mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
latest pass, improved distance calulations, added menu item to remove original source
This commit is contained in:
parent
23e5452a89
commit
98f0fe8619
6 changed files with 243 additions and 178 deletions
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@ -611,7 +611,7 @@ void Audio::addReceivedAudioToBuffer(const QByteArray& audioByteArray) {
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if (_audioOutput) {
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// Audio output must exist and be correctly set up if we're going to process received audio
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_ringBuffer.parseData(audioByteArray);
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processReceivedAudio(_spatialAudioStart, _ringBuffer);
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processReceivedAudio(_ringBuffer);
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}
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Application::getInstance()->getBandwidthMeter()->inputStream(BandwidthMeter::AUDIO).updateValue(audioByteArray.size());
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@ -711,7 +711,7 @@ void Audio::toggleAudioNoiseReduction() {
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_noiseGateEnabled = !_noiseGateEnabled;
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}
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void Audio::processReceivedAudio(unsigned int sampleTime, AudioRingBuffer& ringBuffer) {
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void Audio::processReceivedAudio(AudioRingBuffer& ringBuffer) {
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float networkOutputToOutputRatio = (_desiredOutputFormat.sampleRate() / (float) _outputFormat.sampleRate())
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* (_desiredOutputFormat.channelCount() / (float) _outputFormat.channelCount());
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@ -751,8 +751,9 @@ void Audio::processReceivedAudio(unsigned int sampleTime, AudioRingBuffer& ringB
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ringBuffer.readSamples((int16_t*)buffer.data(), numNetworkOutputSamples);
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// Accumulate direct transmission of audio from sender to receiver
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addSpatialAudioToBuffer(sampleTime, buffer, numNetworkOutputSamples);
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//addSpatialAudioToBuffer(sampleTime + 48000, buffer, numNetworkOutputSamples);
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if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingIncudeOriginal)) {
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addSpatialAudioToBuffer(sampleTime, buffer, numNetworkOutputSamples);
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}
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// Send audio off for spatial processing
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emit processSpatialAudio(sampleTime, buffer, _desiredOutputFormat);
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@ -74,6 +74,8 @@ public:
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int getNetworkSampleRate() { return SAMPLE_RATE; }
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int getNetworkBufferLengthSamplesPerChannel() { return NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL; }
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bool getProcessSpatialAudio() const { return _processSpatialAudio; }
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public slots:
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void start();
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void stop();
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@ -186,7 +188,7 @@ private:
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void addProceduralSounds(int16_t* monoInput, int numSamples);
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// Process received audio
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void processReceivedAudio(unsigned int sampleTime, AudioRingBuffer& ringBuffer);
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void processReceivedAudio(AudioRingBuffer& ringBuffer);
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bool switchInputToAudioDevice(const QAudioDeviceInfo& inputDeviceInfo);
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bool switchOutputToAudioDevice(const QAudioDeviceInfo& outputDeviceInfo);
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@ -13,17 +13,9 @@ void AudioReflector::render() {
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return; // exit early if not set up correctly
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}
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/*
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glm::vec3 position = _myAvatar->getHead()->getPosition();
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const float radius = 0.25f;
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glutWireSphere(radius, 15, 15);
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glPopMatrix();
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*/
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drawRays();
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if (_audio->getProcessSpatialAudio()) {
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drawRays();
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}
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}
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@ -39,6 +31,13 @@ int getDelayFromDistance(float distance) {
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const float BOUNCE_ATTENUATION_FACTOR = 0.125f;
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// each bounce we adjust our attenuation by this factor, the result is an asymptotically decreasing attenuation...
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// 0.125, 0.25, 0.5, ...
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const float PER_BOUNCE_ATTENUATION_ADJUSTMENT = 2.0f;
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// we don't grow larger than this, which means by the 4th bounce we don't get that much less quiet
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const float MAX_BOUNCE_ATTENUATION = 0.9f;
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float getDistanceAttenuationCoefficient(float distance) {
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const float DISTANCE_SCALE = 2.5f;
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const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
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@ -97,7 +96,7 @@ QVector<glm::vec3> AudioReflector::calculateReflections(const glm::vec3& origin,
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}
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void AudioReflector::newDrawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections) {
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void AudioReflector::drawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections) {
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glm::vec3 start = origin;
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glm::vec3 color = originalColor;
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@ -110,33 +109,94 @@ void AudioReflector::newDrawReflections(const glm::vec3& origin, const glm::vec3
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}
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}
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void AudioReflector::drawReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
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int bounces, const glm::vec3& originalColor) {
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glm::vec3 start = origin;
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glm::vec3 direction = originalDirection;
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glm::vec3 color = originalColor;
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OctreeElement* elementHit;
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float distance;
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BoxFace face;
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const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
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const float COLOR_ADJUST_PER_BOUNCE = 0.75f;
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for (int i = 0; i < bounces; i++) {
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if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
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glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
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drawVector(start, end, color);
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glm::vec3 faceNormal = getFaceNormal(face);
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direction = glm::normalize(glm::reflect(direction,faceNormal));
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start = end;
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color = color * COLOR_ADJUST_PER_BOUNCE;
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}
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}
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}
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// set up our buffers for our attenuated and delayed samples
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const int NUMBER_OF_CHANNELS = 2;
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void AudioReflector::echoReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
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void AudioReflector::echoReflections(const glm::vec3& origin, const QVector<glm::vec3>& reflections, const QByteArray& samples,
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unsigned int sampleTime, int sampleRate) {
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glm::vec3 rightEarPosition = _myAvatar->getHead()->getRightEarPosition();
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glm::vec3 leftEarPosition = _myAvatar->getHead()->getLeftEarPosition();
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glm::vec3 start = origin;
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int totalNumberOfSamples = samples.size() / sizeof(int16_t);
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int totalNumberOfStereoSamples = samples.size() / (sizeof(int16_t) * NUMBER_OF_CHANNELS);
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const int16_t* originalSamplesData = (const int16_t*)samples.constData();
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QByteArray attenuatedLeftSamples;
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QByteArray attenuatedRightSamples;
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attenuatedLeftSamples.resize(samples.size());
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attenuatedRightSamples.resize(samples.size());
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int16_t* attenuatedLeftSamplesData = (int16_t*)attenuatedLeftSamples.data();
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int16_t* attenuatedRightSamplesData = (int16_t*)attenuatedRightSamples.data();
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float rightDistance = 0;
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float leftDistance = 0;
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float bounceAttenuation = BOUNCE_ATTENUATION_FACTOR;
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foreach (glm::vec3 end, reflections) {
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rightDistance += glm::distance(start, end);
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leftDistance += glm::distance(start, end);
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// calculate the distance to the ears
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float rightEarDistance = glm::distance(end, rightEarPosition);
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float leftEarDistance = glm::distance(end, leftEarPosition);
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float rightTotalDistance = rightEarDistance + rightDistance;
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float leftTotalDistance = leftEarDistance + leftDistance;
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int rightEarDelayMsecs = getDelayFromDistance(rightTotalDistance);
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int leftEarDelayMsecs = getDelayFromDistance(leftTotalDistance);
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int rightEarDelay = rightEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
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int leftEarDelay = leftEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
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//qDebug() << "leftTotalDistance=" << leftTotalDistance << "rightTotalDistance=" << rightTotalDistance;
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//qDebug() << "leftEarDelay=" << leftEarDelay << "rightEarDelay=" << rightEarDelay;
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float rightEarAttenuation = getDistanceAttenuationCoefficient(rightTotalDistance) * bounceAttenuation;
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float leftEarAttenuation = getDistanceAttenuationCoefficient(leftTotalDistance) * bounceAttenuation;
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//qDebug() << "leftEarAttenuation=" << leftEarAttenuation << "rightEarAttenuation=" << rightEarAttenuation;
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bounceAttenuation = std::min(MAX_BOUNCE_ATTENUATION, bounceAttenuation * PER_BOUNCE_ATTENUATION_ADJUSTMENT);
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// run through the samples, and attenuate them
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for (int sample = 0; sample < totalNumberOfStereoSamples; sample++) {
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int16_t leftSample = originalSamplesData[sample * NUMBER_OF_CHANNELS];
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int16_t rightSample = originalSamplesData[(sample * NUMBER_OF_CHANNELS) + 1];
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//qDebug() << "leftSample=" << leftSample << "rightSample=" << rightSample;
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attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS] = leftSample * leftEarAttenuation;
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attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS + 1] = 0;
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attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS] = 0;
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attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS + 1] = rightSample * rightEarAttenuation;
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//qDebug() << "attenuated... leftSample=" << (leftSample * leftEarAttenuation) << "rightSample=" << (rightSample * rightEarAttenuation);
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}
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// now inject the attenuated array with the appropriate delay
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unsigned int sampleTimeLeft = sampleTime + leftEarDelay;
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unsigned int sampleTimeRight = sampleTime + rightEarDelay;
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//qDebug() << "sampleTimeLeft=" << sampleTimeLeft << "sampleTimeRight=" << sampleTimeRight;
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_audio->addSpatialAudioToBuffer(sampleTimeLeft, attenuatedLeftSamples, totalNumberOfSamples);
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_audio->addSpatialAudioToBuffer(sampleTimeRight, attenuatedRightSamples, totalNumberOfSamples);
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start = end;
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}
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}
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void AudioReflector::oldEchoReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
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int bounces, const QByteArray& originalSamples,
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unsigned int sampleTime, int sampleRate) {
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@ -225,7 +285,7 @@ void AudioReflector::processSpatialAudio(unsigned int sampleTime, const QByteArr
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_audio->addSpatialAudioToBuffer(sampleTime + 12000, samples, totalNumberOfSamples);
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return;
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} else {
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quint64 start = usecTimestampNow();
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//quint64 start = usecTimestampNow();
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glm::vec3 origin = _myAvatar->getHead()->getPosition();
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@ -247,22 +307,37 @@ void AudioReflector::processSpatialAudio(unsigned int sampleTime, const QByteArr
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const int BOUNCE_COUNT = 5;
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echoReflections(origin, frontRightUp, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontLeftUp, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backRightUp, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backLeftUp, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontRightDown, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontLeftDown, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backRightDown, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backLeftDown, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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QVector<glm::vec3> frontRightUpReflections = calculateReflections(origin, frontRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftUpReflections = calculateReflections(origin, frontLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> backRightUpReflections = calculateReflections(origin, backRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftUpReflections = calculateReflections(origin, backLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontRightDownReflections = calculateReflections(origin, frontRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftDownReflections = calculateReflections(origin, frontLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> backRightDownReflections = calculateReflections(origin, backRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftDownReflections = calculateReflections(origin, backLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontReflections = calculateReflections(origin, front, BOUNCE_COUNT);
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QVector<glm::vec3> backReflections = calculateReflections(origin, back, BOUNCE_COUNT);
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QVector<glm::vec3> leftReflections = calculateReflections(origin, left, BOUNCE_COUNT);
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QVector<glm::vec3> rightReflections = calculateReflections(origin, right, BOUNCE_COUNT);
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QVector<glm::vec3> upReflections = calculateReflections(origin, up, BOUNCE_COUNT);
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QVector<glm::vec3> downReflections = calculateReflections(origin, down, BOUNCE_COUNT);
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echoReflections(origin, front, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, back, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, left, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, right, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, up, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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echoReflections(origin, down, BOUNCE_COUNT, samples, sampleTime, format.sampleRate());
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quint64 end = usecTimestampNow();
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echoReflections(origin, frontRightUpReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontLeftUpReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backRightUpReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backLeftUpReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontRightDownReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontLeftDownReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backRightDownReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backLeftDownReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, frontReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, backReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, leftReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, rightReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, upReflections, samples, sampleTime, format.sampleRate());
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echoReflections(origin, downReflections, samples, sampleTime, format.sampleRate());
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//quint64 end = usecTimestampNow();
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//qDebug() << "AudioReflector::addSamples()... elapsed=" << (end - start);
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}
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@ -307,130 +382,109 @@ void AudioReflector::drawRays() {
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const int BOUNCE_COUNT = 5;
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bool oldWay = false;
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QVector<glm::vec3> frontRightUpReflections = calculateReflections(origin, frontRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftUpReflections = calculateReflections(origin, frontLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> backRightUpReflections = calculateReflections(origin, backRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftUpReflections = calculateReflections(origin, backLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontRightDownReflections = calculateReflections(origin, frontRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftDownReflections = calculateReflections(origin, frontLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> backRightDownReflections = calculateReflections(origin, backRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftDownReflections = calculateReflections(origin, backLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontReflections = calculateReflections(origin, front, BOUNCE_COUNT);
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QVector<glm::vec3> backReflections = calculateReflections(origin, back, BOUNCE_COUNT);
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QVector<glm::vec3> leftReflections = calculateReflections(origin, left, BOUNCE_COUNT);
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QVector<glm::vec3> rightReflections = calculateReflections(origin, right, BOUNCE_COUNT);
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QVector<glm::vec3> upReflections = calculateReflections(origin, up, BOUNCE_COUNT);
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QVector<glm::vec3> downReflections = calculateReflections(origin, down, BOUNCE_COUNT);
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glm::vec3 frontRightUpColor = RED;
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glm::vec3 frontLeftUpColor = GREEN;
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glm::vec3 backRightUpColor = BLUE;
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glm::vec3 backLeftUpColor = CYAN;
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glm::vec3 frontRightDownColor = PURPLE;
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glm::vec3 frontLeftDownColor = YELLOW;
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glm::vec3 backRightDownColor = WHITE;
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glm::vec3 backLeftDownColor = DARK_RED;
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glm::vec3 frontColor = GRAY;
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glm::vec3 backColor = DARK_GREEN;
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glm::vec3 leftColor = DARK_BLUE;
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glm::vec3 rightColor = DARK_CYAN;
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glm::vec3 upColor = DARK_PURPLE;
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glm::vec3 downColor = DARK_YELLOW;
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if (oldWay) {
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drawReflections(origin, frontRightUp, BOUNCE_COUNT, RED);
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drawReflections(origin, frontLeftUp, BOUNCE_COUNT, GREEN);
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drawReflections(origin, backRightUp, BOUNCE_COUNT, BLUE);
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drawReflections(origin, backLeftUp, BOUNCE_COUNT, CYAN);
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drawReflections(origin, frontRightDown, BOUNCE_COUNT, PURPLE);
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drawReflections(origin, frontLeftDown, BOUNCE_COUNT, YELLOW);
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drawReflections(origin, backRightDown, BOUNCE_COUNT, WHITE);
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drawReflections(origin, backLeftDown, BOUNCE_COUNT, DARK_RED);
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// attempt to determine insidness/outsideness based on number of directional rays that reflect
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bool inside = false;
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bool blockedUp = (frontRightUpReflections.size() > 0) &&
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(frontLeftUpReflections.size() > 0) &&
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(backRightUpReflections.size() > 0) &&
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(backLeftUpReflections.size() > 0) &&
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(upReflections.size() > 0);
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drawReflections(origin, front, BOUNCE_COUNT, DARK_GREEN);
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drawReflections(origin, back, BOUNCE_COUNT, DARK_BLUE);
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drawReflections(origin, left, BOUNCE_COUNT, DARK_CYAN);
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drawReflections(origin, right, BOUNCE_COUNT, DARK_PURPLE);
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drawReflections(origin, up, BOUNCE_COUNT, DARK_YELLOW);
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drawReflections(origin, down, BOUNCE_COUNT, GRAY);
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} else {
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QVector<glm::vec3> frontRightUpReflections = calculateReflections(origin, frontRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftUpReflections = calculateReflections(origin, frontLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> backRightUpReflections = calculateReflections(origin, backRightUp, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftUpReflections = calculateReflections(origin, backLeftUp, BOUNCE_COUNT);
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QVector<glm::vec3> frontRightDownReflections = calculateReflections(origin, frontRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontLeftDownReflections = calculateReflections(origin, frontLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> backRightDownReflections = calculateReflections(origin, backRightDown, BOUNCE_COUNT);
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QVector<glm::vec3> backLeftDownReflections = calculateReflections(origin, backLeftDown, BOUNCE_COUNT);
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QVector<glm::vec3> frontReflections = calculateReflections(origin, front, BOUNCE_COUNT);
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QVector<glm::vec3> backReflections = calculateReflections(origin, back, BOUNCE_COUNT);
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QVector<glm::vec3> leftReflections = calculateReflections(origin, left, BOUNCE_COUNT);
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QVector<glm::vec3> rightReflections = calculateReflections(origin, right, BOUNCE_COUNT);
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QVector<glm::vec3> upReflections = calculateReflections(origin, up, BOUNCE_COUNT);
|
||||
QVector<glm::vec3> downReflections = calculateReflections(origin, down, BOUNCE_COUNT);
|
||||
bool blockedDown = (frontRightDownReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(downReflections.size() > 0);
|
||||
|
||||
glm::vec3 frontRightUpColor = RED;
|
||||
glm::vec3 frontLeftUpColor = GREEN;
|
||||
glm::vec3 backRightUpColor = BLUE;
|
||||
glm::vec3 backLeftUpColor = CYAN;
|
||||
glm::vec3 frontRightDownColor = PURPLE;
|
||||
glm::vec3 frontLeftDownColor = YELLOW;
|
||||
glm::vec3 backRightDownColor = WHITE;
|
||||
glm::vec3 backLeftDownColor = DARK_RED;
|
||||
glm::vec3 frontColor = GRAY;
|
||||
glm::vec3 backColor = DARK_GREEN;
|
||||
glm::vec3 leftColor = DARK_BLUE;
|
||||
glm::vec3 rightColor = DARK_CYAN;
|
||||
glm::vec3 upColor = DARK_PURPLE;
|
||||
glm::vec3 downColor = DARK_YELLOW;
|
||||
|
||||
// attempt to determine insidness/outsideness based on number of directional rays that reflect
|
||||
bool inside = false;
|
||||
|
||||
bool blockedUp = (frontRightUpReflections.size() > 0) &&
|
||||
(frontLeftUpReflections.size() > 0) &&
|
||||
(backRightUpReflections.size() > 0) &&
|
||||
(backLeftUpReflections.size() > 0) &&
|
||||
(upReflections.size() > 0);
|
||||
bool blockedFront = (frontRightUpReflections.size() > 0) &&
|
||||
(frontLeftUpReflections.size() > 0) &&
|
||||
(frontRightDownReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(frontReflections.size() > 0);
|
||||
|
||||
bool blockedDown = (frontRightDownReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(downReflections.size() > 0);
|
||||
bool blockedBack = (backRightUpReflections.size() > 0) &&
|
||||
(backLeftUpReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(backReflections.size() > 0);
|
||||
|
||||
bool blockedLeft = (frontLeftUpReflections.size() > 0) &&
|
||||
(backLeftUpReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(leftReflections.size() > 0);
|
||||
|
||||
bool blockedFront = (frontRightUpReflections.size() > 0) &&
|
||||
(frontLeftUpReflections.size() > 0) &&
|
||||
(frontRightDownReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(frontReflections.size() > 0);
|
||||
|
||||
bool blockedBack = (backRightUpReflections.size() > 0) &&
|
||||
(backLeftUpReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(backReflections.size() > 0);
|
||||
|
||||
bool blockedLeft = (frontLeftUpReflections.size() > 0) &&
|
||||
(backLeftUpReflections.size() > 0) &&
|
||||
(frontLeftDownReflections.size() > 0) &&
|
||||
(backLeftDownReflections.size() > 0) &&
|
||||
(leftReflections.size() > 0);
|
||||
|
||||
bool blockedRight = (frontRightUpReflections.size() > 0) &&
|
||||
(backRightUpReflections.size() > 0) &&
|
||||
(frontRightDownReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(rightReflections.size() > 0);
|
||||
|
||||
inside = blockedUp && blockedDown && blockedFront && blockedBack && blockedLeft && blockedRight;
|
||||
|
||||
if (inside) {
|
||||
frontRightUpColor = RED;
|
||||
frontLeftUpColor = RED;
|
||||
backRightUpColor = RED;
|
||||
backLeftUpColor = RED;
|
||||
frontRightDownColor = RED;
|
||||
frontLeftDownColor = RED;
|
||||
backRightDownColor = RED;
|
||||
backLeftDownColor = RED;
|
||||
frontColor = RED;
|
||||
backColor = RED;
|
||||
leftColor = RED;
|
||||
rightColor = RED;
|
||||
upColor = RED;
|
||||
downColor = RED;
|
||||
}
|
||||
|
||||
newDrawReflections(origin, frontRightUpColor, frontRightUpReflections);
|
||||
newDrawReflections(origin, frontLeftUpColor, frontLeftUpReflections);
|
||||
newDrawReflections(origin, backRightUpColor, backRightUpReflections);
|
||||
newDrawReflections(origin, backLeftUpColor, backLeftUpReflections);
|
||||
newDrawReflections(origin, frontRightDownColor, frontRightDownReflections);
|
||||
newDrawReflections(origin, frontLeftDownColor, frontLeftDownReflections);
|
||||
newDrawReflections(origin, backRightDownColor, backRightDownReflections);
|
||||
newDrawReflections(origin, backLeftDownColor, backLeftDownReflections);
|
||||
|
||||
newDrawReflections(origin, frontColor, frontReflections);
|
||||
newDrawReflections(origin, backColor, backReflections);
|
||||
newDrawReflections(origin, leftColor, leftReflections);
|
||||
newDrawReflections(origin, rightColor, rightReflections);
|
||||
newDrawReflections(origin, upColor, upReflections);
|
||||
newDrawReflections(origin, downColor, downReflections);
|
||||
bool blockedRight = (frontRightUpReflections.size() > 0) &&
|
||||
(backRightUpReflections.size() > 0) &&
|
||||
(frontRightDownReflections.size() > 0) &&
|
||||
(backRightDownReflections.size() > 0) &&
|
||||
(rightReflections.size() > 0);
|
||||
|
||||
inside = blockedUp && blockedDown && blockedFront && blockedBack && blockedLeft && blockedRight;
|
||||
|
||||
if (inside) {
|
||||
frontRightUpColor = RED;
|
||||
frontLeftUpColor = RED;
|
||||
backRightUpColor = RED;
|
||||
backLeftUpColor = RED;
|
||||
frontRightDownColor = RED;
|
||||
frontLeftDownColor = RED;
|
||||
backRightDownColor = RED;
|
||||
backLeftDownColor = RED;
|
||||
frontColor = RED;
|
||||
backColor = RED;
|
||||
leftColor = RED;
|
||||
rightColor = RED;
|
||||
upColor = RED;
|
||||
downColor = RED;
|
||||
}
|
||||
|
||||
drawReflections(origin, frontRightUpColor, frontRightUpReflections);
|
||||
drawReflections(origin, frontLeftUpColor, frontLeftUpReflections);
|
||||
drawReflections(origin, backRightUpColor, backRightUpReflections);
|
||||
drawReflections(origin, backLeftUpColor, backLeftUpReflections);
|
||||
drawReflections(origin, frontRightDownColor, frontRightDownReflections);
|
||||
drawReflections(origin, frontLeftDownColor, frontLeftDownReflections);
|
||||
drawReflections(origin, backRightDownColor, backRightDownReflections);
|
||||
drawReflections(origin, backLeftDownColor, backLeftDownReflections);
|
||||
|
||||
drawReflections(origin, frontColor, frontReflections);
|
||||
drawReflections(origin, backColor, backReflections);
|
||||
drawReflections(origin, leftColor, leftReflections);
|
||||
drawReflections(origin, rightColor, rightReflections);
|
||||
drawReflections(origin, upColor, upReflections);
|
||||
drawReflections(origin, downColor, downReflections);
|
||||
}
|
||||
|
||||
void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color) {
|
||||
|
|
|
@ -37,13 +37,15 @@ private:
|
|||
|
||||
void drawRays();
|
||||
void drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color);
|
||||
void drawReflections(const glm::vec3& origin, const glm::vec3& direction, int bounces, const glm::vec3& color);
|
||||
void echoReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
|
||||
void oldEchoReflections(const glm::vec3& origin, const glm::vec3& originalDirection,
|
||||
int bounces, const QByteArray& samples,
|
||||
unsigned int sampleTime, int sampleRate);
|
||||
|
||||
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);
|
||||
void newDrawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections);
|
||||
void drawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -371,6 +371,11 @@ Menu::Menu() :
|
|||
false,
|
||||
appInstance->getAudio(),
|
||||
SLOT(toggleAudioSpatialProcessing()));
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::AudioSpatialProcessingIncudeOriginal,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_O,
|
||||
true);
|
||||
|
||||
addCheckableActionToQMenuAndActionHash(audioDebugMenu, MenuOption::LowPassFilter,
|
||||
Qt::CTRL | Qt::SHIFT | Qt::Key_F,
|
||||
false);
|
||||
|
|
|
@ -244,6 +244,7 @@ namespace MenuOption {
|
|||
const QString AudioNoiseReduction = "Audio Noise Reduction";
|
||||
const QString AudioToneInjection = "Inject Test Tone";
|
||||
const QString AudioSpatialProcessing = "Audio Spatial Processing";
|
||||
const QString AudioSpatialProcessingIncudeOriginal = "Audio Spatial Processing includes Original";
|
||||
const QString EchoServerAudio = "Echo Server Audio";
|
||||
const QString EchoLocalAudio = "Echo Local Audio";
|
||||
const QString MuteAudio = "Mute Microphone";
|
||||
|
|
Loading…
Reference in a new issue