/** * @file llvoicevisualizer.h * @brief Draws in-world speaking indicators. * * $LicenseInfo:firstyear=2000&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ //-------------------------------------------------------------------- // // 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 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 lipSyncOohAah( F32& ooh, F32& aah ); 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: static bool handleVoiceVisualizerPrefsChanged(const LLSD& newvalue); static void setPreferences( ); static void lipStringToF32s ( std::string& in_string, F32*& out_F32s, U32& count_F32s ); // convert a string of digits to an array of floats 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 mTexture [ NUM_VOICE_SYMBOL_WAVES ]; bool mActive; LLVector3 mPosition; }; LLFrameTimer mTimer; // so I can ask the current time in seconds F64 mStartTime; // time in seconds when speaking started 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 //--------------------------------------------------- // private static members //--------------------------------------------------- static bool sLipSyncEnabled; // 0 disabled, 1 babble loop static bool sPrefsInitialized; // the first instance will initialize the static members static F32* sOoh; // the babble loop of amplitudes for the ooh morph static F32* sAah; // the babble loop of amplitudes for the ooh morph static U32 sOohs; // the number of entries in the ooh loop static U32 sAahs; // the number of entries in the aah loop static F32 sOohAahRate; // frames per second for the babble loop static F32* sOohPowerTransfer; // the power transfer characteristics for the ooh amplitude static U32 sOohPowerTransfers; // the number of entries in the ooh transfer characteristics static F32 sOohPowerTransfersf; // the number of entries in the ooh transfer characteristics as a float static F32* sAahPowerTransfer; // the power transfer characteristics for the aah amplitude static U32 sAahPowerTransfers; // the number of entries in the aah transfer characteristics static F32 sAahPowerTransfersf; // the number of entries in the aah transfer characteristics as a float };//----------------------------------------------------------------- // end of LLVoiceVisualizer class //------------------------------------------------------------------ #endif //LL_VOICE_VISUALIZER_H