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+/**
+ * @file llvoicevisualizer.h
+ * @brief Draws in-world speaking indicators.
+ *
+ * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+//--------------------------------------------------------------------
+//
+// VOICE VISUALIZER
+// author: JJ Ventrella, Linden Lab
+// (latest update to this info: Jan 18, 2007)
+//
+// The Voice Visualizer is responsible for taking realtime signals from actual users speaking and
+// visualizing this speech in two forms:
+//
+// (1) as a dynamic sound symbol (also referred to as the "voice indicator" that appears over the avatar's head
+// (2) as gesticulation events that are used to trigger avatr gestures
+//
+// The input for the voice visualizer is a continual stream of voice amplitudes.
+
+//-----------------------------------------------------------------------------
+#ifndef LL_VOICE_VISUALIZER_H
+#define LL_VOICE_VISUALIZER_H
+
+#include "llhudeffect.h"
+
+//-----------------------------------------------------------------------------------------------
+// The values of voice gesticulation represent energy levels for avatar animation, based on
+// amplitude surge events parsed from the voice signal. These are made available so that
+// the appropriate kind of avatar animation can be triggered, and thereby simulate the physical
+// motion effects of speech. It is recommended that multiple body parts be animated as well as
+// lips, such as head, shoulders, and hands, with large gestures used when the energy level is high.
+//-----------------------------------------------------------------------------------------------
+enum VoiceGesticulationLevel
+{
+ VOICE_GESTICULATION_LEVEL_OFF = -1,
+ VOICE_GESTICULATION_LEVEL_LOW = 0,
+ VOICE_GESTICULATION_LEVEL_MEDIUM,
+ VOICE_GESTICULATION_LEVEL_HIGH,
+ NUM_VOICE_GESTICULATION_LEVELS
+};
+
+const static int NUM_VOICE_SYMBOL_WAVES = 7;
+
+//----------------------------------------------------
+// LLVoiceVisualizer class
+//----------------------------------------------------
+class LLVoiceVisualizer : public LLHUDEffect
+{
+ //---------------------------------------------------
+ // public methods
+ //---------------------------------------------------
+ public:
+ LLVoiceVisualizer ( const U8 type ); //constructor
+ ~LLVoiceVisualizer(); //destructor
+
+ friend class LLHUDObject;
+
+ void setVoiceSourceWorldPosition( const LLVector3 &p ); // this should be the position of the speaking avatar's head
+ void setMinGesticulationAmplitude( F32 ); // the lower range of meaningful amplitude for setting gesticulation level
+ void setMaxGesticulationAmplitude( F32 ); // the upper range of meaningful amplitude for setting gesticulation level
+ void setStartSpeaking(); // tell me when the av starts speaking
+ void setVoiceEnabled( bool ); // tell me whether or not the user is voice enabled
+ void setSpeakingAmplitude( F32 ); // tell me how loud the av is speaking (ranges from 0 to 1)
+ void setStopSpeaking(); // tell me when the av stops speaking
+ bool getCurrentlySpeaking(); // the get for the above set
+ VoiceGesticulationLevel getCurrentGesticulationLevel(); // based on voice amplitude, I'll give you the current "energy level" of avatar speech
+
+ void render(); // inherited from HUD Effect
+ void packData(LLMessageSystem *mesgsys); // inherited from HUD Effect
+ void unpackData(LLMessageSystem *mesgsys, S32 blocknum); // inherited from HUD Effect
+ void markDead(); // inherited from HUD Effect
+
+ //----------------------------------------------------------------------------------------------
+ // "setMaxGesticulationAmplitude" and "setMinGesticulationAmplitude" allow for the tuning of the
+ // gesticulation level detector to be responsive to different kinds of signals. For instance, we
+ // may find that the average voice amplitude rarely exceeds 0.7 (in a range from 0 to 1), and
+ // therefore we may want to set 0.7 as the max, so we can more easily catch all the variance
+ // within that range. Also, we may find that there is often noise below a certain range like 0.1,
+ // and so we would want to set 0.1 as the min so as not to accidentally use this as signal.
+ //----------------------------------------------------------------------------------------------
+ void setMaxGesticulationAmplitude();
+ void setMinGesticulationAmplitude();
+
+ //---------------------------------------------------
+ // private members
+ //---------------------------------------------------
+ private:
+
+ struct SoundSymbol
+ {
+ F32 mWaveExpansion [ NUM_VOICE_SYMBOL_WAVES ];
+ bool mWaveActive [ NUM_VOICE_SYMBOL_WAVES ];
+ F64 mWaveFadeOutStartTime [ NUM_VOICE_SYMBOL_WAVES ];
+ F32 mWaveOpacity [ NUM_VOICE_SYMBOL_WAVES ];
+ LLPointer<LLImageGL> mTexture [ NUM_VOICE_SYMBOL_WAVES ];
+ bool mActive;
+ LLVector3 mPosition;
+ };
+
+ LLFrameTimer mTimer; // so I can ask the current time in seconds
+ F64 mCurrentTime; // current time in seconds, captured every step
+ F64 mPreviousTime; // copy of "current time" from last frame
+ SoundSymbol mSoundSymbol; // the sound symbol that appears over the avatar's head
+ bool mVoiceEnabled; // if off, no rendering should happen
+ bool mCurrentlySpeaking; // is the user currently speaking?
+ LLVector3 mVoiceSourceWorldPosition; // give this to me every step - I need it to update the sound symbol
+ F32 mSpeakingAmplitude; // this should be set as often as possible when the user is speaking
+ F32 mMaxGesticulationAmplitude; // this is the upper-limit of the envelope of detectable gesticulation leves
+ F32 mMinGesticulationAmplitude; // this is the lower-limit of the envelope of detectable gesticulation leves
+
+};//-----------------------------------------------------------------
+ // end of LLVoiceVisualizer class
+//------------------------------------------------------------------
+
+#endif //LL_VOICE_VISUALIZER_H
+