当前位置: 首页>>代码示例>>C++>>正文


C++ AvatarAudioStream::getWetLevel方法代码示例

本文整理汇总了C++中AvatarAudioStream::getWetLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ AvatarAudioStream::getWetLevel方法的具体用法?C++ AvatarAudioStream::getWetLevel怎么用?C++ AvatarAudioStream::getWetLevel使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AvatarAudioStream的用法示例。


在下文中一共展示了AvatarAudioStream::getWetLevel方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: sendEnvironmentPacket

void sendEnvironmentPacket(const SharedNodePointer& node, AudioMixerClientData& data) {
    bool hasReverb = false;
    float reverbTime, wetLevel;

    auto& reverbSettings = AudioMixer::getReverbSettings();
    auto& audioZones = AudioMixer::getAudioZones();

    AvatarAudioStream* stream = data.getAvatarAudioStream();
    glm::vec3 streamPosition = stream->getPosition();

    // find reverb properties
    for (int i = 0; i < reverbSettings.size(); ++i) {
        AABox box = audioZones[reverbSettings[i].zone];
        if (box.contains(streamPosition)) {
            hasReverb = true;
            reverbTime = reverbSettings[i].reverbTime;
            wetLevel = reverbSettings[i].wetLevel;
            break;
        }
    }

    // check if data changed
    bool dataChanged = (stream->hasReverb() != hasReverb) ||
        (stream->hasReverb() && (stream->getRevebTime() != reverbTime || stream->getWetLevel() != wetLevel));
    if (dataChanged) {
        // update stream
        if (hasReverb) {
            stream->setReverb(reverbTime, wetLevel);
        } else {
            stream->clearReverb();
        }
    }

    // send packet at change or every so often
    float CHANCE_OF_SEND = 0.01f;
    bool sendData = dataChanged || (randFloat() < CHANCE_OF_SEND);

    if (sendData) {
        // size the packet
        unsigned char bitset = 0;
        int packetSize = sizeof(bitset);
        if (hasReverb) {
            packetSize += sizeof(reverbTime) + sizeof(wetLevel);
        }

        // write the packet
        auto envPacket = NLPacket::create(PacketType::AudioEnvironment, packetSize);
        if (hasReverb) {
            setAtBit(bitset, HAS_REVERB_BIT);
        }
        envPacket->writePrimitive(bitset);
        if (hasReverb) {
            envPacket->writePrimitive(reverbTime);
            envPacket->writePrimitive(wetLevel);
        }

        // send the packet
        DependencyManager::get<NodeList>()->sendPacket(std::move(envPacket), *node);
    }
}
开发者ID:howard-stearns,项目名称:hifi,代码行数:60,代码来源:AudioMixerSlave.cpp

示例2: sendAudioEnvironmentPacket

void AudioMixer::sendAudioEnvironmentPacket(SharedNodePointer node) {
    // Send stream properties
    bool hasReverb = false;
    float reverbTime, wetLevel;
    // find reverb properties
    for (int i = 0; i < _zoneReverbSettings.size(); ++i) {
        AudioMixerClientData* data = static_cast<AudioMixerClientData*>(node->getLinkedData());
        glm::vec3 streamPosition = data->getAvatarAudioStream()->getPosition();
        AABox box = _audioZones[_zoneReverbSettings[i].zone];
        if (box.contains(streamPosition)) {
            hasReverb = true;
            reverbTime = _zoneReverbSettings[i].reverbTime;
            wetLevel = _zoneReverbSettings[i].wetLevel;

            // Modulate wet level with distance to wall
            float MIN_ATTENUATION_DISTANCE = 2.0f;
            float MAX_ATTENUATION = -12; // dB
            glm::vec3 distanceToWalls = (box.getDimensions() / 2.0f) - glm::abs(streamPosition - box.calcCenter());
            float distanceToClosestWall = glm::min(distanceToWalls.x, distanceToWalls.z);
            if (distanceToClosestWall < MIN_ATTENUATION_DISTANCE) {
                wetLevel += MAX_ATTENUATION * (1.0f - distanceToClosestWall / MIN_ATTENUATION_DISTANCE);
            }
            break;
        }
    }
    
    AudioMixerClientData* nodeData = static_cast<AudioMixerClientData*>(node->getLinkedData());
    AvatarAudioStream* stream = nodeData->getAvatarAudioStream();
    bool dataChanged = (stream->hasReverb() != hasReverb) ||
    (stream->hasReverb() && (stream->getRevebTime() != reverbTime ||
                             stream->getWetLevel() != wetLevel));
    if (dataChanged) {
        // Update stream
        if (hasReverb) {
            stream->setReverb(reverbTime, wetLevel);
        } else {
            stream->clearReverb();
        }
    }

    // Send at change or every so often
    float CHANCE_OF_SEND = 0.01f;
    bool sendData = dataChanged || (randFloat() < CHANCE_OF_SEND);

    if (sendData) {
        auto nodeList = DependencyManager::get<NodeList>();

        unsigned char bitset = 0;

        int packetSize = sizeof(bitset);

        if (hasReverb) {
            packetSize += sizeof(reverbTime) + sizeof(wetLevel);
        }

        auto envPacket = NLPacket::create(PacketType::AudioEnvironment, packetSize);

        if (hasReverb) {
            setAtBit(bitset, HAS_REVERB_BIT);
        }

        envPacket->writePrimitive(bitset);

        if (hasReverb) {
            envPacket->writePrimitive(reverbTime);
            envPacket->writePrimitive(wetLevel);
        }
        nodeList->sendPacket(std::move(envPacket), *node);
    }
}
开发者ID:GabrielPathfinder,项目名称:hifi,代码行数:70,代码来源:AudioMixer.cpp


注:本文中的AvatarAudioStream::getWetLevel方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。