1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
|
/**
* @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
|