Provide speaker info to HUD indicators
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34bb0b5422
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6e1d29fe86
@ -107,7 +107,6 @@ local function drawSpeakerBar(mouse, pos, speaker, i)
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--end
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end
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end
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local speakersTime = {}
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local function simulateSpeakers()
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local speakers = {}
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@ -127,11 +126,10 @@ local function drawIndicators()
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canvas:clear()
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local screenSize = canvas:size()
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local mousePosition = canvas:mousePosition()
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sb.setLogMap("mousePosition", sb.printJson(mousePosition))
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local basePos = {screenSize[1] - 350, 50}
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-- sort it ourselves for now
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local speakersRemaining, speakersSorted = {}, {}
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local speakersRemaining, speakers = {}, {}
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local hoveredSpeakerId = nil
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if hoveredSpeaker then
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if not mouseOverSpeaker(mousePosition, hoveredSpeakerPosition, 16) then
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@ -141,63 +139,32 @@ local function drawIndicators()
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end
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end
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--local speakers = voice.speakers()
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local speakers = { -- just testing before implementing voice lua functions
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{
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speakerId = 1,
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entityId = -65536,
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loudness = -96 + math.random() * 96,
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muted = false,
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name = "theres a pipe bomb up my ass"
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}
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}
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local sortI = 0
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local speakerCount = 0
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local now = os.clock()
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for i, speaker in pairs(speakers) do
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for i, speaker in pairs(voice.speakers()) do
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local speakerId = speaker.speakerId
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speakersRemaining[speakerId] = true
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local t = speakersTime[speakerId]
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if not t then
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t = now
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speakersTime[speakerId] = t
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end
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speaker.startTime = t
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if speakerId == hoveredSpeakerId then
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hoveredSpeaker = speaker
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else
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sortI = sortI + 1
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speakersSorted[sortI] = speaker
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speakerCount = speakerCount + 1
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speakers[speakerCount] = speaker
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end
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end
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for i, v in pairs(speakersTime) do
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if not speakersRemaining[i] then
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speakersTime[i] = nil
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end
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end
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table.sort(speakersSorted, function(a, b)
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if a.startTime == b.startTime then
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return a.speakerId < b.speakerId
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else
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return a.startTime < b.startTime
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end
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end)
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if hoveredSpeaker then
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local len = #speakersSorted
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local len = #speakers
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if hoveredSpeakerIndex > len then
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for i = len + 1, hoveredSpeakerIndex - 1 do
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speakersSorted[i] = false
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speakers[i] = false
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end
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speakersSorted[hoveredSpeakerIndex] = hoveredSpeaker
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speakers[hoveredSpeakerIndex] = hoveredSpeaker
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else
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table.insert(speakersSorted, hoveredSpeakerIndex, hoveredSpeaker)
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table.insert(speakers, hoveredSpeakerIndex, hoveredSpeaker)
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end
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end
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for i, v in pairs(speakersSorted) do
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for i, v in pairs(speakers) do
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if v then
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local entityId = v.entityId
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local loudness = v.loudness
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@ -20,6 +20,7 @@
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#include "StarInterfaceLuaBindings.hpp"
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#include "StarInputLuaBindings.hpp"
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#include "StarVoiceLuaBindings.hpp"
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namespace Star {
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@ -496,6 +497,7 @@ void ClientApplication::changeState(MainAppState newState) {
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m_statistics = make_shared<Statistics>(m_root->toStoragePath("player"), appController()->statisticsService());
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m_universeClient = make_shared<UniverseClient>(m_playerStorage, m_statistics);
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m_universeClient->setLuaCallbacks("input", LuaBindings::makeInputCallbacks());
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m_universeClient->setLuaCallbacks("voice", LuaBindings::makeVoiceCallbacks(m_voice.get()));
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m_mainMixer->setUniverseClient(m_universeClient);
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m_titleScreen = make_shared<TitleScreen>(m_playerStorage, m_mainMixer->mixer());
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@ -888,6 +890,11 @@ void ClientApplication::updateRunning() {
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auto broadcast = strf("data\0voice\0{}{}"s, signatureView, audioDataView);
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worldClient->sendSecretBroadcast(broadcast, true);
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}
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if (auto mainPlayer = m_universeClient->mainPlayer()) {
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auto localSpeaker = m_voice->localSpeaker();
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localSpeaker->entityId = mainPlayer->entityId();
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localSpeaker->name = mainPlayer->name();
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}
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m_voice->setLocalSpeaker(worldClient->connection());
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}
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worldClient->setInteractiveHighlightMode(isActionTaken(InterfaceAction::ShowLabels));
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@ -57,6 +57,7 @@ SET (star_frontend_HEADERS
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StarTeleportDialog.hpp
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StarWireInterface.hpp
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StarVoice.hpp
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StarVoiceLuaBindings.hpp
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)
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SET (star_frontend_SOURCES
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@ -106,6 +107,7 @@ SET (star_frontend_SOURCES
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StarTeleportDialog.cpp
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StarWireInterface.cpp
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StarVoice.cpp
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StarVoiceLuaBindings.cpp
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)
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ADD_LIBRARY (star_frontend OBJECT ${star_frontend_SOURCES} ${star_frontend_HEADERS})
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@ -28,13 +28,13 @@ EnumMap<VoiceChannelMode> const VoiceChannelModeNames{
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{VoiceChannelMode::Stereo, "Stereo"}
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};
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float getAudioChunkLoudness(int16_t* data, size_t samples) {
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inline float getAudioChunkLoudness(int16_t* data, size_t samples, float volume) {
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if (!samples)
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return 0.f;
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double rms = 0.;
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for (size_t i = 0; i != samples; ++i) {
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float sample = (float)data[i] / 32767.f;
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float sample = ((float)data[i] / 32767.f) * volume;
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rms += (double)(sample * sample);
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}
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@ -46,12 +46,12 @@ float getAudioChunkLoudness(int16_t* data, size_t samples) {
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return -127.f;
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}
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float getAudioLoudness(int16_t* data, size_t samples) {
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float getAudioLoudness(int16_t* data, size_t samples, float volume = 1.0f) {
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constexpr size_t CHUNK_SIZE = 50;
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float highest = -127.f;
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for (size_t i = 0; i < samples; i += CHUNK_SIZE) {
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float level = getAudioChunkLoudness(data + i, std::min<size_t>(i + CHUNK_SIZE, samples) - i);
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float level = getAudioChunkLoudness(data + i, std::min<size_t>(i + CHUNK_SIZE, samples) - i, volume);
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if (level > highest)
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highest = level;
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}
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@ -192,6 +192,10 @@ Voice::SpeakerPtr Voice::setLocalSpeaker(SpeakerId speakerId) {
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return m_speakers.insert(m_speakerId, m_clientSpeaker).first->second;
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}
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Voice::SpeakerPtr Voice::localSpeaker() {
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return m_clientSpeaker;
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}
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Voice::SpeakerPtr Voice::speaker(SpeakerId speakerId) {
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if (m_speakerId == speakerId)
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return m_clientSpeaker;
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@ -203,28 +207,47 @@ Voice::SpeakerPtr Voice::speaker(SpeakerId speakerId) {
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}
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}
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void Voice::readAudioData(uint8_t* stream, int len) {
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auto now = Time::monotonicMilliseconds();
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if (!m_encoder || m_inputMode == VoiceInputMode::PushToTalk && now > m_lastInputTime)
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return;
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List<Voice::SpeakerPtr> Voice::speakers(bool onlyPlaying) {
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List<SpeakerPtr> result;
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// Stop encoding if 2048 bytes have been encoded and not taken by the game thread yet
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if (m_encodedChunksLength > 2048)
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return;
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auto sorter = [](SpeakerPtr const& a, SpeakerPtr const& b) -> bool {
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if (a->lastPlayTime != b->lastPlayTime)
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return a->lastPlayTime < b->lastPlayTime;
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else
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return a->speakerId < b->speakerId;
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};
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size_t sampleCount = len / 2;
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float decibels = getAudioLoudness((int16_t*)stream, sampleCount);
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m_clientSpeaker->decibelLevel = decibels;
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bool active = true;
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if (m_inputMode == VoiceInputMode::VoiceActivity) {
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if (decibels > m_threshold)
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m_lastThresholdTime = now;
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active = now - m_lastThresholdTime < 50;
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for (auto& p : m_speakers) {
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if (!onlyPlaying || p.second->playing)
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result.insertSorted(p.second, sorter);
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}
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bool added = false;
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return result;
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}
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void Voice::readAudioData(uint8_t* stream, int len) {
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auto now = Time::monotonicMilliseconds();
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bool active = m_encoder && m_encodedChunksLength < 2048
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&& (m_inputMode == VoiceInputMode::VoiceActivity || now < m_lastInputTime);
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size_t sampleCount = len / 2;
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if (active) {
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float volume = m_inputVolume;
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float decibels = getAudioLoudness((int16_t*)stream, sampleCount);
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if (m_inputMode == VoiceInputMode::VoiceActivity) {
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if (decibels > m_threshold)
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m_lastThresholdTime = now;
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active = now - m_lastThresholdTime < 50;
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}
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}
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if (active && !m_clientSpeaker->playing)
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m_clientSpeaker->lastPlayTime = now;
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if (!(m_clientSpeaker->playing = active))
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return;
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MutexLocker captureLock(m_captureMutex);
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if (active) {
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@ -232,7 +255,7 @@ void Voice::readAudioData(uint8_t* stream, int len) {
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auto data = (opus_int16*)malloc(len);
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memcpy(data, stream, len);
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m_capturedChunks.emplace(data, sampleCount); // takes ownership
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added = true;
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m_threadCond.signal();
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}
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else { // Clear out any residual data so they don't manifest at the start of the next encode, whenever that is
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while (!m_capturedChunks.empty())
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@ -240,9 +263,6 @@ void Voice::readAudioData(uint8_t* stream, int len) {
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m_capturedChunksFrames = 0;
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}
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if (added)
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m_threadCond.signal();
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}
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void Voice::mix(int16_t* buffer, size_t frameCount, unsigned channels) {
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@ -493,9 +513,12 @@ bool Voice::playSpeaker(SpeakerPtr const& speaker, int channels) {
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if (speaker->playing || speaker->audioStream->samples.size() < minSamples)
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return false;
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speaker->playing = true;
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MutexLocker lock(m_activeSpeakersMutex);
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m_activeSpeakers.insert(speaker);
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if (!speaker->playing) {
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speaker->lastPlayTime = Time::monotonicMilliseconds();
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speaker->playing = true;
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MutexLocker lock(m_activeSpeakersMutex);
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m_activeSpeakers.insert(speaker);
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}
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return true;
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}
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@ -529,6 +552,8 @@ void Voice::thread() {
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samples[i] *= m_inputVolume;
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}
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m_clientSpeaker->decibelLevel = getAudioLoudness(samples.data(), samples.size());
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if (int encodedSize = opus_encode(m_encoder.get(), samples.data(), VOICE_FRAME_SIZE, (unsigned char*)encoded.ptr(), encoded.size())) {
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if (encodedSize == 1)
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continue;
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@ -81,9 +81,10 @@ public:
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Mutex mutex;
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int64_t lastReceiveTime = 0;
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int64_t lastPlayTime = 0;
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atomic<bool> muted = false;
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atomic<bool> playing = false;
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atomic<bool> playing = 0;
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atomic<float> decibelLevel = 0.0f;
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atomic<Array<float, 2>> channelVolumes = Array<float, 2>::filled(1.0f);
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@ -118,7 +119,9 @@ public:
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// Sets the local speaker ID and returns the local speaker. Must be called upon loading into a world.
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SpeakerPtr setLocalSpeaker(SpeakerId speakerId);
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SpeakerPtr localSpeaker();
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SpeakerPtr speaker(SpeakerId speakerId);
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List<Voice::SpeakerPtr> speakers(bool onlyPlaying);
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// Called when receiving input audio data from SDL, on its own thread.
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void readAudioData(uint8_t* stream, int len);
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29
source/frontend/StarVoiceLuaBindings.cpp
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29
source/frontend/StarVoiceLuaBindings.cpp
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@ -0,0 +1,29 @@
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#include "StarVoiceLuaBindings.hpp"
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#include "StarVoice.hpp"
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namespace Star {
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LuaCallbacks LuaBindings::makeVoiceCallbacks(Voice* voice) {
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LuaCallbacks callbacks;
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callbacks.registerCallback("speakers", [voice](Maybe<bool> onlyPlaying) -> List<Json> {
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List<Json> list;
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for (auto& speaker : voice->speakers(onlyPlaying.value(true))) {
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list.append(JsonObject{
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{"speakerId", speaker->speakerId },
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{"entityId", speaker->entityId },
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{"name", speaker->name },
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{"playing", (bool)speaker->playing },
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{"muted", (bool)speaker->muted },
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{"loudness", (float)speaker->decibelLevel },
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});
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}
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return list;
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});
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return callbacks;
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}
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}
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source/frontend/StarVoiceLuaBindings.hpp
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16
source/frontend/StarVoiceLuaBindings.hpp
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@ -0,0 +1,16 @@
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#ifndef STAR_VOICE_LUA_BINDINGS_HPP
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#define STAR_VOICE_LUA_BINDINGS_HPP
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#include "StarLua.hpp"
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namespace Star {
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STAR_CLASS(Voice);
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namespace LuaBindings {
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LuaCallbacks makeVoiceCallbacks(Voice* voice);
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}
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}
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#endif
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