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Add further Audio API examples
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@ -197,6 +197,12 @@ public:
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* Gets the volume (gain) that avatar's voices are played at. This gain is used at the server.
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* Gets the volume (gain) that avatar's voices are played at. This gain is used at the server.
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* @function Audio.getAvatarGain
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* @function Audio.getAvatarGain
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* @returns {number} Avatar gain (dB) at the server.
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* @returns {number} Avatar gain (dB) at the server.
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* @example <caption>Report current audio gain settings.</caption>
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* // 0 value = normal volume; -ve value = quieter; +ve value = louder.
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* print("Avatar gain: " + Audio.getAvatarGain());
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* print("Environment server gain: " + Audio.getInjectorGain());
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* print("Environment local gain: " + Audio.getLocalInjectorGain());
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* print("System gain: " + Audio.getSystemInjectorGain());
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*/
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*/
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Q_INVOKABLE float getAvatarGain();
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Q_INVOKABLE float getAvatarGain();
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@ -303,6 +309,10 @@ signals:
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* @function Audio.desktopMutedChanged
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* @function Audio.desktopMutedChanged
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* @param {boolean} isMuted - <code>true</code> if desktop audio input is muted, otherwise <code>false</code>.
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* @param {boolean} isMuted - <code>true</code> if desktop audio input is muted, otherwise <code>false</code>.
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* @returns {Signal}
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* @returns {Signal}
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* @example <caption>Report when desktop muting changes.</caption>
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* Audio.desktopMutedChanged.connect(function (desktopMuted) {
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* print("Desktop muted: " + desktopMuted);
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* });
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*/
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*/
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void desktopMutedChanged(bool isMuted);
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void desktopMutedChanged(bool isMuted);
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@ -319,6 +329,10 @@ signals:
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* @function Audio.pushToTalkChanged
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* @function Audio.pushToTalkChanged
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* @param {boolean} enabled - <code>true</code> if push-to-talk is enabled, otherwise <code>false</code>.
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* @param {boolean} enabled - <code>true</code> if push-to-talk is enabled, otherwise <code>false</code>.
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* @returns {Signal}
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* @returns {Signal}
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* @example <caption>Report when push-to-talk changes.</caption>
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* Audio.pushToTalkChanged.connect(function (enabled) {
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* print("Push to talk: " + (enabled ? "on" : "off"));
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* });
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*/
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*/
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void pushToTalkChanged(bool enabled);
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void pushToTalkChanged(bool enabled);
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@ -45,6 +45,33 @@ public:
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* played.
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* played.
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* @function Audio.addToSoloList
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* @function Audio.addToSoloList
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* @param {Uuid[]} ids - Avatar IDs to add to the solo list.
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* @param {Uuid[]} ids - Avatar IDs to add to the solo list.
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* @example <caption>Listen to a single nearby avatar for a short while.</caption>
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* // Find nearby avatars.
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* var RANGE = 100; // m
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* var nearbyAvatars = AvatarList.getAvatarsInRange(MyAvatar.position, RANGE);
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*
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* // Remove own avatar from list.
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* var myAvatarIndex = nearbyAvatars.indexOf(MyAvatar.sessionUUID);
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* if (myAvatarIndex !== -1) {
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* nearbyAvatars.splice(myAvatarIndex, 1);
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* }
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*
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* if (nearbyAvatars.length > 0) {
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* // Listen to only one of the nearby avatars.
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* var avatarName = AvatarList.getAvatar(nearbyAvatars[0]).displayName;
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* print("Listening only to " + avatarName);
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* Audio.addToSoloList([nearbyAvatars[0]]);
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*
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* // Stop listening to only the one avatar after a short while.
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* Script.setTimeout(function () {
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* print("Finished listening only to " + avatarName);
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* Audio.resetSoloList();
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* }, 10000); // 10s
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*
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* } else {
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* print("No nearby avatars");
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* }
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*/
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*/
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Q_INVOKABLE void addToSoloList(QVector<QUuid> uuidList) {
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Q_INVOKABLE void addToSoloList(QVector<QUuid> uuidList) {
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_localAudioInterface->getAudioSolo().addUUIDs(uuidList);
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_localAudioInterface->getAudioSolo().addUUIDs(uuidList);
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@ -108,6 +135,11 @@ public:
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* @function Audio.setLocalEcho
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* @function Audio.setLocalEcho
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* @parm {boolean} localEcho - <code>true</code> to enable echoing microphone audio back to you from the client,
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* @parm {boolean} localEcho - <code>true</code> to enable echoing microphone audio back to you from the client,
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* <code>false</code> to disable.
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* <code>false</code> to disable.
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* @example <caption>Echo local audio for a few seconds.</caption>
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* Audio.setLocalEcho(true);
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* Script.setTimeout(function () {
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* Audio.setLocalEcho(false);
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* }, 3000); // 3s
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*/
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*/
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Q_INVOKABLE void setLocalEcho(bool localEcho);
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Q_INVOKABLE void setLocalEcho(bool localEcho);
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