Merge pull request #1436 from birarda/master

changes to audio injector for overlapped sounds in preparation for JS
This commit is contained in:
Philip Rosedale 2014-01-02 15:24:47 -08:00
commit c47ace6d7f
6 changed files with 142 additions and 89 deletions

View file

@ -54,8 +54,8 @@ Hand::Hand(Avatar* owningAvatar) :
_grabDeltaVelocity(0, 0, 0),
_grabStartRotation(0, 0, 0, 1),
_grabCurrentRotation(0, 0, 0, 1),
_throwInjector(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw")),
_catchInjector(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw"))
_throwSound(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/throw.raw")),
_catchSound(QUrl("https://dl.dropboxusercontent.com/u/1864924/hifi-sounds/catch.raw"))
{
for (int i = 0; i < MAX_HANDS; i++) {
_toyBallInHand[i] = false;
@ -63,10 +63,6 @@ Hand::Hand(Avatar* owningAvatar) :
_whichBallColor[i] = 0;
}
_lastControllerButtons = 0;
// the throw and catch sounds should not loopback, we'll play them locally
_throwInjector.setShouldLoopback(false);
_catchInjector.setShouldLoopback(false);
}
void Hand::init() {
@ -128,11 +124,14 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
_ballParticleEditHandles[handID] = caughtParticle;
caughtParticle = NULL;
// set the position of the catch sound to the new position of the ball
_catchInjector.setPosition(targetPosition);
// use the threadSound static method to inject the catch sound
// pass an AudioInjectorOptions struct to set position and disable loopback
AudioInjectorOptions injectorOptions;
injectorOptions.position = targetPosition;
injectorOptions.shouldLoopback = false;
injectorOptions.loopbackAudioInterface = app->getAudio();
// inject the catch sound to the mixer and play it locally
_catchInjector.injectViaThread(app->getAudio());
AudioInjector::threadSound(&_catchSound, injectorOptions);
}
}
@ -214,11 +213,14 @@ void Hand::simulateToyBall(PalmData& palm, const glm::vec3& fingerTipPosition, f
delete _ballParticleEditHandles[handID];
_ballParticleEditHandles[handID] = NULL;
// move the throw injector to inject from the position of the ball
_throwInjector.setPosition(ballPosition);
// use the threadSound static method to inject the throw sound
// pass an AudioInjectorOptions struct to set position and disable loopback
AudioInjectorOptions injectorOptions;
injectorOptions.position = targetPosition;
injectorOptions.shouldLoopback = false;
injectorOptions.loopbackAudioInterface = app->getAudio();
// inject the throw sound and play it locally
_throwInjector.injectViaThread(app->getAudio());
AudioInjector::threadSound(&_throwSound, injectorOptions);
}
}

View file

@ -114,8 +114,8 @@ private:
glm::quat _grabStartRotation;
glm::quat _grabCurrentRotation;
AudioInjector _throwInjector;
AudioInjector _catchInjector;
Sound _throwSound;
Sound _catchSound;
};
#endif

View file

@ -2,16 +2,10 @@
// AudioInjector.cpp
// hifi
//
// Created by Stephen Birarda on 12/19/2013.
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <sys/time.h>
#include <QtNetwork/QNetworkAccessManager>
#include <QtNetwork/QNetworkReply>
#include <QtNetwork/QNetworkRequest>
#include <NodeList.h>
#include <PacketHeaders.h>
#include <SharedUtil.h>
@ -24,59 +18,54 @@
int abstractAudioPointerMeta = qRegisterMetaType<AbstractAudioInterface*>("AbstractAudioInterface*");
AudioInjector::AudioInjector(const QUrl& sampleURL) :
_currentSendPosition(0),
_sourceURL(sampleURL),
_position(0,0,0),
_orientation(),
_volume(1.0f),
_shouldLoopback(true)
AudioInjector::AudioInjector(Sound* sound, AudioInjectorOptions injectorOptions) :
_thread(NULL),
_sound(sound),
_volume(injectorOptions.volume),
_shouldLoopback(injectorOptions.shouldLoopback),
_position(injectorOptions.position),
_orientation(injectorOptions.orientation),
_loopbackAudioInterface(injectorOptions.loopbackAudioInterface)
{
_thread = new QThread();
// we want to live on our own thread
moveToThread(&_thread);
connect(&_thread, SIGNAL(started()), this, SLOT(startDownload()));
_thread.start();
moveToThread(_thread);
}
void AudioInjector::startDownload() {
// assume we have a QApplication or QCoreApplication instance and use the
// QNetworkAccess manager to grab the raw audio file at the given URL
void AudioInjector::threadSound(Sound* sound, AudioInjectorOptions injectorOptions) {
AudioInjector* injector = new AudioInjector(sound, injectorOptions);
QNetworkAccessManager *manager = new QNetworkAccessManager(this);
connect(manager, SIGNAL(finished(QNetworkReply*)),
this, SLOT(replyFinished(QNetworkReply*)));
// start injecting when the injector thread starts
connect(injector->_thread, SIGNAL(started()), injector, SLOT(injectAudio()));
manager->get(QNetworkRequest(_sourceURL));
// connect the right slots and signals so that the AudioInjector is killed once the injection is complete
connect(injector, SIGNAL(finished()), injector, SLOT(deleteLater()));
connect(injector, SIGNAL(finished()), injector->_thread, SLOT(quit()));
connect(injector->_thread, SIGNAL(finished()), injector->_thread, SLOT(deleteLater()));
injector->_thread->start();
}
void AudioInjector::replyFinished(QNetworkReply* reply) {
// replace our samples array with the downloaded data
_sampleByteArray = reply->readAll();
}
const uchar MAX_INJECTOR_VOLUME = 0xFF;
void AudioInjector::injectViaThread(AbstractAudioInterface* localAudioInterface) {
// use Qt::AutoConnection so that this is called on our thread, if appropriate
QMetaObject::invokeMethod(this, "injectAudio", Qt::AutoConnection, Q_ARG(AbstractAudioInterface*, localAudioInterface));
}
void AudioInjector::injectAudio(AbstractAudioInterface* localAudioInterface) {
void AudioInjector::injectAudio() {
QByteArray soundByteArray = _sound->getByteArray();
// make sure we actually have samples downloaded to inject
if (_sampleByteArray.size()) {
if (soundByteArray.size()) {
// give our sample byte array to the local audio interface, if we have it, so it can be handled locally
if (localAudioInterface) {
if (_loopbackAudioInterface) {
// assume that localAudioInterface could be on a separate thread, use Qt::AutoConnection to handle properly
QMetaObject::invokeMethod(localAudioInterface, "handleAudioByteArray",
QMetaObject::invokeMethod(_loopbackAudioInterface, "handleAudioByteArray",
Qt::AutoConnection,
Q_ARG(QByteArray, _sampleByteArray));
Q_ARG(QByteArray, soundByteArray));
}
NodeList* nodeList = NodeList::getInstance();
// reset the current send position to the beginning
_currentSendPosition = 0;
// setup the packet for injected audio
unsigned char injectedAudioPacket[MAX_PACKET_SIZE];
unsigned char* currentPacketPosition = injectedAudioPacket;
@ -121,14 +110,16 @@ void AudioInjector::injectAudio(AbstractAudioInterface* localAudioInterface) {
gettimeofday(&startTime, NULL);
int nextFrame = 0;
int currentSendPosition = 0;
// loop to send off our audio in NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL byte chunks
while (_currentSendPosition < _sampleByteArray.size()) {
while (currentSendPosition < soundByteArray.size()) {
int bytesToCopy = std::min(NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL,
_sampleByteArray.size() - _currentSendPosition);
soundByteArray.size() - currentSendPosition);
// copy the next NETWORK_BUFFER_LENGTH_BYTES_PER_CHANNEL bytes to the packet
memcpy(currentPacketPosition, _sampleByteArray.data() + _currentSendPosition,
memcpy(currentPacketPosition, soundByteArray.data() + currentSendPosition,
bytesToCopy);
@ -143,11 +134,11 @@ void AudioInjector::injectAudio(AbstractAudioInterface* localAudioInterface) {
audioMixer->getActiveSocket()->getPort());
}
_currentSendPosition += bytesToCopy;
currentSendPosition += bytesToCopy;
// send two packets before the first sleep so the mixer can start playback right away
if (_currentSendPosition != bytesToCopy && _currentSendPosition < _sampleByteArray.size()) {
if (currentSendPosition != bytesToCopy && currentSendPosition < soundByteArray.size()) {
// not the first packet and not done
// sleep for the appropriate time
int usecToSleep = usecTimestamp(&startTime) + (++nextFrame * BUFFER_SEND_INTERVAL_USECS) - usecTimestampNow();
@ -157,6 +148,7 @@ void AudioInjector::injectAudio(AbstractAudioInterface* localAudioInterface) {
}
}
}
}
emit finished();
}

View file

@ -2,7 +2,7 @@
// AudioInjector.h
// hifi
//
// Created by Stephen Birarda on 12/19/2013.
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
@ -11,44 +11,46 @@
#include <QtCore/QObject>
#include <QtCore/QThread>
#include <QtCore/QUrl>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
class AbstractAudioInterface;
class QNetworkReply;
#include "Sound.h"
const uchar MAX_INJECTOR_VOLUME = 0xFF;
class AbstractAudioInterface;
struct AudioInjectorOptions {
AudioInjectorOptions() : position(glm::vec3(0.0f, 0.0f, 0.0f)),
volume(1.0f),
orientation(glm::quat()),
shouldLoopback(true),
loopbackAudioInterface(NULL) {};
glm::vec3 position;
float volume;
const glm::quat orientation;
bool shouldLoopback;
AbstractAudioInterface* loopbackAudioInterface;
};
class AudioInjector : public QObject {
Q_OBJECT
public:
AudioInjector(const QUrl& sampleURL);
int size() const { return _sampleByteArray.size(); }
void setPosition(const glm::vec3& position) { _position = position; }
void setOrientation(const glm::quat& orientation) { _orientation = orientation; }
void setVolume(float volume) { _volume = std::max(fabsf(volume), 1.0f); }
void setShouldLoopback(bool shouldLoopback) { _shouldLoopback = shouldLoopback; }
public slots:
void injectViaThread(AbstractAudioInterface* localAudioInterface = NULL);
static void threadSound(Sound* sound, AudioInjectorOptions injectorOptions = AudioInjectorOptions());
private:
QByteArray _sampleByteArray;
int _currentSendPosition;
QThread _thread;
QUrl _sourceURL;
glm::vec3 _position;
glm::quat _orientation;
AudioInjector(Sound* sound, AudioInjectorOptions injectorOptions);
QThread* _thread;
Sound* _sound;
float _volume;
uchar _shouldLoopback;
glm::vec3 _position;
glm::quat _orientation;
AbstractAudioInterface* _loopbackAudioInterface;
private slots:
void startDownload();
void replyFinished(QNetworkReply* reply);
void injectAudio(AbstractAudioInterface* localAudioInterface);
void injectAudio();
signals:
void finished();
};
#endif /* defined(__hifi__AudioInjector__) */

View file

@ -0,0 +1,29 @@
//
// Sound.cpp
// hifi
//
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <QtNetwork/QNetworkAccessManager>
#include <QtNetwork/QNetworkRequest>
#include <QtNetwork/QNetworkReply>
#include "Sound.h"
Sound::Sound(const QUrl& sampleURL) {
// assume we have a QApplication or QCoreApplication instance and use the
// QNetworkAccess manager to grab the raw audio file at the given URL
QNetworkAccessManager *manager = new QNetworkAccessManager(this);
connect(manager, SIGNAL(finished(QNetworkReply*)),
this, SLOT(replyFinished(QNetworkReply*)));
manager->get(QNetworkRequest(sampleURL));
}
void Sound::replyFinished(QNetworkReply* reply) {
// replace our byte array with the downloaded data
_byteArray = reply->readAll();
}

View file

@ -0,0 +1,28 @@
//
// Sound.h
// hifi
//
// Created by Stephen Birarda on 1/2/2014.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#ifndef __hifi__Sound__
#define __hifi__Sound__
#include <QtCore/QObject>
class QNetworkReply;
class Sound : public QObject {
Q_OBJECT
public:
Sound(const QUrl& sampleURL);
const QByteArray& getByteArray() { return _byteArray; }
private:
QByteArray _byteArray;
private slots:
void replyFinished(QNetworkReply* reply);
};
#endif /* defined(__hifi__Sound__) */