overte/examples/audioExamples/acAudioSearching/ACAudioSearchAndInject2.js
2016-02-04 17:57:25 -08:00

143 lines
No EOL
6.3 KiB
JavaScript

//
Script.include("https://rawgit.com/highfidelity/hifi/master/examples/libraries/utils.js");
var SOUND_DATA_KEY = "soundKey";
var QUERY_RADIUS = 5;
EntityViewer.setKeyholeRadius(QUERY_RADIUS);
Entities.setPacketsPerSecond(6000);
Agent.isAvatar = true;
var DEFAULT_SOUND_DATA = {
volume: 0.5,
loop: false,
interval: -1, // An interval of -1 means this sound only plays once (if it's non-looping) (In seconds)
intervalSpread: 0 // amount of randomness to add to the interval
};
var MIN_PLAY_INTERVAL = 0.2;
var UPDATE_TIME = 2000;
var EXPIRATION_TIME = 5000;
var soundEntityMap = {};
var soundUrls = {};
print("EBL STARTING SCRIPT");
function slowUpdate() {
var avatars = AvatarList.getAvatarIdentifiers();
for (var i = 0; i < avatars.length; i++) {
var avatar = AvatarList.getAvatar(avatars[i]);
EntityViewer.setPosition(avatar.position);
EntityViewer.queryOctree();
Script.setTimeout(function() {
var entities = Entities.findEntities(avatar.position, QUERY_RADIUS);
handleFoundSoundEntities(entities);
}, 1000);
}
handleActiveSoundEntities();
}
function handleActiveSoundEntities() {
// Go through all our sound entities, if they have passed expiration time, remove them from map
for (var potentialSoundEntity in soundEntityMap) {
if (!soundEntityMap.hasOwnProperty(potentialSoundEntity)) {
// The current property is not a direct property of soundEntityMap so ignore it
continue;
}
var soundEntity = potentialSoundEntity;
var soundProperties = soundEntityMap[soundEntity];
soundProperties.timeWithoutAvatarInRange += UPDATE_TIME;
if (soundProperties.timeWithoutAvatarInRange > EXPIRATION_TIME) {
// An avatar hasn't been within range of this sound entity recently, so remove it from map
print("NO AVATARS HAVE BEEN AROUND FOR A WHILE SO REMOVE THIS SOUND FROM SOUNDMAP!");
// If the sound was looping, make sure to stop playing it
if (soundProperties.loop) {
print ("STOP SOUND INJECTOR!!");
soundProperties.soundInjector.stop();
}
delete soundEntityMap[soundEntity];
print("NEW MAP " + JSON.stringify(soundEntityMap));
} else {
// If this sound hasn't expired yet, we want to potentially play it!
if (soundProperties.readyToPlay) {
var newPosition = Entities.getEntityProperties(soundEntity, "position").position;
if (!soundProperties.soundInjector) {
soundProperties.soundInjector = Audio.playSound(soundProperties.sound, {
volume: soundProperties.volume,
position: newPosition,
loop: soundProperties.loop
});
} else {
soundProperties.soundInjector.restart();
}
soundProperties.readyToPlay = false;
} else if (soundProperties.loop === false && soundProperties.interval !== -1) {
// We need to check all of our entities that are not looping but have an interval associated with them
// to see if it's time for them to play again
soundProperties.timeSinceLastPlay += UPDATE_TIME;
if (soundProperties.timeSinceLastPlay > soundProperties.currentInterval) {
soundProperties.readyToPlay = true;
soundProperties.timeSinceLastPlay = 0;
// Now let's get our new current interval
soundProperties.currentInterval = soundProperties.interval + randFloat(-soundProperties.intervalSpread, soundProperties.intervalSpread);
soundProperties.currentInterval = Math.max(MIN_PLAY_INTERVAL, soundProperties.currentInterval);
}
}
}
}
}
function handleFoundSoundEntities(entities) {
entities.forEach(function(entity) {
var soundData = getEntityCustomData(SOUND_DATA_KEY, entity);
if (soundData && soundData.url) {
//check sound entities list- if it's not in, add it
if (!soundEntityMap[entity]) {
print("FOUND A NEW SOUND ENTITY!")
var soundProperties = {
url: soundData.url,
volume: soundData.volume || DEFAULT_SOUND_DATA.volume,
loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
interval: soundData.interval || DEFAULT_SOUND_DATA.interval,
intervalSpread: soundData.intervalSpread || DEFAULT_SOUND_DATA.intervalSpread,
readyToPlay: true,
position: Entities.getEntityProperties(entity, "position").position,
timeSinceLastPlay: 0,
timeWithoutAvatarInRange: 0
};
if (soundProperties.interval !== -1) {
soundProperties.currentInterval = soundProperties.interval + randFloat(-soundProperties.intervalSpread, soundProperties.intervalSpread);
soundProperties.currentInterval = Math.max(MIN_PLAY_INTERVAL, soundProperties.currentInterval);
}
if (!soundUrls[soundData.url]) {
// We need to download sound before we add it to our map
var sound = SoundCache.getSound(soundData.url);
soundUrls[soundData.url] = sound;
// Only add it to map once it's downloaded
sound.ready.connect(function() {
soundProperties.sound = sound;
soundEntityMap[entity] = soundProperties;
});
} else {
// We already have sound downloaded, so just add it to map right away
soundProperties.sound = soundUrls[soundData.url];
soundEntityMap[entity] = soundProperties;
}
} else {
//If this sound is in our map already, we want to reset timeWithoutAvatarInRange
// Also we want to check to see if the entity has been updated with new sound data- if so we want to update!
soundEntityMap[entity].timeWithoutAvatarInRange = 0;
}
}
});
}
Script.setInterval(slowUpdate, UPDATE_TIME);