public Actor(World world, DenseSampleFloatStream audioStream) { DebugUtil.Requires(world != null); DebugUtil.Requires(audioStream != null); _world = world; _audioStream = audioStream; _leftLevelAverager = new FloatAverager((int)Constants.VolumeAveragerDuration); _rightLevelAverager = new FloatAverager((int)Constants.VolumeAveragerDuration); }
internal PlayerSceneGraph(HolofunkSceneGraph parent, int playerIndex, int channel) : base() { m_parent = parent; m_playerIndex = playerIndex; m_channel = channel; m_averageLevelRatio = new FloatAverager(15); // don't flicker face changes too fast m_averageLevelRatio.Update(0); // make sure it's initially zero // Center the textures. Vector2 origin = new Vector2(0.5f); RootNode = new GroupNode(parent.RootNode, Transform.Identity, "Player #" + playerIndex); m_headGroup = new GroupNode(RootNode, Transform.Identity, "Head group"); m_headNode = new SpriteNode( m_headGroup, "Head", PlayerIndex == 0 ? parent.Content.HollowOneOval : parent.Content.HollowTwoOval); m_headNode.Origin = new Vector2(0.5f, 0.5f); // semi-transparent heads, hopefully this will make them seem "less interactive" m_headNode.Color = new Color(0.7f, 0.7f, 0.7f, 0.7f); m_headNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.SecondTexture); m_headNode.SecondaryTexture = parent.Content.Dot; // Make a faded mike signal that sticks to the head. m_headMikeSignal = new TrackNode( m_headGroup, new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)), "MikeSignal", parent.Content, -1, null, true, () => Audio.LevelRatio(Channel), () => new Color(63, 0, 0, 63), () => Color.White, () => 0, () => 0, () => new Color(127, 0, 0, 127), () => 1f); m_leftHandSceneGraph = new PlayerHandSceneGraph(this, false); m_rightHandSceneGraph = new PlayerHandSceneGraph(this, true); }
public void TestBasicSourceAndSinkChains() { var source = new BaseSender <int>(); var adder = new IntAdder(); var averager = new FloatAverager(); var int2float = new TrivialIntToFloatConverter(); source.Add(adder); source.Add(int2float).Add(averager); // let's run it float dt = 0; // in this example dt doesn't matter source.Send(1, dt); source.Send(2, dt); source.Send(3, dt); Assert.IsTrue(adder.sum == 6); // 1 + 2 + 3 Assert.IsTrue(averager.average == 2); // (1 + 2 + 3) / 3 source.RemoveAll(); }
internal HolofunkBassAsio(HolofunkBass bass) { m_bass = bass; m_outputAsioProcAverageLatency = new FloatAverager(20); m_outputAsioProcStopwatch = new Stopwatch(); m_mixerToOutputAsioProc = new ASIOPROC(MixerToOutputAsioProc); }