/// <summary>
        /// Mic array beam directin changed event handler
        /// </summary>
        /// <param name="beamDirectionChanged"></param>
        private void BeamDirectionChangedHandler(sr.BeamDirectionChanged beamDirectionChanged)
        {
            // Keep speech event queue from growing infinitely
            if (this.state.SpeechEvents.Count == MaxSpeechEventsToRetain)
            {
                this.state.SpeechEvents.RemoveAt(0);
            }

            // Add latest event to queue
            this.state.SpeechEvents.Add(new EventListEntry(beamDirectionChanged.Body));
        }
Beispiel #2
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        /// <summary>
        /// Mic array beam direction changed event handler
        /// </summary>
        /// <param name="beamDirectionChanged"></param>
        private void BeamDirectionChangedHandler(sr.BeamDirectionChanged beamDirectionChanged)
        {
            // KinectAudioSource.BeamAngle Property
            // Gets the beam angle (in degrees), which is the direction the audio beam is pointing.
            // The center value is zero, negative values are right of the Kinect device (left of user), and positive values are left of the Kinect device (right of user).

            int angle = Direction.to180fromRad(-beamDirectionChanged.Body.Angle);

            Tracer.Trace("beam direction changed at " + angle);

            // register the fact:
            _state.SoundBeamDirection = angle;
            _state.SoundBeamTimeStamp = DateTime.Now;

            //setPan(angle);
            //setTilt(0);
        }