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Merge pull request #1989 from PhilipRosedale/master
Improved EditVoxels script, improve and cleanup noise reduction
This commit is contained in:
commit
5ad74a04f1
5 changed files with 248 additions and 61 deletions
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@ -7,9 +7,11 @@
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//
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// Captures mouse clicks and edits voxels accordingly.
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//
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// click = create a new voxel on this face, same color as old
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// Alt + click = delete this voxel
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// click = create a new voxel on this face, same color as old (default color picker state)
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// right click or control + click = delete this voxel
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// shift + click = recolor this voxel
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// 1 - 8 = pick new color from palette
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// 9 = create a new voxel in front of the camera
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//
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// Click and drag to create more new voxels in the same direction
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//
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@ -18,15 +20,41 @@ function vLength(v) {
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return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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function vMinus(a, b) {
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var rval = { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
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return rval;
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}
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var NEW_VOXEL_SIZE = 1.0;
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var NEW_VOXEL_DISTANCE_FROM_CAMERA = 3.0;
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var ORBIT_RATE_ALTITUDE = 200.0;
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var ORBIT_RATE_AZIMUTH = 90.0;
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var PIXELS_PER_EXTRUDE_VOXEL = 16;
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var oldMode = Camera.getMode();
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var key_alt = false;
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var key_shift = false;
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var isAdding = false;
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var isExtruding = false;
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var isOrbiting = false;
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var orbitAzimuth = 0.0;
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var orbitAltitude = 0.0;
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var orbitCenter = { x: 0, y: 0, z: 0 };
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var orbitPosition = { x: 0, y: 0, z: 0 };
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var orbitRadius = 0.0;
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var extrudeDirection = { x: 0, y: 0, z: 0 };
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var extrudeScale = 0.0;
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var lastVoxelPosition = { x: 0, y: 0, z: 0 };
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var lastVoxelColor = { red: 0, green: 0, blue: 0 };
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var lastVoxelScale = 0;
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var dragStart = { x: 0, y: 0 };
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var mouseX = 0;
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var mouseY = 0;
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// Create a table of the different colors you can choose
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var colors = new Array();
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colors[0] = { red: 237, green: 175, blue: 0 };
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@ -37,31 +65,70 @@ colors[4] = { red: 193, green: 99, blue: 122 };
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colors[5] = { red: 255, green: 54, blue: 69 };
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colors[6] = { red: 124, green: 36, blue: 36 };
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colors[7] = { red: 63, green: 35, blue: 19 };
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var numColors = 6;
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var whichColor = 0;
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var numColors = 8;
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var whichColor = -1; // Starting color is 'Copy' mode
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// Create sounds for adding, deleting, recoloring voxels
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var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst1.raw");
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var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Bubbles/bubbles1.raw");
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var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Electronic/ElectronicBurst6.raw");
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var addSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+create.raw");
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var deleteSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+delete.raw");
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var changeColorSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Voxels/voxel+edit.raw");
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var clickSound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Switches+and+sliders/toggle+switch+-+medium.raw");
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var audioOptions = new AudioInjectionOptions();
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audioOptions.volume = 0.5;
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function setAudioPosition() {
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var camera = Camera.getPosition();
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var forwardVector = Quat.getFront(MyAvatar.orientation);
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audioOptions.position = Vec3.sum(camera, forwardVector);
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}
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function getNewVoxelPosition() {
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var camera = Camera.getPosition();
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var forwardVector = Quat.getFront(MyAvatar.orientation);
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var newPosition = Vec3.sum(camera, Vec3.multiply(forwardVector, NEW_VOXEL_DISTANCE_FROM_CAMERA));
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return newPosition;
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}
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function fixEulerAngles(eulers) {
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var rVal = { x: 0, y: 0, z: eulers.z };
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if (eulers.x >= 90.0) {
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rVal.x = 180.0 - eulers.x;
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rVal.y = eulers.y - 180.0;
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} else if (eulers.x <= -90.0) {
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rVal.x = 180.0 - eulers.x;
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rVal.y = eulers.y - 180.0;
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}
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return rVal;
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}
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function mousePressEvent(event) {
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mouseX = event.x;
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mouseY = event.y;
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var pickRay = Camera.computePickRay(event.x, event.y);
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var intersection = Voxels.findRayIntersection(pickRay);
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audioOptions.volume = 1.0;
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audioOptions.position = { x: intersection.voxel.x, y: intersection.voxel.y, z: intersection.voxel.z };
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audioOptions.position = Vec3.sum(pickRay.origin, pickRay.direction);
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if (intersection.intersects) {
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if (key_alt) {
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if (event.isAlt) {
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// start orbit camera!
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var cameraPosition = Camera.getPosition();
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oldMode = Camera.getMode();
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Camera.setMode("independent");
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isOrbiting = true;
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Camera.keepLookingAt(intersection.intersection);
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// get position for initial azimuth, elevation
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orbitCenter = intersection.intersection;
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var orbitVector = Vec3.subtract(cameraPosition, orbitCenter);
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orbitRadius = vLength(orbitVector);
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orbitAzimuth = Math.atan2(orbitVector.z, orbitVector.x);
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orbitAltitude = Math.asin(orbitVector.y / Vec3.length(orbitVector));
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} else if (event.isRightButton || event.isControl) {
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// Delete voxel
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Voxels.eraseVoxel(intersection.voxel.x, intersection.voxel.y, intersection.voxel.z, intersection.voxel.s);
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Audio.playSound(deleteSound, audioOptions);
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} else if (key_shift) {
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} else if (event.isShifted) {
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// Recolor Voxel
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whichColor++;
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if (whichColor == numColors) whichColor = 0;
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Voxels.setVoxel(intersection.voxel.x,
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intersection.voxel.y,
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intersection.voxel.z,
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@ -70,7 +137,9 @@ function mousePressEvent(event) {
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Audio.playSound(changeColorSound, audioOptions);
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} else {
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// Add voxel on face
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var newVoxel = {
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if (whichColor == -1) {
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// Copy mode - use clicked voxel color
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var newVoxel = {
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x: intersection.voxel.x,
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y: intersection.voxel.y,
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z: intersection.voxel.z,
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@ -78,6 +147,16 @@ function mousePressEvent(event) {
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red: intersection.voxel.red,
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green: intersection.voxel.green,
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blue: intersection.voxel.blue };
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} else {
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var newVoxel = {
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x: intersection.voxel.x,
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y: intersection.voxel.y,
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z: intersection.voxel.z,
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s: intersection.voxel.s,
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red: colors[whichColor].red,
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green: colors[whichColor].green,
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blue: colors[whichColor].blue };
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}
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if (intersection.face == "MIN_X_FACE") {
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newVoxel.x -= newVoxel.s;
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@ -108,55 +187,113 @@ function mousePressEvent(event) {
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function keyPressEvent(event) {
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key_alt = event.isAlt;
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key_shift = event.isShifted;
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var nVal = parseInt(event.text);
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if (event.text == "0") {
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print("Color = Copy");
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whichColor = -1;
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Audio.playSound(clickSound, audioOptions);
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} else if ((nVal > 0) && (nVal <= numColors)) {
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whichColor = nVal - 1;
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print("Color = " + (whichColor + 1));
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Audio.playSound(clickSound, audioOptions);
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} else if (event.text == "9") {
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// Create a brand new 1 meter voxel in front of your avatar
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var color = whichColor;
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if (color == -1) color = 0;
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var newPosition = getNewVoxelPosition();
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var newVoxel = {
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x: newPosition.x,
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y: newPosition.y ,
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z: newPosition.z,
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s: NEW_VOXEL_SIZE,
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red: colors[color].red,
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green: colors[color].green,
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blue: colors[color].blue };
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Voxels.setVoxel(newVoxel.x, newVoxel.y, newVoxel.z, newVoxel.s, newVoxel.red, newVoxel.green, newVoxel.blue);
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setAudioPosition();
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Audio.playSound(addSound, audioOptions);
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} else if (event.text == " ") {
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// Reset my orientation!
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var orientation = { x:0, y:0, z:0, w:1 };
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Camera.setOrientation(orientation);
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MyAvatar.orientation = orientation;
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}
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}
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function keyReleaseEvent(event) {
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key_alt = false;
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key_shift = false;
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}
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function mouseMoveEvent(event) {
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if (isOrbiting) {
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var cameraOrientation = Camera.getOrientation();
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var origEulers = Quat.safeEulerAngles(cameraOrientation);
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var newEulers = fixEulerAngles(Quat.safeEulerAngles(cameraOrientation));
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var dx = event.x - mouseX;
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var dy = event.y - mouseY;
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orbitAzimuth += dx / ORBIT_RATE_AZIMUTH;
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orbitAltitude += dy / ORBIT_RATE_ALTITUDE;
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var orbitVector = { x:(Math.cos(orbitAltitude) * Math.cos(orbitAzimuth)) * orbitRadius,
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y:Math.sin(orbitAltitude) * orbitRadius,
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z:(Math.cos(orbitAltitude) * Math.sin(orbitAzimuth)) * orbitRadius };
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orbitPosition = Vec3.sum(orbitCenter, orbitVector);
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Camera.setPosition(orbitPosition);
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mouseX = event.x;
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mouseY = event.y;
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}
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if (isAdding) {
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var pickRay = Camera.computePickRay(event.x, event.y);
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var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x,
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// Watch the drag direction to tell which way to 'extrude' this voxel
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if (!isExtruding) {
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var pickRay = Camera.computePickRay(event.x, event.y);
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var lastVoxelDistance = { x: pickRay.origin.x - lastVoxelPosition.x,
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y: pickRay.origin.y - lastVoxelPosition.y,
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z: pickRay.origin.z - lastVoxelPosition.z };
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var distance = vLength(lastVoxelDistance);
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var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance };
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mouseSpot.x += pickRay.origin.x;
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mouseSpot.y += pickRay.origin.y;
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mouseSpot.z += pickRay.origin.z;
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var dx = mouseSpot.x - lastVoxelPosition.x;
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var dy = mouseSpot.y - lastVoxelPosition.y;
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var dz = mouseSpot.z - lastVoxelPosition.z;
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if (dx > lastVoxelScale) {
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lastVoxelPosition.x += lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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} else if (dx < -lastVoxelScale) {
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lastVoxelPosition.x -= lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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} else if (dy > lastVoxelScale) {
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lastVoxelPosition.y += lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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} else if (dy < -lastVoxelScale) {
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lastVoxelPosition.y -= lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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} else if (dz > lastVoxelScale) {
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lastVoxelPosition.z += lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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} else if (dz < -lastVoxelScale) {
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lastVoxelPosition.z -= lastVoxelScale;
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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lastVoxelScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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var distance = vLength(lastVoxelDistance);
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var mouseSpot = { x: pickRay.direction.x * distance, y: pickRay.direction.y * distance, z: pickRay.direction.z * distance };
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mouseSpot.x += pickRay.origin.x;
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mouseSpot.y += pickRay.origin.y;
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mouseSpot.z += pickRay.origin.z;
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var dx = mouseSpot.x - lastVoxelPosition.x;
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var dy = mouseSpot.y - lastVoxelPosition.y;
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var dz = mouseSpot.z - lastVoxelPosition.z;
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extrudeScale = lastVoxelScale;
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extrudeDirection = { x: 0, y: 0, z: 0 };
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isExtruding = true;
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if (dx > lastVoxelScale) extrudeDirection.x = extrudeScale;
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else if (dx < -lastVoxelScale) extrudeDirection.x = -extrudeScale;
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else if (dy > lastVoxelScale) extrudeDirection.y = extrudeScale;
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else if (dy < -lastVoxelScale) extrudeDirection.y = -extrudeScale;
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else if (dz > lastVoxelScale) extrudeDirection.z = extrudeScale;
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else if (dz < -lastVoxelScale) extrudeDirection.z = -extrudeScale;
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else isExtruding = false;
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} else {
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// We have got an extrusion direction, now look for mouse move beyond threshold to add new voxel
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var dx = event.x - mouseX;
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var dy = event.y - mouseY;
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if (Math.sqrt(dx*dx + dy*dy) > PIXELS_PER_EXTRUDE_VOXEL) {
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lastVoxelPosition = Vec3.sum(lastVoxelPosition, extrudeDirection);
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Voxels.setVoxel(lastVoxelPosition.x, lastVoxelPosition.y, lastVoxelPosition.z,
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extrudeScale, lastVoxelColor.red, lastVoxelColor.green, lastVoxelColor.blue);
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mouseX = event.x;
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mouseY = event.y;
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}
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}
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}
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}
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function mouseReleaseEvent(event) {
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if (isOrbiting) {
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var cameraOrientation = Camera.getOrientation();
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var eulers = Quat.safeEulerAngles(cameraOrientation);
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MyAvatar.position = Camera.getPosition();
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MyAvatar.orientation = cameraOrientation;
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Camera.stopLooking();
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Camera.setMode(oldMode);
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Camera.setOrientation(cameraOrientation);
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}
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isAdding = false;
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isOrbiting = false;
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isExtruding = false;
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}
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Controller.mousePressEvent.connect(mousePressEvent);
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|
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@ -37,6 +37,8 @@ static const short JITTER_BUFFER_SAMPLES = JITTER_BUFFER_LENGTH_MSECS * NUM_AUDI
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static const float AUDIO_CALLBACK_MSECS = (float) NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL / (float)SAMPLE_RATE * 1000.0;
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static const int NUMBER_OF_NOISE_SAMPLE_FRAMES = 300;
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// Mute icon configration
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static const int ICON_SIZE = 24;
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static const int ICON_LEFT = 0;
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@ -65,7 +67,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
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_measuredJitter(0),
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_jitterBufferSamples(initialJitterBufferSamples),
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_lastInputLoudness(0),
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_averageInputLoudness(0),
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_noiseGateMeasuredFloor(0),
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_noiseGateSampleCounter(0),
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_noiseGateOpen(false),
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_noiseGateEnabled(true),
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_noiseGateFramesToClose(0),
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|
@ -82,6 +85,8 @@ Audio::Audio(Oscilloscope* scope, int16_t initialJitterBufferSamples, QObject* p
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{
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// clear the array of locally injected samples
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memset(_localProceduralSamples, 0, NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL);
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// Create the noise sample array
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_noiseSampleFrames = new float[NUMBER_OF_NOISE_SAMPLE_FRAMES];
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}
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void Audio::init(QGLWidget *parent) {
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|
@ -351,26 +356,66 @@ void Audio::handleAudioInput() {
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NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL,
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_inputFormat, _desiredInputFormat);
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//
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// Impose Noise Gate
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//
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// The Noise Gate is used to reject constant background noise by measuring the noise
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// floor observed at the microphone and then opening the 'gate' to allow microphone
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// signals to be transmitted when the microphone samples average level exceeds a multiple
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// of the noise floor.
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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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// 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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// 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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// 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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||||
|
||||
|
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float loudness = 0;
|
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float thisSample = 0;
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int samplesOverNoiseGate = 0;
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const float NOISE_GATE_HEIGHT = 3.f;
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const float NOISE_GATE_HEIGHT = 7.f;
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const int NOISE_GATE_WIDTH = 5;
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const int NOISE_GATE_CLOSE_FRAME_DELAY = 30;
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const int NOISE_GATE_CLOSE_FRAME_DELAY = 5;
|
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const int NOISE_GATE_FRAMES_TO_AVERAGE = 5;
|
||||
|
||||
for (int i = 0; i < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; i++) {
|
||||
thisSample = fabsf(monoAudioSamples[i]);
|
||||
loudness += thisSample;
|
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// Noise Reduction: Count peaks above the average loudness
|
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if (thisSample > (_averageInputLoudness * NOISE_GATE_HEIGHT)) {
|
||||
if (thisSample > (_noiseGateMeasuredFloor * NOISE_GATE_HEIGHT)) {
|
||||
samplesOverNoiseGate++;
|
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}
|
||||
}
|
||||
_lastInputLoudness = loudness / NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL;
|
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const float LOUDNESS_AVERAGING_FRAMES = 1000.f; // This will be about 10 seconds
|
||||
_averageInputLoudness = (1.f - 1.f / LOUDNESS_AVERAGING_FRAMES) * _averageInputLoudness + (1.f / LOUDNESS_AVERAGING_FRAMES) * _lastInputLoudness;
|
||||
|
||||
float averageOfAllSampleFrames = 0.f;
|
||||
_noiseSampleFrames[_noiseGateSampleCounter++] = _lastInputLoudness;
|
||||
if (_noiseGateSampleCounter == NUMBER_OF_NOISE_SAMPLE_FRAMES) {
|
||||
float smallestSample = FLT_MAX;
|
||||
for (int i = 0; i <= NUMBER_OF_NOISE_SAMPLE_FRAMES - NOISE_GATE_FRAMES_TO_AVERAGE; i+= NOISE_GATE_FRAMES_TO_AVERAGE) {
|
||||
float thisAverage = 0.0f;
|
||||
for (int j = i; j < i + NOISE_GATE_FRAMES_TO_AVERAGE; j++) {
|
||||
thisAverage += _noiseSampleFrames[j];
|
||||
averageOfAllSampleFrames += _noiseSampleFrames[j];
|
||||
}
|
||||
thisAverage /= NOISE_GATE_FRAMES_TO_AVERAGE;
|
||||
|
||||
if (thisAverage < smallestSample) {
|
||||
smallestSample = thisAverage;
|
||||
}
|
||||
}
|
||||
averageOfAllSampleFrames /= NUMBER_OF_NOISE_SAMPLE_FRAMES;
|
||||
_noiseGateMeasuredFloor = smallestSample;
|
||||
_noiseGateSampleCounter = 0;
|
||||
//qDebug("smallest sample = %.1f, avg of all = %.1f", _noiseGateMeasuredFloor, averageOfAllSampleFrames);
|
||||
}
|
||||
|
||||
if (_noiseGateEnabled) {
|
||||
if (samplesOverNoiseGate > NOISE_GATE_WIDTH) {
|
||||
_noiseGateOpen = true;
|
||||
|
@ -487,7 +532,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
|
|||
if (!_ringBuffer.isStarved() && _audioOutput->bytesFree() == _audioOutput->bufferSize()) {
|
||||
// we don't have any audio data left in the output buffer
|
||||
// we just starved
|
||||
qDebug() << "Audio output just starved.";
|
||||
//qDebug() << "Audio output just starved.";
|
||||
_ringBuffer.setIsStarved(true);
|
||||
_numFramesDisplayStarve = 10;
|
||||
}
|
||||
|
@ -505,7 +550,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
|
|||
if (!_ringBuffer.isNotStarvedOrHasMinimumSamples(NETWORK_BUFFER_LENGTH_SAMPLES_STEREO
|
||||
+ (_jitterBufferSamples * 2))) {
|
||||
// starved and we don't have enough to start, keep waiting
|
||||
qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back.";
|
||||
//qDebug() << "Buffer is starved and doesn't have enough samples to start. Held back.";
|
||||
} else {
|
||||
// We are either already playing back, or we have enough audio to start playing back.
|
||||
_ringBuffer.setIsStarved(false);
|
||||
|
|
|
@ -45,7 +45,7 @@ public:
|
|||
|
||||
void render(int screenWidth, int screenHeight);
|
||||
|
||||
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _averageInputLoudness, 0.f); }
|
||||
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
|
||||
|
||||
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }
|
||||
|
||||
|
@ -109,7 +109,9 @@ private:
|
|||
float _measuredJitter;
|
||||
int16_t _jitterBufferSamples;
|
||||
float _lastInputLoudness;
|
||||
float _averageInputLoudness;
|
||||
float _noiseGateMeasuredFloor;
|
||||
float* _noiseSampleFrames;
|
||||
int _noiseGateSampleCounter;
|
||||
bool _noiseGateOpen;
|
||||
bool _noiseGateEnabled;
|
||||
int _noiseGateFramesToClose;
|
||||
|
|
|
@ -26,7 +26,9 @@ glm::vec3 Vec3::multiplyQbyV(const glm::quat& q, const glm::vec3& v) {
|
|||
glm::vec3 Vec3::sum(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return v1 + v2;
|
||||
}
|
||||
|
||||
glm::vec3 Vec3::subtract(const glm::vec3& v1, const glm::vec3& v2) {
|
||||
return v1 - v2;
|
||||
}
|
||||
float Vec3::length(const glm::vec3& v) {
|
||||
return glm::length(v);
|
||||
}
|
||||
|
|
|
@ -25,6 +25,7 @@ public slots:
|
|||
glm::vec3 multiply(const glm::vec3& v1, float f);
|
||||
glm::vec3 multiplyQbyV(const glm::quat& q, const glm::vec3& v);
|
||||
glm::vec3 sum(const glm::vec3& v1, const glm::vec3& v2);
|
||||
glm::vec3 subtract(const glm::vec3& v1, const glm::vec3& v2);
|
||||
float length(const glm::vec3& v);
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue