content/hifi-public/ACAudioSearchAndInject_tutorial.js
Dale Glass 0d14e5a379 Initial data.
Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them
has been replaced with a symlink.

Some files have been excluded, such as binaries, installers and debug dumps. Some of that may still
be present.
2022-02-13 18:59:11 +01:00

277 lines
14 KiB
JavaScript

"use strict";
/*jslint nomen: true, plusplus: true, vars: true*/
/*global AvatarList, Entities, EntityViewer, Script, SoundCache, Audio, print, randFloat*/
//
// ACAudioSearchAndInject.js
// audio
//
// Created by Eric Levin and Howard Stearns 2/1/2016
// Copyright 2016 High Fidelity, Inc.
//
// Keeps track of all sounds within QUERY_RADIUS of an avatar, where a "sound" is specified in entity userData.
// Inject as many as practical into the audio mixer.
// See acAudioSearchAndCompatibilityEntitySpawner.js.
//
// This implementation takes some precautions to scale well:
// - It doesn't hastle the entity server because it issues at most one octree query every UPDATE_TIME period, regardless of the number of avatars.
// - It does not load itself because it only gathers entities once every UPDATE_TIME period, and only
// checks entity properties for those small number of entities that are currently playing (plus a RECHECK_TIME period examination of all entities).
// This implementation tries to use all the available injectors.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
var MSEC_PER_SEC = 1000;
var SOUND_DATA_KEY = "io.highfidelity.soundKey"; // Sound data is specified in userData under this key.
var old_sound_data_key = "soundKey"; // For backwards compatibility.
var QUERY_RADIUS = 50; // meters
var UPDATE_TIME = 100; // ms. We'll update just one thing on this period.
var EXPIRATION_TIME = 5 * MSEC_PER_SEC; // ms. Remove sounds that have been out of range for this time.
var RECHECK_TIME = 10 * MSEC_PER_SEC; // ms. Check for new userData properties this often when not currently playing.
// (By not checking most of the time when not playing, we can efficiently go through all entities without getEntityProperties.)
var UPDATES_PER_STATS_LOG = RECHECK_TIME / UPDATE_TIME; // (It's nice to smooth out the results by straddling a recheck.)
var DEFAULT_SOUND_DATA = {
volume: 0.5, // userData cannot specify zero volume with our current method of defaulting.
loop: false, // Default must be false with our current method of defaulting, else there's no way to get a false value.
playbackGap: MSEC_PER_SEC, // in ms
playbackGapRange: 0 // in ms
};
//var isACScript = this.EntityViewer !== undefined;
var isACScript = true;
Script.include("http://hifi-content.s3.amazonaws.com/ryan/development/utils_ryan.js");
if (isACScript) {
Agent.isAvatar = true; // This puts a robot at 0,0,0, but is currently necessary in order to use AvatarList.
Avatar.skeletonModelURL = "http://hifi-content.s3.amazonaws.com/ozan/dev/avatars/invisible_avatar/invisible_avatar.fst";
}
function ignore() {}
function debug() { // Display the arguments not just [Object object].
//print.apply(null, [].map.call(arguments, JSON.stringify));
}
if (isACScript) {
EntityViewer.setCenterRadius(QUERY_RADIUS);
}
// ENTITY DATA CACHE
//
var entityCache = {}; // A dictionary of unexpired EntityData objects.
var examinationCount = 0;
function EntityDatum(entityIdentifier) { // Just the data of an entity that we need to know about.
// This data is only use for our sound injection. There is no need to store such info in the replicated entity on everyone's computer.
var that = this;
that.lastUserDataUpdate = 0; // new entity is in need of rechecking user data
// State Transitions:
// no data => no data | sound data | expired
// expired => stop => remove
// sound data => downloading
// downloading => downloading | waiting
// waiting => playing | waiting (if too many already playing)
// playing => update position etc | no data
that.stop = function stop() {
if (!that.sound) {
return;
}
print("stopping sound", entityIdentifier, that.url);
delete that.sound;
delete that.url;
if (!that.injector) {
return;
}
that.injector.stop();
delete that.injector;
};
this.update = function stateTransitions(expirationCutoff, userDataCutoff, now) {
if (that.timestamp < expirationCutoff) { // EXPIRED => STOP => REMOVE
that.stop(); // Alternatively, we could fade out and then stop...
delete entityCache[entityIdentifier];
return;
}
var properties, soundData; // Latest data, pulled from local octree.
// getEntityProperties locks the tree, which competes with the asynchronous processing of queryOctree results.
// Most entity updates are fast and only a very few do getEntityProperties.
function ensureSoundData() { // We only getEntityProperities when we need to.
if (properties) {
return;
}
properties = Entities.getEntityProperties(entityIdentifier, ['userData', 'position']);
examinationCount++; // Collect statistics on how many getEntityProperties we do.
debug("updating", that, properties);
try {
var userData = properties.userData && JSON.parse(properties.userData);
soundData = userData && (userData[SOUND_DATA_KEY] || userData[old_sound_data_key]); // Don't store soundData yet. Let state changes compare.
that.lastUserDataUpdate = now; // But do update these ...
that.url = soundData && soundData.url;
that.playAfter = that.url && now;
} catch (err) {
print(err, properties.userData);
}
}
// Stumbling on big new pile of entities will do a lot of getEntityProperties. Once.
if (that.lastUserDataUpdate < userDataCutoff) { // NO DATA => SOUND DATA
ensureSoundData();
}
if (!that.url) { // NO DATA => NO DATA
return that.stop();
}
if (!that.sound) { // SOUND DATA => DOWNLOADING
that.sound = SoundCache.getSound(soundData.url); // SoundCache can manage duplicates better than we can.
}
if (!that.sound.downloaded) { // DOWNLOADING => DOWNLOADING
return;
}
if (that.playAfter > now) { // DOWNLOADING | WAITING => WAITING
return;
}
ensureSoundData(); // We'll try to play/setOptions and will need position, so we might as well get soundData, too.
if (soundData.url !== that.url) { // WAITING => NO DATA (update next time around)
return that.stop();
}
var options = {
position: properties.position,
loop: soundData.loop || DEFAULT_SOUND_DATA.loop,
volume: soundData.volume || DEFAULT_SOUND_DATA.volume
};
function repeat() {
return !options.loop && (soundData.playbackGap >= 0);
}
function randomizedNextPlay() { // time of next play or recheck, randomized to distribute the work
var range = soundData.playbackGapRange || DEFAULT_SOUND_DATA.playbackGapRange,
base = repeat() ? ((that.sound.duration * MSEC_PER_SEC) + (soundData.playbackGap || DEFAULT_SOUND_DATA.playbackGap)) : RECHECK_TIME;
return now + base + randFloat(-Math.min(base, range), range);
}
if (that.injector && soundData.playing === false) {
that.injector.stop();
that.injector = null;
}
if (!that.injector) {
if (soundData.playing === false) { // WAITING => PLAYING | WAITING
return;
}
debug("starting", that, options);
that.injector = Audio.playSound(that.sound, options); // Might be null if at at injector limit. Will try again later.
if (that.injector) {
print("started", entityIdentifier, that.url);
} else { // Don't hammer ensureSoundData or injector manager.
that.playAfter = randomizedNextPlay();
}
return;
}
that.injector.setOptions(options); // PLAYING => UPDATE POSITION ETC
if (!that.injector.playing) { // Subtle: a looping sound will not check playbackGap.
if (repeat()) { // WAITING => PLAYING
// Setup next play just once, now. Changes won't be looked at while we wait.
that.playAfter = randomizedNextPlay();
// Subtle: if the restart fails b/c we're at injector limit, we won't try again until next playAfter.
that.injector.restart();
} else { // PLAYING => NO DATA
that.playAfter = Infinity; // was one-shot and we're finished
}
}
};
}
function internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar) {
ignore(avatarPosition, avatar); // We could use avatars and/or avatarPositions to prioritize which ones to play.
var entitySound = entityCache[entityIdentifier];
if (!entitySound) {
entitySound = entityCache[entityIdentifier] = new EntityDatum(entityIdentifier);
}
entitySound.timestamp = timestamp; // Might be updated for multiple avatars. That's fine.
}
var nUpdates = UPDATES_PER_STATS_LOG, lastStats = Date.now();
function updateAllEntityData() { // A fast update of all entities we know about. A few make sounds.
var now = Date.now(),
expirationCutoff = now - EXPIRATION_TIME,
userDataRecheckCutoff = now - RECHECK_TIME;
Object.keys(entityCache).forEach(function (entityIdentifier) {
entityCache[entityIdentifier].update(expirationCutoff, userDataRecheckCutoff, now);
});
if (nUpdates-- <= 0) { // Report statistics.
// For example, with:
// injector-limit = 40 (in C++ code)
// N_SOUNDS = 1000 (from userData in, e.g., acAudioSearchCompatibleEntitySpawner.js)
// replay-period = 3 + 20 = 23 (seconds, ditto)
// stats-period = UPDATES_PER_STATS_LOG * UPDATE_TIME / MSEC_PER_SEC = 10 seconds
// The log should show between each stats report:
// "start" lines ~= injector-limit * P(finish) = injector-limit * stats-period/replay-period = 17 ?
// total attempts at starting ("start" lines + "could not thread" lines) ~= N_SOUNDS = 1000 ?
// entities > N_SOUNDS * (1+ N_SILENT_ENTITIES_PER_SOUND) = 11000 + whatever was in the scene before running spawner
// sounds = N_SOUNDS = 1000
// getEntityPropertiesPerUpdate ~= playing + failed-starts/UPDATES_PER_STATS_LOG + other-rechecks-each-update
// = injector-limit + (total attempts - "start" lines)/UPDATES_PER_STATS__LOG
// + (entities - playing - failed-starts/UPDATES_PER_STATS_LOG) * P(recheck-in-update)
// where failed-starts/UPDATES_PER_STATS_LOG = (1000-17)/100 = 10
// = 40 + 10 + (11000 - 40 - 10)*UPDATE_TIME/RECHECK_TIME
// = 40 + 10 + 10950*0.01 = 159 (mostly proportional to enties/RECHECK_TIME)
// millisecondsPerUpdate ~= UPDATE_TIME = 100 (+ some timer machinery time)
// this assignment client activity monitor < 100% cpu
var stats = {
entities: 0,
sounds: 0,
playing: 0,
getEntityPropertiesPerUpdate: examinationCount / UPDATES_PER_STATS_LOG,
millisecondsPerUpdate: (now - lastStats) / UPDATES_PER_STATS_LOG
};
nUpdates = UPDATES_PER_STATS_LOG;
lastStats = now;
examinationCount = 0;
Object.keys(entityCache).forEach(function (entityIdentifier) {
var datum = entityCache[entityIdentifier];
stats.entities++;
if (datum.url) {
stats.sounds++;
if (datum.injector && datum.injector.playing) {
stats.playing++;
}
}
});
print(JSON.stringify(stats));
}
}
// Update the set of which EntityData we know about.
//
function updateEntiesForAvatar(avatarIdentifier) { // Just one piece of update work.
// This does at most:
// one queryOctree request of the entity server, and
// one findEntities geometry query of our own octree, and
// a quick internEntityDatum of each of what may be a large number of entityIdentifiers.
// The idea is that this is a nice bounded piece of work that should not be done too frequently.
// However, it means that we won't learn about new entities until, on average (nAvatars * UPDATE_TIME) + query round trip.
var avatar = AvatarList.getAvatar(avatarIdentifier), avatarPosition = avatar && avatar.position;
if (!avatarPosition) { // No longer here.
return;
}
var timestamp = Date.now();
if (isACScript) {
EntityViewer.setPosition(avatarPosition);
EntityViewer.queryOctree(); // Requests an update, but there's no telling when we'll actually see different results.
}
var entities = Entities.findEntities(avatarPosition, QUERY_RADIUS);
debug("found", entities.length, "entities near", avatar.name || "unknown", "at", avatarPosition);
entities.forEach(function (entityIdentifier) {
internEntityDatum(entityIdentifier, timestamp, avatarPosition, avatar);
});
}
// Slowly update the set of data we have to work with.
//
var workQueue = [];
function updateWorkQueueForAvatarsPresent() { // when nothing else to do, fill queue with individual avatar updates
workQueue = AvatarList.getAvatarIdentifiers().map(function (avatarIdentifier) {
return function () {
updateEntiesForAvatar(avatarIdentifier);
};
});
}
Script.setInterval(function () {
// There might be thousands of EntityData known to us, but only a few will require any work to update.
updateAllEntityData(); // i.e., this better be pretty fast.
// Each interval, we do no more than one updateEntitiesforAvatar.
if (!workQueue.length) {
workQueue = [updateWorkQueueForAvatarsPresent];
}
workQueue.pop()(); // There's always one
}, UPDATE_TIME);