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better comments in script
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1 changed files with 6 additions and 12 deletions
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@ -1,5 +1,5 @@
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//
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//
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// This sample script watches your hydra hands and makes clapping sound when they come close together fast
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// This example musical instrument script plays 'air drums' when you move your hands downward
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//
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//
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function length(v) {
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function length(v) {
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@ -18,11 +18,10 @@ function vMinus(a, b) {
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// First, load two percussion sounds to be used on the sticks
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// First, load two percussion sounds to be used on the sticks
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//var drum1 = new Sound("http://public.highfidelity.io/sounds/Colissions-hitsandslaps/Hit1.raw");
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var drum1 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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var drum1 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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var drum2 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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var drum2 = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/MusicalInstruments/drums/snare.raw");
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// State =
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// State Machine:
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// 0 = not triggered
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// 0 = not triggered
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// 1 = triggered, waiting to stop to play sound
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// 1 = triggered, waiting to stop to play sound
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var state = new Array();
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var state = new Array();
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@ -33,17 +32,14 @@ strokeSpeed[0] = 0.0;
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strokeSpeed[1] = 0.0;
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strokeSpeed[1] = 0.0;
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function checkSticks() {
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function checkSticks() {
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// Set the location and other info for the sound to play
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for (var palm = 0; palm < 2; palm++) {
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for (var palm = 0; palm < 2; palm++) {
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var palmVelocity = Controller.getSpatialControlVelocity(palm * 2 + 1);
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var palmVelocity = Controller.getSpatialControlVelocity(palm * 2 + 1);
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var speed = length(palmVelocity);
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var speed = length(palmVelocity);
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// lower trigger speed let you 'drum' more slowly.
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const TRIGGER_SPEED = 0.30; // Lower this value to let you 'drum' more gently
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const TRIGGER_SPEED = 0.30;
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const STOP_SPEED = 0.01; // Speed below which a sound will trigger
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const STOP_SPEED = 0.01;
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const GAIN = 0.5; // Loudness compared to stick velocity
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const GAIN = 0.5;
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const AVERAGING = 0.2; // How far back to sample trailing velocity
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const AVERAGING = 0.2;
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// Measure trailing average stroke speed to ultimately set volume
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// Measure trailing average stroke speed to ultimately set volume
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strokeSpeed[palm] = (1.0 - AVERAGING) * strokeSpeed[palm] + AVERAGING * (speed * GAIN);
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strokeSpeed[palm] = (1.0 - AVERAGING) * strokeSpeed[palm] + AVERAGING * (speed * GAIN);
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@ -52,13 +48,11 @@ function checkSticks() {
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// Waiting for downward speed to indicate stroke
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// Waiting for downward speed to indicate stroke
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if ((palmVelocity.y < 0.0) && (strokeSpeed[palm] > TRIGGER_SPEED)) {
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if ((palmVelocity.y < 0.0) && (strokeSpeed[palm] > TRIGGER_SPEED)) {
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state[palm] = 1;
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state[palm] = 1;
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print("waiting\n");
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}
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}
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} else if (state[palm] == 1) {
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} else if (state[palm] == 1) {
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// Waiting for change in velocity direction or slowing to trigger drum sound
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// Waiting for change in velocity direction or slowing to trigger drum sound
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if ((palmVelocity.y > 0.0) || (speed < STOP_SPEED)) {
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if ((palmVelocity.y > 0.0) || (speed < STOP_SPEED)) {
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state[palm] = 0;
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state[palm] = 0;
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print("boom, volume = " + strokeSpeed[palm] + "\n");
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var options = new AudioInjectionOptions();
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var options = new AudioInjectionOptions();
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options.position = Controller.getSpatialControlPosition(palm * 2 + 1);
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options.position = Controller.getSpatialControlPosition(palm * 2 + 1);
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if (strokeSpeed[palm] > 1.0) { strokeSpeed[palm] = 1.0; }
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if (strokeSpeed[palm] > 1.0) { strokeSpeed[palm] = 1.0; }
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