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/**
* @file llvoicevisualizer.h
* @brief Draws in-world speaking indicators.
*
* $LicenseInfo:firstyear=2000&license=viewergpl$
*
* Copyright (c) 2000-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
//--------------------------------------------------------------------
//
// 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
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
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