mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Initial cut of htrf for mono localOnly injectors
Probably need to clean up a bit, but wanted to get this out there for comment on more general issues, etc... To test, I added a localOnly: true to the cow in the tutorial.
This commit is contained in:
parent
ae54399177
commit
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3 changed files with 262 additions and 26 deletions
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@ -14,6 +14,8 @@
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#include <sys/stat.h>
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#include <glm/glm.hpp>
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#include <glm/gtx/norm.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#ifdef __APPLE__
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#include <CoreAudio/AudioHardware.h>
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@ -42,6 +44,8 @@
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#include <Transform.h>
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#include "AudioInjector.h"
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#include "AudioLimiter.h"
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#include "AudioHRTF.h"
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#include "AudioConstants.h"
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#include "PositionalAudioStream.h"
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#include "AudioClientLogging.h"
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@ -852,33 +856,43 @@ void AudioClient::setIsStereoInput(bool isStereoInput) {
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bool AudioClient::outputLocalInjector(bool isStereo, AudioInjector* injector) {
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if (injector->getLocalBuffer()) {
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QAudioFormat localFormat = _desiredOutputFormat;
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localFormat.setChannelCount(isStereo ? 2 : 1);
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if (injector->getLocalBuffer() && _audioInput ) {
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if(isStereo) {
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QAudioFormat localFormat = _desiredOutputFormat;
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localFormat.setChannelCount(isStereo ? 2 : 1);
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QAudioOutput* localOutput = new QAudioOutput(getNamedAudioDeviceForMode(QAudio::AudioOutput, _outputAudioDeviceName),
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localFormat,
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injector->getLocalBuffer());
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QAudioOutput* localOutput = new QAudioOutput(getNamedAudioDeviceForMode(QAudio::AudioOutput, _outputAudioDeviceName),
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localFormat,
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injector->getLocalBuffer());
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// move the localOutput to the same thread as the local injector buffer
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localOutput->moveToThread(injector->getLocalBuffer()->thread());
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// move the localOutput to the same thread as the local injector buffer
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localOutput->moveToThread(injector->getLocalBuffer()->thread());
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// have it be stopped when that local buffer is about to close
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// We don't want to stop this localOutput and injector whenever this AudioClient singleton goes idle,
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// only when the localOutput does. But the connection is to localOutput, so that it happens on the right thread.
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connect(localOutput, &QAudioOutput::stateChanged, localOutput, [=](QAudio::State state) {
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if (state == QAudio::IdleState) {
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localOutput->stop();
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injector->stop();
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}
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});
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// have it be stopped when that local buffer is about to close
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// We don't want to stop this localOutput and injector whenever this AudioClient singleton goes idle,
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// only when the localOutput does. But the connection is to localOutput, so that it happens on the right thread.
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connect(localOutput, &QAudioOutput::stateChanged, localOutput, [=](QAudio::State state) {
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if (state == QAudio::IdleState) {
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localOutput->stop();
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injector->stop();
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}
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});
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connect(injector->getLocalBuffer(), &QIODevice::aboutToClose, localOutput, &QAudioOutput::stop);
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connect(injector->getLocalBuffer(), &QIODevice::aboutToClose, localOutput, &QAudioOutput::stop);
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qCDebug(audioclient) << "Starting QAudioOutput for local injector" << localOutput;
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qCDebug(audioclient) << "Starting QAudioOutput for local injector" << localOutput;
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localOutput->start(injector->getLocalBuffer());
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return localOutput->state() == QAudio::ActiveState;
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} else {
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// just add it to the vector of active local injectors
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// TODO: deal with concurrency perhaps? Maybe not
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qDebug() << "adding new injector!!!!!!!";
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_activeLocalAudioInjectors.append(injector);
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return true;
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}
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localOutput->start(injector->getLocalBuffer());
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return localOutput->state() == QAudio::ActiveState;
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}
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return false;
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@ -1134,20 +1148,225 @@ float AudioClient::getAudioOutputMsecsUnplayed() const {
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return msecsAudioOutputUnplayed;
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}
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void AudioClient::AudioOutputIODevice::renderHRTF(AudioHRTF& hrtf, int16_t* data, float* hrtfBuffer, float azimuth, float gain, qint64 numSamples) {
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qint64 numFrames = numSamples/AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL;
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int16_t* dataPtr = data;
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float* hrtfPtr = hrtfBuffer;
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for(qint64 i=0; i < numFrames; i++) {
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hrtf.render(dataPtr, hrtfPtr, 1, azimuth, gain, AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL);
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//qDebug() << "processed frame " << i;
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dataPtr += AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL;
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hrtfPtr += 2*AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL;
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}
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assert(dataPtr - data <= numSamples);
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assert(hrtfPtr - hrtfBuffer <= 2*numSamples);
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}
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float AudioClient::azimuthForSource(const glm::vec3& relativePosition) {
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// copied from AudioMixer, more or less
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glm::quat inverseOrientation = glm::inverse(_orientationGetter());
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// compute sample delay for the 2 ears to create phase panning
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glm::vec3 rotatedSourcePosition = inverseOrientation * relativePosition;
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// project the rotated source position vector onto x-y plane
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rotatedSourcePosition.y = 0.0f;
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static const float SOURCE_DISTANCE_THRESHOLD = 1e-30f;
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if (glm::length2(rotatedSourcePosition) > SOURCE_DISTANCE_THRESHOLD) {
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// produce an oriented angle about the y-axis
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return glm::orientedAngle(glm::vec3(0.0f, 0.0f, -1.0f), glm::normalize(rotatedSourcePosition), glm::vec3(0.0f, -1.0f, 0.0f));
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} else {
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// no azimuth if they are in same spot
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return 0.0f;
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}
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}
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float AudioClient::gainForSource(const glm::vec3& relativePosition, float volume) {
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// TODO: put these in a place where we can share with AudioMixer!
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const float LOUDNESS_TO_DISTANCE_RATIO = 0.00001f;
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const float DEFAULT_ATTENUATION_PER_DOUBLING_IN_DISTANCE = 0.18f;
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const float DEFAULT_NOISE_MUTING_THRESHOLD = 0.003f;
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const float ATTENUATION_BEGINS_AT_DISTANCE = 1.0f;
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//qDebug() << "initial gain is " << volume;
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// I'm assuming that the AudioMixer's getting of the stream's attenuation
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// factor is basically same as getting volume
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float gain = volume;
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float distanceBetween = glm::length(relativePosition);
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if (distanceBetween < EPSILON ) {
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distanceBetween = EPSILON;
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}
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// audio mixer has notion of zones. Unsure how to map that across here...
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// attenuate based on distance now
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if (distanceBetween >= ATTENUATION_BEGINS_AT_DISTANCE) {
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float distanceCoefficient = 1.0f - (logf(distanceBetween/ATTENUATION_BEGINS_AT_DISTANCE) / logf(2.0f)
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* DEFAULT_ATTENUATION_PER_DOUBLING_IN_DISTANCE);
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if (distanceCoefficient < 0.0f) {
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distanceCoefficient = 0.0f;
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}
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gain *= distanceCoefficient;
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}
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//qDebug() << "calculated gain as " << gain;
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return gain;
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}
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qint64 AudioClient::AudioOutputIODevice::readData(char * data, qint64 maxSize) {
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auto samplesRequested = maxSize / sizeof(int16_t);
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int samplesPopped;
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int bytesWritten;
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// limit the number of NETWORK_FRAME_SAMPLES_PER_CHANNEL to return regardless
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// of what maxSize requests.
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static const qint64 MAX_FRAMES = 256;
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static float hrtfBuffer[AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL*MAX_FRAMES];
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static int16_t scratchBuffer[AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL*MAX_FRAMES];
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// injectors are 24Khz, use this to limit the injector audio only
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static AudioLimiter audioLimiter(AudioConstants::SAMPLE_RATE, AudioConstants::STEREO);
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// final output is 48Khz, so use this to limit network audio plus upsampled injectors
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static AudioLimiter finalAudioLimiter(2*AudioConstants::SAMPLE_RATE, AudioConstants::STEREO);
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// Injectors are 24khz, but we are running at 48Khz here, so need an AudioSRC to upsample
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static AudioSRC audioSRC(AudioConstants::SAMPLE_RATE, 2*AudioConstants::SAMPLE_RATE, AudioConstants::STEREO);
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// limit maxSize
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if (maxSize > AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL * MAX_FRAMES) {
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maxSize = AudioConstants::NETWORK_FRAME_SAMPLES_PER_CHANNEL * MAX_FRAMES;
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}
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// initialize stuff
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memset(hrtfBuffer, 0, sizeof(hrtfBuffer));
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QVector<AudioInjector*> injectorsToRemove;
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qint64 framesReadFromInjectors = 0;
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//qDebug() << "maxSize=" << maxSize << "data ptr: "<< (qint64)data;
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for (AudioInjector* injector : _audio->getActiveLocalAudioInjectors()) {
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// pop off maxSize/4 (since it is mono, and 24Khz instead of 48Khz)
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// bytes from the injector's localBuffer, using the data ptr as a temporary buffer
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// note we are only hrtf-ing mono buffers, so we request half of what maxSize is, since it
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// wants that many stereo bytes
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if (injector->getLocalBuffer() ) {
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glm::vec3 relativePosition = injector->getPosition() - _audio->_positionGetter();
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qint64 bytesReadFromInjector = injector->getLocalBuffer()->readData(data, maxSize/4);
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qint64 framesReadFromInjector = bytesReadFromInjector/sizeof(int16_t);
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if (framesReadFromInjector > framesReadFromInjectors) {
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framesReadFromInjectors = framesReadFromInjector;
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}
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if (framesReadFromInjector > 0) {
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//qDebug() << "AudioClient::AudioOutputIODevice::readData found " << framesReadFromInjector << " frames";
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// calculate these shortly
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float gain = _audio->gainForSource(relativePosition, injector->getVolume());
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float azimuth = _audio->azimuthForSource(relativePosition);
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// now hrtf this guy, one NETWORK_FRAME_SAMPLES_PER_CHANNEL at a time
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this->renderHRTF(injector->getLocalHRTF(), (int16_t*)data, hrtfBuffer, azimuth, gain, framesReadFromInjector);
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} else {
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// probably need to be more clever here than just getting rid of the injector?
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//qDebug() << "AudioClient::AudioOutputIODevice::readData no more data, adding to list of injectors to remove";
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injectorsToRemove.append(injector);
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injector->finish();
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}
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} else {
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// probably need to be more clever here then just getting rid of injector?
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//qDebug() << "AudioClient::AudioOutputIODevice::readData injector " << injector << " has no local buffer, adding to list of injectors to remove";
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injectorsToRemove.append(injector);
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injector->finish();
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}
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}
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if (framesReadFromInjectors > 0) {
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// resample the 24Khz injector audio to 48Khz
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// but first, hit with limiter :(
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audioLimiter.render(hrtfBuffer, (int16_t*)data, framesReadFromInjectors);
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audioSRC.render((int16_t*)data, scratchBuffer, framesReadFromInjectors);
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// now, lets move this back into the hrtfBuffer
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for(int i=0; i<framesReadFromInjectors*4; i++) {
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hrtfBuffer[i] = (float)(scratchBuffer[i]) * 1/32676.0f;
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}
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//qDebug() << "upsampled " << framesReadFromInjectors*2 << " frames, stereo";
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}
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// k get rid of finished injectors
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for (AudioInjector* injector : injectorsToRemove) {
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// TODO: I'd expect concurrency issues here -- fix?
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_audio->getActiveLocalAudioInjectors().removeOne(injector);
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//qDebug() << "removed injector " << injector << " from active injector list!";
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}
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// now grab the stuff from the network, and mix it in...
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if ((samplesPopped = _receivedAudioStream.popSamples((int)samplesRequested, false)) > 0) {
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AudioRingBuffer::ConstIterator lastPopOutput = _receivedAudioStream.getLastPopOutput();
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lastPopOutput.readSamples((int16_t*)data, samplesPopped);
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//qDebug() << "AudioClient::AudioOutputIODevice::readData popped " << samplesPopped << "samples" << "to " << (qint64)data;
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bytesWritten = samplesPopped * sizeof(int16_t);
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} else {
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if (framesReadFromInjectors > 0) {
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int16_t* dataPtr = (int16_t*)data;
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// convert audio to floats for mixing with limiter...
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//qDebug() << "AudioClient::AudioOUtputIODevice::readData converting to floats...";
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for (int i=0; i<samplesPopped; i++) {
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hrtfBuffer[i] += (float)(*dataPtr++) * 1/32676.0f;
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}
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// now use limiter, outputting to the data buffer.
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// TODO:Since there
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// are possibilities for pulling less data from the network than
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// we got from injectors (or more), we need to look at being
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// more clever here. If we get more bytes here than in the injectors, I'd assume
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// that is ok -- we are at the 'end' of the injector sound(s). But
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// if we get less here than at the injectors, we maybe want to ponder
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// what to do.
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//qDebug() << "calling limiter...";
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finalAudioLimiter.render(hrtfBuffer, (int16_t*)data, samplesPopped/2);
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// the 2 is because the htrf turned the mono into stereo, to match
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// what the network data has (2 channels)
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if (8*framesReadFromInjectors > bytesWritten) {
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bytesWritten = 8*framesReadFromInjectors;
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}
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//qDebug() << "done, bytes written = " << bytesWritten;
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}
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} else if (framesReadFromInjectors == 0) {
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// if nobody has data, 0 out buffer...
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memset(data, 0, maxSize);
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bytesWritten = maxSize;
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} else {
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// only sound from injectors, multiply by 2 as the htrf is stereo
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finalAudioLimiter.render(hrtfBuffer, (int16_t*)data, framesReadFromInjectors*2);
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bytesWritten = 8*framesReadFromInjectors;
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}
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int bytesAudioOutputUnplayed = _audio->_audioOutput->bufferSize() - _audio->_audioOutput->bytesFree();
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if (!bytesAudioOutputUnplayed) {
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qCDebug(audioclient) << "empty audio buffer";
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#include <SettingHandle.h>
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#include <Sound.h>
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#include <StDev.h>
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#include <AudioHRTF.h>
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#include "AudioIOStats.h"
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#include "AudioNoiseGate.h"
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void stop() { close(); }
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qint64 readData(char * data, qint64 maxSize);
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qint64 writeData(const char * data, qint64 maxSize) { return 0; }
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int getRecentUnfulfilledReads() { int unfulfilledReads = _unfulfilledReads; _unfulfilledReads = 0; return unfulfilledReads; }
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private:
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MixedProcessedAudioStream& _receivedAudioStream;
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AudioClient* _audio;
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int _unfulfilledReads;
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void renderHRTF(AudioHRTF& hrtf, int16_t* data, float* hrtfBuffer, float azimuth, float gain, qint64 numSamples);
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};
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const MixedProcessedAudioStream& getReceivedAudioStream() const { return _receivedAudioStream; }
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void setPositionGetter(AudioPositionGetter positionGetter) { _positionGetter = positionGetter; }
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void setOrientationGetter(AudioOrientationGetter orientationGetter) { _orientationGetter = orientationGetter; }
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QVector<AudioInjector*>& getActiveLocalAudioInjectors() { return _activeLocalAudioInjectors; }
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static const float CALLBACK_ACCELERATOR_RATIO;
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void checkDevices();
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bool _hasReceivedFirstPacket = false;
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QVector<AudioInjector*> _activeLocalAudioInjectors;
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float azimuthForSource(const glm::vec3& relativePosition);
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float gainForSource(const glm::vec3& relativePosition, float volume);
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};
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@ -26,6 +26,7 @@
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#include "AudioInjectorLocalBuffer.h"
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#include "AudioInjectorOptions.h"
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#include "AudioHRTF.h"
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#include "Sound.h"
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class AbstractAudioInterface;
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void setCurrentSendOffset(int currentSendOffset) { _currentSendOffset = currentSendOffset; }
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AudioInjectorLocalBuffer* getLocalBuffer() const { return _localBuffer; }
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AudioHRTF& getLocalHRTF() { return _localHRTF; }
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bool isLocalOnly() const { return _options.localOnly; }
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float getVolume() const { return _options.volume; }
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glm::vec3 getPosition() const { return _options.position; }
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void setLocalAudioInterface(AbstractAudioInterface* localAudioInterface) { _localAudioInterface = localAudioInterface; }
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static AudioInjector* playSoundAndDelete(const QByteArray& buffer, const AudioInjectorOptions options, AbstractAudioInterface* localInterface);
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float getLoudness() const { return _loudness; }
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bool isPlaying() const { return _state == State::NotFinished || _state == State::NotFinishedWithPendingDelete; }
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void finish();
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signals:
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void finished();
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void restarting();
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private slots:
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/*private slots:
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void finish();
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*/
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private:
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void setupInjection();
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int64_t injectNextFrame();
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std::unique_ptr<QElapsedTimer> _frameTimer { nullptr };
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quint16 _outgoingSequenceNumber { 0 };
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// when the injector is local, we need this
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AudioHRTF _localHRTF;
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// for local injection,
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friend class AudioInjectorManager;
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};
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