positional audio (no non positional yet) and leaving and joining

handTracking
Kyle Johnsen 2022-01-03 10:12:15 -05:00
parent 6ac6bb3fc8
commit e33201593b
27 changed files with 54 additions and 103962 deletions

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@ -1,15 +0,0 @@
public class FixedArray
{
public byte[] array;
public int count;
public FixedArray(int max)
{
array = new byte[max];
count = 0;
}
}

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@ -1,90 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text;
using System;
using System.IO;
public class OutputCapture : MonoBehaviour
{
public velmicrophone mic;
public float[] buffer = new float[100000]; //represents the last 100000 samples (roughly)
public int curBufferPos = 0;
public double outputTime; //time of curBufferPos
int sampleRate;
bool isPlaying = false;
public long sampleNumber = 0;
short[] lastPlayed = new short[512];
byte[] lastPlayedBytes = new byte[1024];
// Start is called before the first frame update
void Awake()
{
sampleRate = AudioSettings.outputSampleRate;
}
// Update is called once per frame
void Update()
{
isPlaying = Application.isPlaying;
}
private void OnAudioFilterRead(float[] data, int channels)
{
for(int i = 0; i < data.Length; i+=2)
{
lastPlayed[i / 2] = (short)(((data[i] + data[i + 1])/2.0f)*short.MaxValue);
}
if(mic.filter != null)
{
Buffer.BlockCopy(lastPlayed, 0, lastPlayedBytes, 0, 1024);
lock (mic.filter)
{
mic.filter.RegisterFramePlayed(lastPlayedBytes);
}
}
if (!isPlaying)
{
return;
}
lock (buffer)
{
if (curBufferPos + data.Length < buffer.Length)
{
System.Array.Copy(data, 0, buffer, curBufferPos, data.Length);
}
else
{
int numLeft = buffer.Length - curBufferPos;
System.Array.Copy(data, 0, buffer, curBufferPos, numLeft);
System.Array.Copy(data, buffer.Length - curBufferPos, buffer, 0, data.Length - numLeft);
curBufferPos = numLeft;
}
outputTime = AudioSettings.dspTime;
}
}
private float getSampleAtTime(double t)
{
lock (buffer)
{
}
return 0;
}
private void OnApplicationQuit()
{
}
}

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@ -694,7 +694,7 @@ Transform:
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@ -2256,7 +2256,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
m_Name: GameObject m_Name: Dissonance
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@ -2275,8 +2275,8 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
dissonanceId: dissonanceId:
comms: {fileID: 0}
manager: {fileID: 1099803616} manager: {fileID: 1099803616}
myPlayer: {fileID: 0}
--- !u!4 &1434745020 --- !u!4 &1434745020
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -2308,7 +2308,7 @@ MonoBehaviour:
_isDeafened: 0 _isDeafened: 0
_oneMinusBaseRemoteVoiceVolume: 0 _oneMinusBaseRemoteVoiceVolume: 0
_playbackPrefab: {fileID: 0} _playbackPrefab: {fileID: 0}
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_micName: _micName:
_playerPriority: 0 _playerPriority: 0
_tokens: _tokens:
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m_Pitch: 1
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@ -21,6 +21,7 @@ public class NetworkManager : MonoBehaviour
public Action<NetworkPlayer> onJoinedRoom = delegate { }; public Action<NetworkPlayer> onJoinedRoom = delegate { };
public Action<NetworkPlayer> onPlayerJoined = delegate { }; public Action<NetworkPlayer> onPlayerJoined = delegate { };
public Action<NetworkPlayer> onPlayerLeft = delegate { };
#endregion #endregion
// Use this for initialization // Use this for initialization
public class Message public class Message

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@ -3,48 +3,45 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Text; using System.Text;
using System; using System;
using Dissonance;
public class NetworkPlayer : MonoBehaviour public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
{ {
public int userid; public int userid;
public string username; public string username;
public string dissonanceID;
public string room; public string room;
public NetworkManager manager; public NetworkManager manager;
Vector3 networkPosition; Vector3 networkPosition;
bool buffering = false;
public List<FixedArray> toSend = new List<FixedArray>();
public bool isLocal = false; public bool isLocal = false;
int lastSample = 0;
int lastPlayTime = 0;
int totalbuffered = 0;
int totalPlayed = 0;
uint lastAudioId = 0;
// Start is called before the first frame update
public Dissonance.VelCommsNetwork commsNetwork; public Dissonance.VelCommsNetwork commsNetwork;
bool isSpeaking = false; bool isSpeaking = false;
uint lastAudioId = 0;
public string dissonanceID;
//required by dissonance for spatial audio
public string PlayerId => dissonanceID;
public Vector3 Position => transform.position;
public Quaternion Rotation => transform.rotation;
public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote;
public bool IsTracking => true;
void Start() void Start()
{ {
if (manager.userid == userid) //this is me, I send updates if (manager.userid == userid) //this is me, I send updates
{ {
StartCoroutine(syncTransformCoroutine()); StartCoroutine(syncTransformCoroutine());
} }
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (!isLocal) //not me, I move to wherever I should
if (userid != manager.userid) //not me, I move to wherever I should
{ {
transform.position = Vector3.Lerp(transform.position, networkPosition, .1f); transform.position = Vector3.Lerp(transform.position, networkPosition, .1f);
} }
else else
{ {
@ -54,7 +51,7 @@ public class NetworkPlayer : MonoBehaviour
transform.position = transform.position + delta * Time.deltaTime; transform.position = transform.position + delta * Time.deltaTime;
//if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly //if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly
if(commsNetwork.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) if(commsNetwork.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this
{ {
isSpeaking = !isSpeaking; isSpeaking = !isSpeaking;
manager.sendTo(0, "4," + (isSpeaking?1:0) + ";"); manager.sendTo(0, "4," + (isSpeaking?1:0) + ";");
@ -66,8 +63,6 @@ public class NetworkPlayer : MonoBehaviour
} }
} }
} }
IEnumerator syncTransformCoroutine() IEnumerator syncTransformCoroutine()
@ -80,6 +75,7 @@ public class NetworkPlayer : MonoBehaviour
} }
public void handleMessage(NetworkManager.Message m) public void handleMessage(NetworkManager.Message m)
{ {
//these are generally things that come from the "owner" and should be enacted locally, where appropriate
//we need to parse the message //we need to parse the message
//types of messages //types of messages
@ -111,13 +107,14 @@ public class NetworkPlayer : MonoBehaviour
break; break;
} }
case "3": //dissonance id case "3": //dissonance id (player joined)
{ {
if (dissonanceID == "") if (dissonanceID == "")
{ {
dissonanceID = sections[1]; dissonanceID = sections[1];
//tell the comms network that this player joined the channel //tell the comms network that this player joined the channel
commsNetwork.playerJoined(dissonanceID); commsNetwork.playerJoined(dissonanceID); //tell dissonance
commsNetwork.comms.TrackPlayerPosition(this); //tell dissonance to track the remote player
} }
break; break;
} }
@ -140,7 +137,10 @@ public class NetworkPlayer : MonoBehaviour
} }
public void OnDestroy()
{
commsNetwork.playerLeft(dissonanceID);
}
public void sendAudioData(ArraySegment<byte> data) public void sendAudioData(ArraySegment<byte> data)
{ {
@ -148,9 +148,10 @@ public class NetworkPlayer : MonoBehaviour
manager.sendTo(0, "2,"+b64_data + ","+ (lastAudioId++) +";"); manager.sendTo(0, "2,"+b64_data + ","+ (lastAudioId++) +";");
} }
public void setDissonanceID(string id) public void setDissonanceID(string id) //this sort of all initializes dissonance
{ {
dissonanceID = id; dissonanceID = id;
manager.sendTo(0, "3," + id+";"); manager.sendTo(0, "3," + id+";");
commsNetwork.comms.TrackPlayerPosition(this);
} }
} }

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@ -20,7 +20,7 @@ AudioMixerController:
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m_Name: NewAudioMixer m_Name: VelAudioMixer
m_OutputGroup: {fileID: 0} m_OutputGroup: {fileID: 0}
m_MasterGroup: {fileID: 24300002} m_MasterGroup: {fileID: 24300002}
m_Snapshots: m_Snapshots:

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@ -52,26 +52,27 @@ namespace Dissonance
manager.onJoinedRoom += (player) => manager.onJoinedRoom += (player) =>
{ {
//this is me joining a vel room
myPlayer = player; myPlayer = player;
myPlayer.commsNetwork = this; myPlayer.commsNetwork = this;
myPlayer.setDissonanceID(playerName); //need to let that new player know my dissonance id (tell everyone again) myPlayer.setDissonanceID(playerName); //need to let that new player know my dissonance id (tell everyone again)
}; };
manager.onPlayerJoined += (player) => manager.onPlayerJoined += (player) =>
{ {
//this is someone else joining the vel room
myPlayer.setDissonanceID(playerName); //need to let that new player know my dissonance id (tell everyone again) myPlayer.setDissonanceID(playerName); //need to let that new player know my dissonance id (tell everyone again)
player.commsNetwork = this; //this will tell us when various things happen of importance player.commsNetwork = this; //this will tell us when various things happen of importance
}; };
} }
public void voiceReceived(string sender,byte[] data,uint sequenceNumber) public void voiceReceived(string sender,byte[] data,uint sequenceNumber)
{ {
Debug.Log(sequenceNumber); Debug.Log(sequenceNumber);
VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, false, new ArraySegment<byte>(data,0,data.Length), sequenceNumber); VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, true, new ArraySegment<byte>(data,0,data.Length), sequenceNumber);
VoicePacketReceived(vp); VoicePacketReceived(vp);
} }
@ -85,8 +86,6 @@ namespace Dissonance
myPlayer?.sendAudioData(data); myPlayer?.sendAudioData(data);
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -105,15 +104,23 @@ namespace Dissonance
PlayerEnteredRoom(re); PlayerEnteredRoom(re);
} }
public void playerLeft(string id)
{
RoomEvent re = new RoomEvent();
re.Joined = false;
re.Room = "Global";
re.PlayerName = id;
PlayerExitedRoom(re);
PlayerLeft(id);
}
public void playerStartedSpeaking(string id) public void playerStartedSpeaking(string id)
{ {
PlayerStartedSpeaking(id); PlayerStartedSpeaking(id);
Debug.Log("player " + id + " started speaking");
} }
public void playerStoppedSpeaking(string id) public void playerStoppedSpeaking(string id)
{ {
PlayerStoppedSpeaking(id); PlayerStoppedSpeaking(id);
Debug.Log("player " + id + " stopped speaking");
} }
} }

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@ -1,304 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using Concentus.Structs;
using System.Threading;
using System;
using AudioProcessingModuleCs.Media.Dsp.WebRtc;
using AudioProcessingModuleCs.Media;
public class velmicrophone : MonoBehaviour
{
OpusEncoder opusEncoder;
OpusDecoder opusDecoder;
public OutputCapture oc = null;
//StreamWriter sw;
AudioClip clip;
float[] tempData;
short[] encoderBuffer;
List<short[]> frameBuffer;
List<FixedArray> sendQueue = new List<FixedArray>();
List<short[]> encoderArrayPool = new List<short[]>();
List<FixedArray> decoderArrayPool = new List<FixedArray>();
int lastUsedEncoderPool = 0;
int lastUsedDecoderPool = 0;
int encoderBufferIndex=0;
int lastPosition = 0;
string device = "";
int encoder_frame_size = 640;
double micSampleTime = 1 / 44100.0;
double encodeTime = 1 / 16000.0;
double lastMicSample; //holds the last mic sample, in case we need to interpolate it
double sampleTimer = 0; //increments with every mic sample, but when over the encodeTime, causes a sample and subtracts that encode time
EventWaitHandle waiter;
float silenceThreshold = .04f; //average volume of packet
int numSilent = 0; //number of silent packets detected
int minSilencePacketsToStop = 2;
double averageVolume = 0;
Thread t;
public Action<FixedArray> encodedFrameAvailable = delegate { };
double micTime = 0;
long sampleNumber = 0;
public int offset = 512;
public double gain = 2.0f;
public WebRtcFilter filter = null;
// Start is called before the first frame update
void Start()
{
opusEncoder = new OpusEncoder(16000, 1, Concentus.Enums.OpusApplication.OPUS_APPLICATION_VOIP);
opusDecoder = new OpusDecoder(16000, 1);
encoderBuffer = new short[16000];
frameBuffer = new List<short[]>();
//string path = Application.persistentDataPath + "/" + "mic.csv"; //this was for writing mic samples
//sw = new StreamWriter(path, false);
for(int i = 0; i < 100; i++) //pre allocate a bunch of arrays for microphone frames (probably will only need 1 or 2)
{
encoderArrayPool.Add(new short[encoder_frame_size]);
decoderArrayPool.Add(new FixedArray(1000));
}
t = new Thread(encodeThread);
waiter = new EventWaitHandle(true, EventResetMode.AutoReset);
t.Start();
}
public void startMicrophone(string mic)
{
Debug.Log(mic);
device = mic;
int minFreq, maxFreq;
Microphone.GetDeviceCaps(device, out minFreq, out maxFreq);
Debug.Log("Freq: " + minFreq + ":" + maxFreq);
clip = Microphone.Start(device, true, 1, 44100);
Debug.Log("Frequency:" + clip.frequency);
tempData = new float[clip.samples * clip.channels];
Debug.Log("channels: " + clip.channels);
filter = new WebRtcFilter(256, 640, new AudioFormat(16000), new AudioFormat(48000), false, false, false);
}
private void OnApplicationQuit()
{
t.Abort();
//sw.Flush();
//sw.Close();
}
short[] getNextEncoderPool()
{
lastUsedEncoderPool = (lastUsedEncoderPool + 1) % encoderArrayPool.Count;
return encoderArrayPool[lastUsedEncoderPool];
}
FixedArray getNextDecoderPool()
{
lastUsedDecoderPool = (lastUsedDecoderPool + 1) % decoderArrayPool.Count;
FixedArray toReturn = decoderArrayPool[lastUsedDecoderPool];
toReturn.count = 0;
return toReturn;
}
// Update is called once per frame
void Update()
{
if (clip != null)
{
int micPosition = Microphone.GetPosition(device);
if(micPosition == lastPosition)
{
return; //sometimes the microphone will not advance
}
int numSamples = 0;
float[] temp;
if (micPosition > lastPosition)
{
numSamples = micPosition - lastPosition;
}
else
{
//whatever was left
numSamples = (tempData.Length - lastPosition) + micPosition;
}
//Debug.Log(micPosition);
temp = new float[numSamples]; //this has to be dynamically allocated because of the way clip.GetData works (annoying...maybe use native mic)
clip.GetData(temp, lastPosition);
lastPosition = micPosition;
//this code does 2 things. 1) it samples the microphone data to be exactly what the encoder wants, 2) it forms encoder packets
for (int i = 0; i < temp.Length; i++) //iterate through temp, which contans that mic samples at 44.1khz
{
sampleTimer += micSampleTime;
if(sampleTimer >= encodeTime)
{
//take a sample between the last sample and the current sample
double diff = sampleTimer - encodeTime; //this represents how far past this sample actually is
double t = diff / micSampleTime; //this should be between 0 and 1
double v = lastMicSample * (1 - t) + temp[i] * t;
sampleTimer -= encodeTime;
encoderBuffer[encoderBufferIndex++] = (short)(v*short.MaxValue);
averageVolume += v > 0 ? v : -v;
if(encoderBufferIndex > encoder_frame_size) //this is when a new packet gets created
{
averageVolume = averageVolume / encoder_frame_size;
if(averageVolume < silenceThreshold)
{
numSilent++;
}
else
{
numSilent = 0;
}
averageVolume = 0;
if (numSilent < minSilencePacketsToStop)
{
short[] frame = getNextEncoderPool(); //these are predefined sizes, so we don't have to allocate a new array
//lock the frame buffer
System.Array.Copy(encoderBuffer, frame, encoder_frame_size); //nice and fast
byte[] recorded = new byte[frame.Length * 2];
Buffer.BlockCopy(frame, 0, recorded, 0, frame.Length * 2);
lock (filter)
{
filter.Write(recorded);
}
/*
bool moreFrames;
do
{
short[] cancelBuffer = new short[encoder_frame_size];
lock (filter)
{
if (filter.Read(cancelBuffer, out moreFrames))
{
lock (frameBuffer)
{
frameBuffer.Add(cancelBuffer);
waiter.Set(); //signal the encode frame
}
}
}
} while (moreFrames);
*/
lock (frameBuffer)
{
frameBuffer.Add(frame);
waiter.Set(); //signal the encode frame
}
}
encoderBufferIndex = 0;
}
}
lastMicSample = temp[i]; //remember the last sample, just in case this is the first one next time
}
}
lock (sendQueue)
{
foreach(FixedArray f in sendQueue)
{
encodedFrameAvailable(f);
}
sendQueue.Clear();
}
}
public short[] decodeOpusData(byte[] data)
{
short[] t = getNextEncoderPool();
opusDecoder.Decode(data, 0, data.Length, t, 0, encoder_frame_size);
return t;
}
void encodeThread()
{
while (waiter.WaitOne(Timeout.Infinite)) //better to wait on signal
{
List<short[]> toEncode = new List<short[]>();
lock (frameBuffer)
{
foreach (short[] frame in frameBuffer) {
toEncode.Add(frame);
}
frameBuffer.Clear();
}
foreach(short[] frame in toEncode)
{
FixedArray a = getNextDecoderPool();
int out_data_size = opusEncoder.Encode(frame, 0, encoder_frame_size, a.array, 0, 1000);
a.count = out_data_size;
//add frame to the send buffer
lock (sendQueue)
{
sendQueue.Add(a);
}
}
}
}
}

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