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218 lines
9.4 KiB
JavaScript
218 lines
9.4 KiB
JavaScript
//
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// ACAudioSearchAndInject.js
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// audio
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//
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// Created by Eric Levin 2/1/2016
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// Copyright 2016 High Fidelity, Inc.
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// This AC script searches for special sound entities nearby avatars and plays those sounds based off information specified in the entity's
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// user data field ( see acAudioSearchAndCompatibilityEntitySpawner.js for an example)
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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Script.include("https://rawgit.com/highfidelity/hifi/master/examples/libraries/utils.js");
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var SOUND_DATA_KEY = "soundKey";
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var QUERY_RADIUS = 50;
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EntityViewer.setKeyholeRadius(QUERY_RADIUS);
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Entities.setPacketsPerSecond(6000);
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Agent.isAvatar = true;
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var DEFAULT_SOUND_DATA = {
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volume: 0.5,
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loop: false,
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playbackGap: 1000, // in ms
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playbackGapRange: 0 // in ms
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};
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var MIN_PLAYBACK_GAP = 0;
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var UPDATE_TIME = 100;
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var EXPIRATION_TIME = 5000;
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var soundEntityMap = {};
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var soundUrls = {};
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var avatarPositions = [];
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function update() {
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var avatars = AvatarList.getAvatarIdentifiers();
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for (var i = 0; i < avatars.length; i++) {
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var avatar = AvatarList.getAvatar(avatars[i]);
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var avatarPosition = avatar.position;
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if (!avatarPosition) {
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continue;
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}
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EntityViewer.setPosition(avatarPosition);
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EntityViewer.queryOctree();
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avatarPositions.push(avatarPosition);
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}
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Script.setTimeout(function() {
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avatarPositions.forEach(function(avatarPosition) {
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var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS);
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handleFoundSoundEntities(entities);
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});
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//Now wipe list for next query;
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avatarPositions = [];
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}, UPDATE_TIME);
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handleActiveSoundEntities();
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}
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function handleActiveSoundEntities() {
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// Go through all our sound entities, if they have passed expiration time, remove them from map
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for (var potentialSoundEntity in soundEntityMap) {
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if (!soundEntityMap.hasOwnProperty(potentialSoundEntity)) {
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// The current property is not a direct property of soundEntityMap so ignore it
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continue;
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}
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var soundEntity = potentialSoundEntity;
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var soundProperties = soundEntityMap[soundEntity];
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soundProperties.timeWithoutAvatarInRange += UPDATE_TIME;
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if (soundProperties.timeWithoutAvatarInRange > EXPIRATION_TIME && soundProperties.soundInjector) {
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// An avatar hasn't been within range of this sound entity recently, so remove it from map
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soundProperties.soundInjector.stop();
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delete soundEntityMap[soundEntity];
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} else if (soundProperties.isDownloaded) {
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// If this sound hasn't expired yet, we want to potentially play it!
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if (soundProperties.readyToPlay) {
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var newPosition = Entities.getEntityProperties(soundEntity, "position").position;
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if (!soundProperties.soundInjector) {
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soundProperties.soundInjector = Audio.playSound(soundProperties.sound, {
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volume: soundProperties.volume,
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position: newPosition,
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loop: soundProperties.loop
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});
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} else {
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soundProperties.soundInjector.restart();
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}
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soundProperties.readyToPlay = false;
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} else if (soundProperties.sound && soundProperties.loop === false) {
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// We need to check all of our entities that are not looping but have an interval associated with them
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// to see if it's time for them to play again
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soundProperties.timeSinceLastPlay += UPDATE_TIME;
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if (soundProperties.timeSinceLastPlay > soundProperties.clipDuration + soundProperties.currentPlaybackGap) {
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soundProperties.readyToPlay = true;
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soundProperties.timeSinceLastPlay = 0;
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// Now let's get our new current interval
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soundProperties.currentPlaybackGap = soundProperties.playbackGap + randFloat(-soundProperties.playbackGapRange, soundProperties.playbackGapRange);
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soundProperties.currentPlaybackGap = Math.max(MIN_PLAYBACK_GAP, soundProperties.currentPlaybackGap);
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}
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}
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}
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}
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}
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function handleFoundSoundEntities(entities) {
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entities.forEach(function(entity) {
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var soundData = getEntityCustomData(SOUND_DATA_KEY, entity);
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if (soundData && soundData.url) {
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//check sound entities list- if it's not in, add it
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if (!soundEntityMap[entity]) {
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var soundProperties = {
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url: soundData.url,
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volume: soundData.volume || DEFAULT_SOUND_DATA.volume,
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loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
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playbackGap: soundData.playbackGap || DEFAULT_SOUND_DATA.playbackGap,
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playbackGapRange: soundData.playbackGapRange || DEFAULT_SOUND_DATA.playbackGapRange,
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readyToPlay: false,
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position: Entities.getEntityProperties(entity, "position").position,
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timeSinceLastPlay: 0,
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timeWithoutAvatarInRange: 0,
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isDownloaded: false
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};
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soundProperties.currentPlaybackGap = soundProperties.playbackGap + randFloat(-soundProperties.playbackGapRange, soundProperties.playbackGapRange);
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soundProperties.currentPlaybackGap = Math.max(MIN_PLAYBACK_GAP, soundProperties.currentPlaybackGap);
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soundEntityMap[entity] = soundProperties;
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if (!soundUrls[soundData.url]) {
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// We need to download sound before we add it to our map
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var sound = SoundCache.getSound(soundData.url);
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// Only add it to map once it's downloaded
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soundUrls[soundData.url] = sound;
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sound.ready.connect(function() {
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soundProperties.sound = sound;
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soundProperties.readyToPlay = true;
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soundProperties.isDownloaded = true;
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soundProperties.clipDuration = sound.duration * 1000;
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soundEntityMap[entity] = soundProperties;
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});
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} else {
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// We already have sound downloaded, so just add it to map right away
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soundProperties.sound = soundUrls[soundData.url];
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soundProperties.clipDuration = soundProperties.sound.duration * 1000;
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soundProperties.readyToPlay = true;
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soundProperties.isDownloaded = true;
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soundEntityMap[entity] = soundProperties;
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}
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} else {
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//If this sound is in our map already, we want to reset timeWithoutAvatarInRange
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// Also we want to check to see if the entity has been updated with new sound data- if so we want to update!
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soundEntityMap[entity].timeWithoutAvatarInRange = 0;
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checkForSoundPropertyChanges(soundEntityMap[entity], soundData);
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}
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}
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});
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}
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function checkForSoundPropertyChanges(currentProps, newProps) {
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var needsNewInjector = false;
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if (currentProps.playbackGap !== newProps.playbackGap && !currentProps.loop) {
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// playbackGap only applies to non looping sounds
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currentProps.playbackGap = newProps.playbackGap;
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currentProps.currentPlaybackGap = currentProps.playbackGap + randFloat(-currentProps.playbackGapRange, currentProps.playbackGapRange);
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currentProps.currentPlaybackGap = Math.max(MIN_PLAYBACK_GAP, currentProps.currentPlaybackGap);
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currentProps.readyToPlay = true;
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}
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if (currentProps.playbackGapRange !== currentProps.playbackGapRange) {
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currentProps.playbackGapRange = newProps.playbackGapRange;
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currentProps.currentPlaybackGap = currentProps.playbackGap + randFloat(-currentProps.playbackGapRange, currentProps.playbackGapRange);
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currentProps.currentPlaybackGap = Math.max(MIN_PLAYBACK_GAP, currentProps.currentPlaybackGap);
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currentProps.readyToPlay = true;
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}
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if (currentProps.volume !== newProps.volume) {
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currentProps.volume = newProps.volume;
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needsNewInjector = true;
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}
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if (currentProps.url !== newProps.url) {
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currentProps.url = newProps.url;
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currentProps.sound = null;
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if (!soundUrls[currentProps.url]) {
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var sound = SoundCache.getSound(currentProps.url);
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currentProps.isDownloaded = false;
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sound.ready.connect(function() {
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currentProps.sound = sound;
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currentProps.clipDuration = sound.duration * 1000;
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currentProps.isDownloaded = true;
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});
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} else {
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currentProps.sound = sound;
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currentProps.clipDuration = sound.duration * 1000;
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}
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needsNewInjector = true;
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}
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if (currentProps.loop !== newProps.loop) {
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currentProps.loop = newProps.loop;
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needsNewInjector = true;
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}
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if (needsNewInjector) {
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// If we were looping we need to stop that so new changes are applied
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currentProps.soundInjector.stop();
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currentProps.soundInjector = null;
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currentProps.readyToPlay = true;
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}
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}
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Script.setInterval(update, UPDATE_TIME);
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