Fix for Worklist Job #19503

This commit is contained in:
gaitat 2014-02-15 08:16:05 -05:00
parent eee839f423
commit fcd44f5817
6 changed files with 22 additions and 18 deletions

View file

@ -23,7 +23,7 @@ function vsMult(s, v) {
} }
var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw"); var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
var FACTOR = 0.20; var FACTOR = 0.75;
var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it. var countParticles = 0; // the first time around we want to create the particle and thereafter to modify it.
var particleID; var particleID;
@ -42,14 +42,15 @@ function updateParticle()
options.volume = 0.75; options.volume = 0.75;
Audio.playSound(sound, options); Audio.playSound(sound, options);
var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR; var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
//print ("Audio Loudness = " + MyAvatar.audioLoudness + " -- Audio Average Loudness = " + MyAvatar.audioAverageLoudness);
if (countParticles < 1) if (countParticles < 1)
{ {
var particleProperies = { var particleProperies = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255, blue: 0 } , color: { red: 0, green: 255, blue: 0 }
, radius: audioCardAverageLoudness , radius: audioAverageLoudness
, velocity: { x: 0.0, y: 0.0, z: 0.0 } , velocity: { x: 0.0, y: 0.0, z: 0.0 }
, gravity: { x: 0.0, y: 0.0, z: 0.0 } , gravity: { x: 0.0, y: 0.0, z: 0.0 }
, damping: 0.0 , damping: 0.0
@ -63,8 +64,8 @@ function updateParticle()
// animates the particles radius and color in response to the changing audio intensity // animates the particles radius and color in response to the changing audio intensity
var newProperties = { var newProperties = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 } , color: { red: 0, green: 255 * audioAverageLoudness, blue: 0 }
, radius: audioCardAverageLoudness , radius: audioAverageLoudness
}; };
Particles.editParticle (particleID, newProperties); Particles.editParticle (particleID, newProperties);

View file

@ -23,7 +23,7 @@ function vsMult(s, v) {
} }
var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw"); var sound = new Sound("https://s3-us-west-1.amazonaws.com/highfidelity-public/sounds/Animals/mexicanWhipoorwill.raw");
var FACTOR = 0.20; var FACTOR = 0.75;
function addParticle() function addParticle()
{ {
@ -39,13 +39,14 @@ function addParticle()
options.volume = 0.25; options.volume = 0.25;
Audio.playSound(sound, options); Audio.playSound(sound, options);
var audioCardAverageLoudness = MyAvatar.audioCardAverageLoudness * FACTOR; var audioAverageLoudness = MyAvatar.audioAverageLoudness * FACTOR;
//print ("Audio Loudness = " + MyAvatar.audioLoudness + " -- Audio Average Loudness = " + MyAvatar.audioAverageLoudness);
// animates the particles radius and color in response to the changing audio intensity // animates the particles radius and color in response to the changing audio intensity
var particleProperies = { var particleProperies = {
position: particlePosition // the particle should stay in front of the user's avatar as he moves position: particlePosition // the particle should stay in front of the user's avatar as he moves
, color: { red: 0, green: 255 * audioCardAverageLoudness, blue: 0 } , color: { red: 0, green: 255 * audioAverageLoudness, blue: 0 }
, radius: audioCardAverageLoudness , radius: audioAverageLoudness
, velocity: { x: 0.0, y: 0.0, z: 0.0 } , velocity: { x: 0.0, y: 0.0, z: 0.0 }
, gravity: { x: 0.0, y: 0.0, z: 0.0 } , gravity: { x: 0.0, y: 0.0, z: 0.0 }
, damping: 0.0 , damping: 0.0

View file

@ -46,8 +46,7 @@ public:
void render(int screenWidth, int screenHeight); void render(int screenWidth, int screenHeight);
float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); } float getLastInputLoudness() const { return glm::max(_lastInputLoudness - _noiseGateMeasuredFloor, 0.f); }
float getAudioAverageInputLoudness() const { return _lastInputLoudness; }
float getAudioCardAverageInputLoudness() const { return _averageInputLoudness; } // saki
void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; } void setNoiseGateEnabled(bool noiseGateEnabled) { _noiseGateEnabled = noiseGateEnabled; }

View file

@ -143,7 +143,7 @@ void MyAvatar::update(float deltaTime) {
// Get audio loudness data from audio input device // Get audio loudness data from audio input device
Audio *audio = Application::getInstance()->getAudio(); Audio *audio = Application::getInstance()->getAudio();
_head.setAudioLoudness(audio->getLastInputLoudness()); _head.setAudioLoudness(audio->getLastInputLoudness());
_head.setAudioCardAverageLoudness(audio->getAudioCardAverageInputLoudness()); // saki _head.setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) { if (Menu::getInstance()->isOptionChecked(MenuOption::Gravity)) {
setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition())); setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()));

View file

@ -77,7 +77,8 @@ class AvatarData : public NodeData {
Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation) Q_PROPERTY(glm::quat orientation READ getOrientation WRITE setOrientation)
Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch) Q_PROPERTY(float headPitch READ getHeadPitch WRITE setHeadPitch)
Q_PROPERTY(float audioCardAverageLoudness READ getAudioCardAverageLoudness WRITE setAudioCardAverageLoudness) // saki Q_PROPERTY(float audioLoudness READ getAudioLoudness WRITE setAudioLoudness)
Q_PROPERTY(float audioAverageLoudness READ getAudioAverageLoudness WRITE setAudioAverageLoudness)
Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL) Q_PROPERTY(QUrl faceModelURL READ getFaceModelURL WRITE setFaceModelURL)
Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL) Q_PROPERTY(QUrl skeletonModelURL READ getSkeletonModelURL WRITE setSkeletonModelURL)
@ -110,8 +111,10 @@ public:
void setHeadPitch(float value) { _headData->setPitch(value); }; void setHeadPitch(float value) { _headData->setPitch(value); };
// access to Head().set/getAverageLoudness // access to Head().set/getAverageLoudness
float getAudioCardAverageLoudness() const { return _headData->getAudioCardAverageLoudness(); } // saki float getAudioLoudness() const { return _headData->getAudioLoudness(); }
void setAudioCardAverageLoudness(float value) { _headData->setAudioCardAverageLoudness(value); }; // saki void setAudioLoudness(float value) { _headData->setAudioLoudness(value); }
float getAudioAverageLoudness() const { return _headData->getAudioAverageLoudness(); }
void setAudioAverageLoudness(float value) { _headData->setAudioAverageLoudness(value); }
// Scale // Scale
float getTargetScale() const { return _targetScale; } float getTargetScale() const { return _targetScale; }

View file

@ -45,8 +45,8 @@ public:
float getAudioLoudness() const { return _audioLoudness; } float getAudioLoudness() const { return _audioLoudness; }
void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; } void setAudioLoudness(float audioLoudness) { _audioLoudness = audioLoudness; }
float getAudioCardAverageLoudness() const { return _audioCardAverageLoudness; } // saki float getAudioAverageLoudness() const { return _audioAverageLoudness; }
void setAudioCardAverageLoudness(float audioCardAverageLoudness) { _audioCardAverageLoudness = audioCardAverageLoudness; } // saki void setAudioAverageLoudness(float audioAverageLoudness) { _audioAverageLoudness = audioAverageLoudness; }
const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; } const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
@ -76,7 +76,7 @@ protected:
float _rightEyeBlink; float _rightEyeBlink;
float _averageLoudness; float _averageLoudness;
float _browAudioLift; float _browAudioLift;
float _audioCardAverageLoudness; // saki float _audioAverageLoudness;
std::vector<float> _blendshapeCoefficients; std::vector<float> _blendshapeCoefficients;
float _pupilDilation; float _pupilDilation;
AvatarData* _owningAvatar; AvatarData* _owningAvatar;