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audio_initializer.md

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AudioInitializer

from tdw.add_ons.audio_initializer import AudioInitializer

Initialize standard (Unity) audio.

This assumes that an avatar corresponding to avatar_id has already been added to the scene.


Fields

  • avatar_id The ID of the listening avatar.

  • commands These commands will be appended to the commands of the next communicate() call.

  • initialized If True, this module has been initialized.


Functions

__init__

AudioInitializer()

AudioInitializer(avatar_id="a", framerate=30, physics_time_step=0.02)

Parameter Type Default Description
avatar_id str "a" The ID of the listening avatar.
framerate int 30 The target simulation framerate.
physics_time_step float 0.02 The physics timestep.

get_initialization_commands

self.get_initialization_commands()

This function gets called exactly once per add-on. To re-initialize, set self.initialized = False.

Returns: A list of commands that will initialize this add-on.

on_send

self.on_send(resp)

This is called after commands are sent to the build and a response is received.

Use this function to send commands to the build on the next frame, given the resp response. Any commands in the self.commands list will be sent on the next frame.

Parameter Type Default Description
resp List[bytes] The response from the build.

play

self.play(path, position)

self.play(path, position, audio_id=None, object_id=None, loop=False)

Load a .wav file and prepare to send a command to the build to play the audio. The command will be sent on the next Controller.communicate() call.

Parameter Type Default Description
path PATH The path to a .wav file.
position Optional[POSITION] The position of audio source. Can be a numpy array or x, y, z dictionary. If None, the audio is not spatialized.
audio_id int None The unique ID of the audio source. If None, a random ID is generated.
object_id int None If not None, parent the audio source to this object. Ignored if position is None.
loop bool False If True, the audio will loop.

before_send

self.before_send(commands)

This is called within Controller.communicate(commands) before sending commands to the build. By default, this function doesn't do anything.

Parameter Type Default Description
commands List[dict] The commands that are about to be sent to the build.

get_early_initialization_commands

self.get_early_initialization_commands()

This function gets called exactly once per add-on. To re-initialize, set self.initialized = False.

These commands are added to the list being sent on communicate() before any other commands, including those added by the user and by other add-ons.

Usually, you shouldn't override this function. It is useful for a small number of add-ons, such as loading screens, which should initialize before anything else.

Returns: A list of commands that will initialize this add-on.

play_from_streaming_assets

self.play_from_streaming_assets(path, position)

self.play_from_streaming_assets(path, position, audio_id=None, object_id=None, loop=False)

Load a .wav file from the StreamingAssets/ directory in the build and prepare to send a command to the build to play the audio. The command will be sent on the next Controller.communicate() call.

To find StreamingAssets/, read this.

Parameter Type Default Description
path str The path to a .wav file relative to StreamingAssets, for example audio/example_sound.wav.
position Optional[POSITION] The position of audio source. Can be a numpy array or x, y, z dictionary. If None, the sound won't be spatialized.
audio_id int None The unique ID of the audio source. If None, a random ID is generated.
object_id int None If not None, parent the audio source to this object. Ignored if position is None.
loop bool False If True, the audio will loop.