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commit
e30cf33a03
4 changed files with 10 additions and 38 deletions
examples
interface/src/avatar
libraries/avatars/src
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@ -10,31 +10,18 @@
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// in response to the audio intensity.
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//
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// add two vectors
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function vPlus(a, b) {
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var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
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return rval;
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}
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// multiply scalar with vector
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function vsMult(s, v) {
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var rval = { x: s * v.x, y: s * v.y, z: s * v.z };
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return rval;
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}
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var FACTOR = 0.75;
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var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
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var particleID;
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function updateParticle()
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{
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function updateParticle() {
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// the particle should be placed in front of the user's avatar
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var avatarFront = Quat.getFront(MyAvatar.orientation);
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var avatarFront = Quat.getFront(MyAvatar.orientation);
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// move particle three units in front of the avatar
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var particlePosition = vPlus(MyAvatar.position, vsMult (3, avatarFront));
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var particlePosition = Vec3.sum(MyAvatar.position, Vec3.multiply(avatarFront, 3));
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// play a sound at the location of the particle
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var options = new AudioInjectionOptions();
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@ -42,11 +29,10 @@ function updateParticle()
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options.volume = 0.75;
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Audio.playSound(sound, options);
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var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
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var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
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//print ("Audio Loudness = " + MyAvatar.audioLoudness + " -- Audio Average Loudness = " + MyAvatar.audioAverageLoudness);
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if (countParticles < 1)
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{
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if (countParticles < 1) {
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var particleProperies = {
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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, color: { red: 0, green: 255, blue: 0 }
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@ -59,8 +45,7 @@ function updateParticle()
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particleID = Particles.addParticle (particleProperies);
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countParticles++;
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}
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else
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{
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else {
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// animates the particles radius and color in response to the changing audio intensity
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var newProperties = {
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position: particlePosition // the particle should stay in front of the user's avatar as he moves
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@ -10,28 +10,15 @@
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// in response to the audio intensity.
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//
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// add two vectors
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function vPlus(a, b) {
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var rval = { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
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return rval;
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}
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// multiply scalar with vector
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function vsMult(s, v) {
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var rval = { x: s * v.x, y: s * v.y, z: s * v.z };
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return rval;
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}
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var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
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var FACTOR = 0.75;
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function addParticle()
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{
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function addParticle() {
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// the particle should be placed in front of the user's avatar
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var avatarFront = Quat.getFront(MyAvatar.orientation);
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// move particle three units in front of the avatar
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var particlePosition = vPlus(MyAvatar.position, vsMult (3, avatarFront));
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var particlePosition = Vec3.sum(MyAvatar.position, Vec3.multiply (avatarFront, 3));
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// play a sound at the location of the particle
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var options = new AudioInjectionOptions();
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@ -141,7 +141,7 @@ void MyAvatar::update(float deltaTime) {
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}
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// Get audio loudness data from audio input device
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Audio *audio = Application::getInstance()->getAudio();
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Audio* audio = Application::getInstance()->getAudio();
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_head.setAudioLoudness(audio->getLastInputLoudness());
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_head.setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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@ -76,7 +76,7 @@ protected:
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float _rightEyeBlink;
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float _averageLoudness;
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float _browAudioLift;
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float _audioAverageLoudness;
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float _audioAverageLoudness;
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std::vector<float> _blendshapeCoefficients;
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float _pupilDilation;
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AvatarData* _owningAvatar;
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