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Don't send reverb data as often
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6df37b6d4a
commit
d4ec337cae
3 changed files with 68 additions and 24 deletions
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@ -731,30 +731,56 @@ void AudioMixer::run() {
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dataAt += sizeof(quint16);
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// Pack stream properties
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bool inAZone = false;
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bool hasReverb = false;
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float reverbTime;
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float wetLevel;
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// find reverb properties
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for (int i = 0; i < _zoneReverbSettings.size(); ++i) {
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AudioMixerClientData* data = static_cast<AudioMixerClientData*>(node->getLinkedData());
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glm::vec3 streamPosition = data->getAvatarAudioStream()->getPosition();
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AvatarAudioStream* stream = data->getAvatarAudioStream();
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glm::vec3 streamPosition = stream->getPosition();
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if (_audioZones[_zoneReverbSettings[i].zone].contains(streamPosition)) {
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bool hasReverb = true;
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float reverbTime = _zoneReverbSettings[i].reverbTime;
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float wetLevel = _zoneReverbSettings[i].wetLevel;
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memcpy(dataAt, &hasReverb, sizeof(bool));
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dataAt += sizeof(bool);
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hasReverb = true;
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reverbTime = _zoneReverbSettings[i].reverbTime;
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wetLevel = _zoneReverbSettings[i].wetLevel;
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break;
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}
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}
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AvatarAudioStream* stream = nodeData->getAvatarAudioStream();
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bool dataChanged = (stream->hasReverb() != hasReverb) ||
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(stream->hasReverb() && (stream->getRevebTime() != reverbTime ||
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stream->getWetLevel() != wetLevel));
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// Update stream
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if (hasReverb) {
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stream->setReverb(reverbTime, wetLevel);
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} else {
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stream->clearReverb();
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}
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// Send at change or every so often
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float CHANCE_OF_SEND = 0.01;
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bool sendData = dataChanged || (randFloat() < CHANCE_OF_SEND);
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unsigned char bitset = 0;
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if (sendData) {
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setAtBit(bitset, HAS_DATA_BIT);
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if (hasReverb) {
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setAtBit(bitset, HAS_REVERB_BIT);
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}
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memcpy(dataAt, &bitset, sizeof(unsigned char));
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dataAt += sizeof(unsigned char);
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if (hasReverb) {
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memcpy(dataAt, &reverbTime, sizeof(float));
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dataAt += sizeof(float);
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memcpy(dataAt, &wetLevel, sizeof(float));
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dataAt += sizeof(float);
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inAZone = true;
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break;
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}
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}
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if (!inAZone) {
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bool hasReverb = false;
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memcpy(dataAt, &hasReverb, sizeof(bool));
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dataAt += sizeof(bool);
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} else {
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memcpy(dataAt, &bitset, sizeof(unsigned char));
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dataAt += sizeof(unsigned char);
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}
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// pack mixed audio samples
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@ -13,6 +13,7 @@
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#include "InboundAudioStream.h"
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#include "PacketHeaders.h"
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#include <SharedUtil.h>
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const int STARVE_HISTORY_CAPACITY = 50;
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@ -83,6 +84,12 @@ void InboundAudioStream::clearBuffer() {
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_currentJitterBufferFrames = 0;
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}
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void InboundAudioStream::setReverb(float reverbTime, float wetLevel) {
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_hasReverb = true;
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_reverbTime = reverbTime;
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_wetLevel = wetLevel;
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}
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void InboundAudioStream::perSecondCallbackForUpdatingStats() {
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_incomingSequenceNumberStats.pushStatsToHistory();
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_timeGapStatsForDesiredCalcOnTooManyStarves.currentIntervalComplete();
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@ -165,14 +172,19 @@ int InboundAudioStream::parseData(const QByteArray& packet) {
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int InboundAudioStream::parseStreamProperties(PacketType type, const QByteArray& packetAfterSeqNum, int& numAudioSamples) {
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int read = 0;
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if (type == PacketTypeMixedAudio) {
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memcpy(&_hasReverb, packetAfterSeqNum.data() + read, sizeof(bool));
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read += sizeof(bool);
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char bitset;
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memcpy(&bitset, packetAfterSeqNum.data() + read, sizeof(char));
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read += sizeof(char);
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if (_hasReverb) {
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memcpy(&_reverbTime, packetAfterSeqNum.data() + read, sizeof(float));
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read += sizeof(float);
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memcpy(&_wetLevel, packetAfterSeqNum.data() + read, sizeof(float));
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read += sizeof(float);
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bool hasData = oneAtBit(bitset, HAS_DATA_BIT);
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if (hasData) {
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_hasReverb = oneAtBit(bitset, HAS_REVERB_BIT);
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if (_hasReverb) {
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memcpy(&_reverbTime, packetAfterSeqNum.data() + read, sizeof(float));
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read += sizeof(float);
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memcpy(&_wetLevel, packetAfterSeqNum.data() + read, sizeof(float));
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read += sizeof(float);
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}
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}
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}
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@ -206,7 +218,7 @@ int InboundAudioStream::writeDroppableSilentSamples(int silentSamples) {
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_framesAvailableStat.reset();
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}
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int ret = _ringBuffer.addSilentSamples(silentSamples - numSilentFramesToDrop * samplesPerFrame);
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return ret;
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@ -45,6 +45,10 @@ const int DEFAULT_WINDOW_SECONDS_FOR_DESIRED_CALC_ON_TOO_MANY_STARVES = 50;
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const int DEFAULT_WINDOW_SECONDS_FOR_DESIRED_REDUCTION = 10;
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const bool DEFAULT_REPETITION_WITH_FADE = true;
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// Mixed Audio bitset
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const int HAS_DATA_BIT = 0; // 1st bit
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const int HAS_REVERB_BIT = 1; // 2nd bit
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class InboundAudioStream : public NodeData {
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Q_OBJECT
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public:
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@ -158,6 +162,8 @@ public:
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bool hasReverb() const { return _hasReverb; }
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float getRevebTime() const { return _reverbTime; }
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float getWetLevel() const { return _wetLevel; }
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void setReverb(float reverbTime, float wetLevel);
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void clearReverb() { _hasReverb = false; }
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public slots:
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/// This function should be called every second for all the stats to function properly. If dynamic jitter buffers
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