more Lua voice callbacks
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0c1c3611b1
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@ -464,6 +464,8 @@ void ClientApplication::changeState(MainAppState newState) {
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}
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m_cinematicOverlay->stop();
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m_voice->clearSpeakers();
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if (auto p2pNetworkingService = appController()->p2pNetworkingService()) {
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p2pNetworkingService->setJoinUnavailable();
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p2pNetworkingService->setAcceptingP2PConnections(false);
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@ -1,5 +1,6 @@
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#include "StarVoice.hpp"
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#include "StarFormat.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarApplicationController.hpp"
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#include "StarTime.hpp"
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#include "StarRoot.hpp"
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@ -103,6 +104,19 @@ Voice::Speaker::Speaker(SpeakerId id)
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audioStream = make_shared<VoiceAudioStream>();
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}
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Json Voice::Speaker::toJson() const {
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return JsonObject{
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{"speakerId", speakerId},
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{"entityId", entityId },
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{"name", name },
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{"playing", (bool)playing},
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{"muted", (bool)muted },
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{"decibels", (float)decibelLevel},
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{"smoothDecibels", (float)smoothDb },
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{"position", jsonFromVec2F(position)}
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};
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}
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Voice* Voice::s_singleton;
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Voice* Voice::singletonPtr() {
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@ -258,7 +272,11 @@ Voice::SpeakerPtr Voice::speaker(SpeakerId speakerId) {
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}
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}
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List<Voice::SpeakerPtr> Voice::speakers(bool onlyPlaying) {
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HashMap<Voice::SpeakerId, Voice::SpeakerPtr>& Voice::speakers() {
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return m_speakers;
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}
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List<Voice::SpeakerPtr> Voice::sortedSpeakers(bool onlyPlaying) {
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List<SpeakerPtr> result;
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auto sorter = [](SpeakerPtr const& a, SpeakerPtr const& b) -> bool {
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@ -276,6 +294,16 @@ List<Voice::SpeakerPtr> Voice::speakers(bool onlyPlaying) {
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return result;
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}
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void Voice::clearSpeakers() {
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auto it = m_speakers.begin();
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while (it != m_speakers.end()) {
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if (it->second == m_clientSpeaker)
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it = ++it;
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else
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it = m_speakers.erase(it);
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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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bool active = m_encoder && m_encodedChunksLength < 2048
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@ -335,7 +363,7 @@ void Voice::mix(int16_t* buffer, size_t frameCount, unsigned channels) {
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SpeakerPtr const& speaker = *it;
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VoiceAudioStream* audio = speaker->audioStream.get();
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MutexLocker audioLock(audio->mutex);
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if (!audio->samples.empty()) {
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if (speaker->playing && !audio->samples.empty()) {
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if (!speaker->muted) {
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mix = true;
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for (size_t i = 0; i != samples; ++i)
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@ -343,9 +371,10 @@ void Voice::mix(int16_t* buffer, size_t frameCount, unsigned channels) {
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speaker->decibelLevel = getAudioLoudness(speakerBuffer.data(), samples);
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auto levels = speaker->channelVolumes.load();
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float volume = speaker->volume;
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Array2F levels = speaker->channelVolumes;
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for (size_t i = 0; i != samples; ++i)
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sharedBuffer[i] += (int32_t)(speakerBuffer[i]) * levels[i % 2];
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sharedBuffer[i] += (int32_t)(speakerBuffer[i]) * levels[i % 2] * volume;
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//Blends the weaker channel into the stronger one,
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/* unused, is a bit too strong on stereo music.
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float maxLevel = max(levels[0], levels[1]);
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@ -606,6 +635,8 @@ void Voice::closeDevice() {
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return;
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m_applicationController->closeAudioInputDevice();
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if (!m_loopback)
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m_clientSpeaker->playing = false;
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m_deviceOpen = false;
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}
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@ -88,11 +88,13 @@ public:
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atomic<bool> muted = false;
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atomic<bool> playing = 0;
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atomic<float> decibelLevel = -96.0f;
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atomic<float> volume = 1.0f;
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atomic<Array<float, 2>> channelVolumes = Array<float, 2>::filled(1);
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unsigned int minimumPlaySamples = 4096;
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Speaker(SpeakerId speakerId);
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Json toJson() const;
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};
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typedef std::shared_ptr<Speaker> SpeakerPtr;
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@ -123,7 +125,9 @@ public:
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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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HashMap<SpeakerId, SpeakerPtr>& speakers();
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List<Voice::SpeakerPtr> sortedSpeakers(bool onlyPlaying);
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void clearSpeakers();
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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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@ -1,28 +1,32 @@
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#include "StarLuaConverters.hpp"
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#include "StarVoiceLuaBindings.hpp"
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#include "StarVoice.hpp"
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namespace Star {
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typedef Voice::SpeakerId SpeakerId;
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LuaCallbacks LuaBindings::makeVoiceCallbacks(Voice* voice) {
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LuaCallbacks callbacks;
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callbacks.registerCallbackWithSignature<StringList>("devices", bind(&Voice::availableDevices, voice));
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callbacks.registerCallback( "getSettings", [voice]() -> Json { return voice->saveJson(); });
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callbacks.registerCallback("mergeSettings", [voice](Json const& settings) { voice->loadJson(settings); });
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// i have an alignment addiction i'm so sorry
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callbacks.registerCallback("setSpeakerMuted", [voice](SpeakerId speakerId, bool muted) { voice->speaker(speakerId)->muted = muted; });
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callbacks.registerCallback( "speakerMuted", [voice](SpeakerId speakerId) { return (bool)voice->speaker(speakerId)->muted; });
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// it just looks so neat to me!!
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callbacks.registerCallback("setSpeakerVolume", [voice](SpeakerId speakerId, float volume) { voice->speaker(speakerId)->volume = volume; });
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callbacks.registerCallback( "speakerVolume", [voice](SpeakerId speakerId) { return (float)voice->speaker(speakerId)->volume; });
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callbacks.registerCallback("speakerPosition", [voice](SpeakerId speakerId) { return voice->speaker(speakerId)->position; });
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callbacks.registerCallback("speaker", [voice](SpeakerId speakerId) { return voice->speaker(speakerId)->toJson(); });
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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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{"decibels", (float)speaker->decibelLevel },
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{"smoothDecibels", (float)speaker->smoothDb },
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});
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}
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for (auto& speaker : voice->sortedSpeakers(onlyPlaying.value(true)))
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list.append(speaker->toJson());
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return list;
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});
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