diff --git a/tutorial/ACAudioSearchAndInject_tutorial.js b/tutorial/ACAudioSearchAndInject_tutorial.js new file mode 100644 index 0000000000..70e936bb1c --- /dev/null +++ b/tutorial/ACAudioSearchAndInject_tutorial.js @@ -0,0 +1,283 @@ +"use strict"; +/*jslint nomen: true, plusplus: true, vars: true*/ +/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/ +// +// ACAudioSearchAndInject.js +// audio +// +// Created by Eric Levin and Howard Stearns 2/1/2016 +// Copyright 2016 High Fidelity, Inc. +// +// Keeps track of all sounds within QUERY_RADIUS of an avatar, where a "sound" is specified in entity userData. +// Inject as many as practical into the audio mixer. +// See acAudioSearchAndCompatibilityEntitySpawner.js. +// +// This implementation takes some precautions to scale well: +// - It doesn't hastle the entity server because it issues at most one octree query every UPDATE_TIME period, regardless of the number of avatars. +// - It does not load itself because it only gathers entities once every UPDATE_TIME period, and only +// checks entity properties for those small number of entities that are currently playing (plus a RECHECK_TIME period examination of all entities). +// This implementation tries to use all the available injectors. +// +// Distributed under the Apache License, Version 2.0. +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html + +var MSEC_PER_SEC = 1000; +var SOUND_DATA_KEY = "io.highfidelity.soundKey"; // Sound data is specified in userData under this key. +var old_sound_data_key = "soundKey"; // For backwards compatibility. +var QUERY_RADIUS = 50; // meters +var UPDATE_TIME = 100; // ms. We'll update just one thing on this period. +var EXPIRATION_TIME = 5 * MSEC_PER_SEC; // ms. Remove sounds that have been out of range for this time. +var RECHECK_TIME = 10 * MSEC_PER_SEC; // ms. Check for new userData properties this often when not currently playing. +// (By not checking most of the time when not playing, we can efficiently go through all entities without getEntityProperties.) +var UPDATES_PER_STATS_LOG = RECHECK_TIME / UPDATE_TIME; // (It's nice to smooth out the results by straddling a recheck.) + +var DEFAULT_SOUND_DATA = { + volume: 0.5, // userData cannot specify zero volume with our current method of defaulting. + loop: false, // Default must be false with our current method of defaulting, else there's no way to get a false value. + playbackGap: MSEC_PER_SEC, // in ms + playbackGapRange: 0 // in ms +}; + +//var isACScript = this.EntityViewer !== undefined; +var isACScript = true; + +Script.include("http://hifi-content.s3.amazonaws.com/ryan/development/utils_ryan.js"); +if (isACScript) { + Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList. + Avatar.skeletonModelURL = "http://hifi-content.s3.amazonaws.com/ozan/dev/avatars/invisible_avatar/invisible_avatar.fst"; +} +function ignore() {} +function debug() { // Display the arguments not just [Object object]. + //print.apply(null, [].map.call(arguments, JSON.stringify)); +} + +if (isACScript) { + EntityViewer.setCenterRadius(QUERY_RADIUS); +} + +// ENTITY DATA CACHE +// +var entityCache = {}; // A dictionary of unexpired EntityData objects. +var entityInvalidUserDataCache = {}; // A cache containing the entity IDs that have + // previously been identified as containing non-JSON userData. + // We use a dictionary here so id lookups are constant time. +var examinationCount = 0; +function EntityDatum(entityIdentifier) { // Just the data of an entity that we need to know about. + // This data is only use for our sound injection. There is no need to store such info in the replicated entity on everyone's computer. + var that = this; + that.lastUserDataUpdate = 0; // new entity is in need of rechecking user data + // State Transitions: + // no data => no data | sound data | expired + // expired => stop => remove + // sound data => downloading + // downloading => downloading | waiting + // waiting => playing | waiting (if too many already playing) + // playing => update position etc | no data + that.stop = function stop() { + if (!that.sound) { + return; + } + print("stopping sound", entityIdentifier, that.url); + delete that.sound; + delete that.url; + if (!that.injector) { + return; + } + that.injector.stop(); + delete that.injector; + }; + this.update = function stateTransitions(expirationCutoff, userDataCutoff, now) { + if (that.timestamp < expirationCutoff) { // EXPIRED => STOP => REMOVE + that.stop(); // Alternatively, we could fade out and then stop... + delete entityCache[entityIdentifier]; + return; + } + var properties, soundData; // Latest data, pulled from local octree. + // getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results. + // Most entity updates are fast and only a very few do getEntityProperties. + function ensureSoundData() { // We only getEntityProperities when we need to. + if (properties) { + return; + } + properties = Entities.getEntityProperties(entityIdentifier, ['userData', 'position']); + examinationCount++; // Collect statistics on how many getEntityProperties we do. + debug("updating", that, properties); + try { + var userData = properties.userData && JSON.parse(properties.userData); + soundData = userData && (userData[SOUND_DATA_KEY] || userData[old_sound_data_key]); // Don't store soundData yet. Let state changes compare. + that.lastUserDataUpdate = now; // But do update these ... + that.url = soundData && soundData.url; + that.playAfter = that.url && now; + } catch (err) { + if (!(entityIdentifier in entityInvalidUserDataCache)) { + print(err, properties.userData); + entityInvalidUserDataCache[entityIdentifier] = true; + } + } + } + // Stumbling on big new pile of entities will do a lot of getEntityProperties. Once. + if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA + ensureSoundData(); + } + if (!that.url) { // NO DATA => NO DATA + return that.stop(); + } + if (!that.sound) { // SOUND DATA => DOWNLOADING + that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can. + } + if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING + return; + } + if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING + return; + } + ensureSoundData(); // We'll try to play/setOptions and will need position, so we might as well get soundData, too. + if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around) + return that.stop(); + } + var options = { + position: properties.position, + loop: soundData.loop || DEFAULT_SOUND_DATA.loop, + volume: soundData.volume || DEFAULT_SOUND_DATA.volume + }; + function repeat() { + return !options.loop && (soundData.playbackGap >= 0); + } + function randomizedNextPlay() { // time of next play or recheck, randomized to distribute the work + var range = soundData.playbackGapRange || DEFAULT_SOUND_DATA.playbackGapRange, + base = repeat() ? ((that.sound.duration * MSEC_PER_SEC) + (soundData.playbackGap || DEFAULT_SOUND_DATA.playbackGap)) : RECHECK_TIME; + return now + base + randFloat(-Math.min(base, range), range); + } + if (that.injector && soundData.playing === false) { + that.injector.stop(); + that.injector = null; + } + if (!that.injector) { + if (soundData.playing === false) { // WAITING => PLAYING | WAITING + return; + } + debug("starting", that, options); + that.injector = Audio.playSound(that.sound, options); // Might be null if at at injector limit. Will try again later. + if (that.injector) { + print("started", entityIdentifier, that.url); + } else { // Don't hammer ensureSoundData or injector manager. + that.playAfter = randomizedNextPlay(); + } + return; + } + that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC + if (!that.injector.playing) { // Subtle: a looping sound will not check playbackGap. + if (repeat()) { // WAITING => PLAYING + // Setup next play just once, now. Changes won't be looked at while we wait. + that.playAfter = randomizedNextPlay(); + // Subtle: if the restart fails b/c we're at injector limit, we won't try again until next playAfter. + that.injector.restart(); + } else { // PLAYING => NO DATA + that.playAfter = Infinity; // was one-shot and we're finished + } + } + }; +} +function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) { + ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play. + var entitySound = entityCache[entityIdentifier]; + if (!entitySound) { + entitySound = entityCache[entityIdentifier] = new EntityDatum(entityIdentifier); + } + entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine. +} +var nUpdates = UPDATES_PER_STATS_LOG, lastStats = Date.now(); +function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds. + var now = Date.now(), + expirationCutoff = now - EXPIRATION_TIME, + userDataRecheckCutoff = now - RECHECK_TIME; + Object.keys(entityCache).forEach(function (entityIdentifier) { + entityCache[entityIdentifier].update(expirationCutoff, userDataRecheckCutoff, now); + }); + if (nUpdates-- <= 0) { // Report statistics. + // For example, with: + // injector-limit = 40 (in C++ code) + // N_SOUNDS = 1000 (from userData in, e.g., acAudioSearchCompatibleEntitySpawner.js) + // replay-period = 3 + 20 = 23 (seconds, ditto) + // stats-period = UPDATES_PER_STATS_LOG * UPDATE_TIME / MSEC_PER_SEC = 10 seconds + // The log should show between each stats report: + // "start" lines ~= injector-limit * P(finish) = injector-limit * stats-period/replay-period = 17 ? + // total attempts at starting ("start" lines + "could not thread" lines) ~= N_SOUNDS = 1000 ? + // entities > N_SOUNDS * (1+ N_SILENT_ENTITIES_PER_SOUND) = 11000 + whatever was in the scene before running spawner + // sounds = N_SOUNDS = 1000 + // getEntityPropertiesPerUpdate ~= playing + failed-starts/UPDATES_PER_STATS_LOG + other-rechecks-each-update + // = injector-limit + (total attempts - "start" lines)/UPDATES_PER_STATS__LOG + // + (entities - playing - failed-starts/UPDATES_PER_STATS_LOG) * P(recheck-in-update) + // where failed-starts/UPDATES_PER_STATS_LOG = (1000-17)/100 = 10 + // = 40 + 10 + (11000 - 40 - 10)*UPDATE_TIME/RECHECK_TIME + // = 40 + 10 + 10950*0.01 = 159 (mostly proportional to enties/RECHECK_TIME) + // millisecondsPerUpdate ~= UPDATE_TIME = 100 (+ some timer machinery time) + // this assignment client activity monitor < 100% cpu + var stats = { + entities: 0, + sounds: 0, + playing: 0, + getEntityPropertiesPerUpdate: examinationCount / UPDATES_PER_STATS_LOG, + millisecondsPerUpdate: (now - lastStats) / UPDATES_PER_STATS_LOG + }; + nUpdates = UPDATES_PER_STATS_LOG; + lastStats = now; + examinationCount = 0; + Object.keys(entityCache).forEach(function (entityIdentifier) { + var datum = entityCache[entityIdentifier]; + stats.entities++; + if (datum.url) { + stats.sounds++; + if (datum.injector && datum.injector.playing) { + stats.playing++; + } + } + }); + print(JSON.stringify(stats)); + } +} + +// Update the set of which EntityData we know about. +// +function updateEntiesForAvatar(avatarIdentifier) { // Just one piece of update work. + // This does at most: + // one queryOctree request of the entity server, and + // one findEntities geometry query of our own octree, and + // a quick internEntityDatum of each of what may be a large number of entityIdentifiers. + // The idea is that this is a nice bounded piece of work that should not be done too frequently. + // However, it means that we won't learn about new entities until, on average (nAvatars * UPDATE_TIME) + query round trip. + var avatar = AvatarList.getAvatar(avatarIdentifier), avatarPosition = avatar && avatar.position; + if (!avatarPosition) { // No longer here. + return; + } + var timestamp = Date.now(); + if (isACScript) { + EntityViewer.setPosition(avatarPosition); + EntityViewer.queryOctree(); // Requests an update, but there's no telling when we'll actually see different results. + } + var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS); + debug("found", entities.length, "entities near", avatar.name || "unknown", "at", avatarPosition); + entities.forEach(function (entityIdentifier) { + internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar); + }); +} + +// Slowly update the set of data we have to work with. +// +var workQueue = []; +function updateWorkQueueForAvatarsPresent() { // when nothing else to do, fill queue with individual avatar updates + workQueue = AvatarList.getAvatarIdentifiers().map(function (avatarIdentifier) { + return function () { + updateEntiesForAvatar(avatarIdentifier); + }; + }); +} +Script.setInterval(function () { + // There might be thousands of EntityData known to us, but only a few will require any work to update. + updateAllEntityData(); // i.e., this better be pretty fast. + // Each interval, we do no more than one updateEntitiesforAvatar. + if (!workQueue.length) { + workQueue = [updateWorkQueueForAvatarsPresent]; + } + workQueue.pop()(); // There's always one +}, UPDATE_TIME);