateReflections(_origin, frontRightDown, BOUNCE_COUNT);
_frontLeftDownReflections = calculateReflections(_origin, frontLeftDown, BOUNCE_COUNT);
_backRightDownReflections = calculateReflections(_origin, backRightDown, BOUNCE_COUNT);
_backLeftDownReflections = calculateReflections(_origin, backLeftDown, BOUNCE_COUNT);
_frontReflections = calculateReflections(_origin, front, BOUNCE_COUNT);
_backReflections = calculateReflections(_origin, back, BOUNCE_COUNT);
_leftReflections = calculateReflections(_origin, left, BOUNCE_COUNT);
_rightReflections = calculateReflections(_origin, right, BOUNCE_COUNT);
_upReflections = calculateReflections(_origin, up, BOUNCE_COUNT);
_downReflections = calculateReflections(_origin, down, BOUNCE_COUNT);
_frontRightUpReflections = calculateReflections(averageEarPosition, _origin, frontRightUp);
_frontLeftUpReflections = calculateReflections(averageEarPosition, _origin, frontLeftUp);
_backRightUpReflections = calculateReflections(averageEarPosition, _origin, backRightUp);
_backLeftUpReflections = calculateReflections(averageEarPosition, _origin, backLeftUp);
_frontRightDownReflections = calculateReflections(averageEarPosition, _origin, frontRightDown);
_frontLeftDownReflections = calculateReflections(averageEarPosition, _origin, frontLeftDown);
_backRightDownReflections = calculateReflections(averageEarPosition, _origin, backRightDown);
_backLeftDownReflections = calculateReflections(averageEarPosition, _origin, backLeftDown);
_frontReflections = calculateReflections(averageEarPosition, _origin, front);
_backReflections = calculateReflections(averageEarPosition, _origin, back);
_leftReflections = calculateReflections(averageEarPosition, _origin, left);
_rightReflections = calculateReflections(averageEarPosition, _origin, right);
_upReflections = calculateReflections(averageEarPosition, _origin, up);
_downReflections = calculateReflections(averageEarPosition, _origin, down);
quint64 end = usecTimestampNow();
reset();
qDebug() << "Reflections recalculated in " << (end - start) << "usecs";
//qDebug() << "Reflections recalculated in " << (end - start) << "usecs";
}
}
QVector<glm::vec3> AudioReflector::calculateReflections(const glm::vec3& origin, const glm::vec3& originalDirection, int maxBounces) {
QVector<glm::vec3> AudioReflector::calculateReflections(const glm::vec3& earPosition, const glm::vec3& origin, const glm::vec3& originalDirection) {
QVector<glm::vec3> reflectionPoints;
glm::vec3 start = origin;
glm::vec3 direction = originalDirection;
@ -197,16 +228,28 @@ QVector<glm::vec3> AudioReflector::calculateReflections(const glm::vec3& origin,
float distance;
BoxFace face;
const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
float currentAttenuation = 1.0f;
float totalDistance = 0.0f;
int bounceCount = 1;
for (int i = 0; i < maxBounces; i++) {
while (currentAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
totalDistance += glm::distance(start, end);
float earDistance = glm::distance(end, earPosition);
float totalDistance = earDistance + distance;
currentAttenuation = getDistanceAttenuationCoefficient(totalDistance) * getBounceAttenuationCoefficient(bounceCount);
reflectionPoints.push_back(end);
glm::vec3 faceNormal = getFaceNormal(face);
direction = glm::normalize(glm::reflect(direction,faceNormal));
start = end;
if (currentAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
reflectionPoints.push_back(end);
glm::vec3 faceNormal = getFaceNormal(face);
direction = glm::normalize(glm::reflect(direction,faceNormal));
start = end;
bounceCount++;
}
} else {
currentAttenuation = 0.0f;
}
}
return reflectionPoints;
@ -234,6 +277,7 @@ void AudioReflector::echoReflections(const glm::vec3& origin, const QVector<glm:
unsigned int sampleTime, int sampleRate) {
bool wantEarSeparation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars);
bool wantStereo = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource);
glm::vec3 rightEarPosition = wantEarSeparation ? _myAvatar->getHead()->getRightEarPosition() :
_myAvatar->getHead()->getPosition();
glm::vec3 leftEarPosition = wantEarSeparation ? _myAvatar->getHead()->getLeftEarPosition() :
@ -254,12 +298,10 @@ void AudioReflector::echoReflections(const glm::vec3& origin, const QVector<glm:
float rightDistance = 0;
float leftDistance = 0;
float bounceAttenuation = PER_BOUNCE_ATTENUATION_FACTOR;
int bounce = 0;
int bounceCount = 0;
foreach (glm::vec3 end, reflections) {
bounce++;
bounceCount++;
rightDistance += glm::distance(start, end);
leftDistance += glm::distance(start, end);
@ -287,6 +329,7 @@ void AudioReflector::echoReflections(const glm::vec3& origin, const QVector<glm:
//qDebug() << "leftTotalDistance=" << leftTotalDistance << "rightTotalDistance=" << rightTotalDistance;
//qDebug() << "leftEarDelay=" << leftEarDelay << "rightEarDelay=" << rightEarDelay;
float bounceAttenuation = getBounceAttenuationCoefficient(bounceCount);
float rightEarAttenuation = getDistanceAttenuationCoefficient(rightTotalDistance) * bounceAttenuation;
float leftEarAttenuation = getDistanceAttenuationCoefficient(leftTotalDistance) * bounceAttenuation;
@ -297,20 +340,15 @@ void AudioReflector::echoReflections(const glm::vec3& origin, const QVector<glm:
_minAttenuation = std::min(_minAttenuation,rightEarAttenuation);
_minAttenuation = std::min(_minAttenuation,leftEarAttenuation);
//qDebug() << "leftEarAttenuation=" << leftEarAttenuation << "rightEarAttenuation=" << rightEarAttenuation;
//qDebug() << "bounce=" << bounce <<
// "bounceAttenuation=" << bounceAttenuation;
//bounceAttenuationFactor = std::min(MAX_BOUNCE_ATTENUATION, bounceAttenuationFactor * PER_BOUNCE_ATTENUATION_ADJUSTMENT);
bounceAttenuation *= PER_BOUNCE_ATTENUATION_FACTOR;
// run through the samples, and attenuate them
for (int sample = 0; sample < totalNumberOfStereoSamples; sample++) {
int16_t leftSample = originalSamplesData[sample * NUMBER_OF_CHANNELS];
int16_t rightSample = originalSamplesData[(sample * NUMBER_OF_CHANNELS) + 1];
int16_t rightSample = leftSample;
if (wantStereo) {
rightSample = originalSamplesData[(sample * NUMBER_OF_CHANNELS) + 1];
}
//qDebug() << "leftSample=" << leftSample << "rightSample=" << rightSample;
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS] = leftSample * leftEarAttenuation;
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS + 1] = 0;
@ -374,6 +412,7 @@ void AudioReflector::processSpatialAudio(unsigned int sampleTime, const QByteArr
}
void AudioReflector::drawRays() {
//qDebug() << "AudioReflector::drawRays()";
calculateAllReflections();
@ -482,6 +521,7 @@ void AudioReflector::drawRays() {
drawReflections(_origin, upColor, _upReflections);
drawReflections(_origin, downColor, _downReflections);
/*
qDebug() << "_reflections:" << _reflections
<< "_averageDelay:" << _averageDelay
<< "_maxDelay:" << _maxDelay
@ -490,6 +530,7 @@ void AudioReflector::drawRays() {
qDebug() << "_averageAttenuation:" << _averageAttenuation
<< "_maxAttenuation:" << _maxAttenuation
<< "_minAttenuation:" << _minAttenuation;
*/
}
void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color) {

View file

@ -35,9 +35,19 @@ public:
float getMinDelayMsecs() const { return _minDelay; }
float getMinAttenuation() const { return _minAttenuation; }
float getDelayFromDistance(float distance);
public slots:
void processSpatialAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format);
public slots:
float getPreDelay() const { return _preDelay; }
void setPreDelay(float preDelay) { _preDelay = preDelay; }
float getSoundMsPerMeter() const { return _soundMsPerMeter; } /// ms per meter, larger means slower
void setSoundMsPerMeter(float soundMsPerMeter) { _soundMsPerMeter = soundMsPerMeter; }
float getDistanceAttenuationScalingFactor() const { return _distanceAttenuationScalingFactor; } /// ms per meter, larger means slower
void setDistanceAttenuationScalingFactor(float factor) { _distanceAttenuationScalingFactor = factor; }
signals:
@ -52,11 +62,12 @@ private:
void echoReflections(const glm::vec3& origin, const QVector<glm::vec3>& reflections, const QByteArray& samples,
unsigned int sampleTime, int sampleRate);
QVector<glm::vec3> calculateReflections(const glm::vec3& origin, const glm::vec3& originalDirection, int maxBounces);
QVector<glm::vec3> calculateReflections(const glm::vec3& earPosition, const glm::vec3& origin, const glm::vec3& originalDirection);
void drawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections);
void calculateAllReflections();
void reset();
float getDistanceAttenuationCoefficient(float distance);
int _reflections;
@ -73,6 +84,7 @@ private:
float _minAttenuation;
glm::vec3 _origin;
glm::quat _orientation;
QVector<glm::vec3> _frontRightUpReflections;
QVector<glm::vec3> _frontLeftUpReflections;
QVector<glm::vec3> _backRightUpReflections;
@ -89,6 +101,10 @@ private:
QVector<glm::vec3> _downReflections;
QMutex _mutex;
float _preDelay;
float _soundMsPerMeter;
float _distanceAttenuationScalingFactor;
};

View file

@ -331,8 +331,8 @@ Menu::Menu() :
QMenu* renderDebugMenu = developerMenu->addMenu("Render Debugging Tools");
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings, Qt::CTRL | Qt::SHIFT | Qt::Key_P);
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings, Qt::CTRL | Qt::SHIFT | Qt::Key_S);
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::PipelineWarnings);
addCheckableActionToQMenuAndActionHash(renderDebugMenu, MenuOption::SuppressShortTimings);
addCheckableActionToQMenuAndActionHash(renderDebugMenu,
MenuOption::CullSharedFaces,
@ -383,7 +383,15 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioSpatialProcessingPreDelay,
Qt::CTRL | Qt::SHIFT | Qt::Key_D,
true);
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioSpatialProcessingStereoSource,
Qt::CTRL | Qt::SHIFT | Qt::Key_S,
true);
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioSpatialProcessingHeadOriented,
Qt::CTRL | Qt::SHIFT | Qt::Key_H,
true);
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::LowPassFilter,
Qt::CTRL | Qt::SHIFT | Qt::Key_F,
false);

View file

@ -247,6 +247,8 @@ namespace MenuOption {
const QString AudioSpatialProcessingIncudeOriginal = "Audio Spatial Processing includes Original";
const QString AudioSpatialProcessingSeparateEars = "Audio Spatial Processing separates ears";
const QString AudioSpatialProcessingPreDelay = "Audio Spatial Processing add Pre-Delay";
const QString AudioSpatialProcessingStereoSource = "Audio Spatial Processing Stereo Source";
const QString AudioSpatialProcessingHeadOriented = "Audio Spatial Processing Head Oriented";
const QString EchoServerAudio = "Echo Server Audio";
const QString EchoLocalAudio = "Echo Local Audio";
const QString MuteAudio = "Mute Microphone";