Mercurial > cortex
view org/hearing.org @ 188:22548d48cc85
added debug for vision
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 04 Feb 2012 10:00:37 -0700 |
parents | 94b79c191fc7 |
children | facc2ef3fe5c |
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1 #+title: Simulated Sense of Hearing2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating multiple listeners and the sense of hearing in jMonkeyEngine35 #+keywords: simulated hearing, openal, clojure, jMonkeyEngine3, LWJGL, AI6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org8 #+BABEL: :exports both :noweb yes :cache no :mkdirp yes10 * Hearing12 I want to be able to place ears in a similar manner to how I place13 the eyes. I want to be able to place ears in a unique spatial14 position, and receive as output at every tick the F.F.T. of whatever15 signals are happening at that point.17 Hearing is one of the more difficult senses to simulate, because there18 is less support for obtaining the actual sound data that is processed19 by jMonkeyEngine3.21 jMonkeyEngine's sound system works as follows:23 - jMonkeyEngine uses the =AppSettings= for the particular application24 to determine what sort of =AudioRenderer= should be used.25 - although some support is provided for multiple AudioRendering26 backends, jMonkeyEngine at the time of this writing will either27 pick no AudioRenderer at all, or the =LwjglAudioRenderer=28 - jMonkeyEngine tries to figure out what sort of system you're29 running and extracts the appropriate native libraries.30 - the =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game31 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]32 - =OpenAL= calculates the 3D sound localization and feeds a stream of33 sound to any of various sound output devices with which it knows34 how to communicate.36 A consequence of this is that there's no way to access the actual37 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports38 one /listener/, which normally isn't a problem for games, but becomes39 a problem when trying to make multiple AI creatures that can each hear40 the world from a different perspective.42 To make many AI creatures in jMonkeyEngine that can each hear the43 world from their own perspective, it is necessary to go all the way44 back to =OpenAL= and implement support for simulated hearing there.46 * Extending =OpenAL=47 ** =OpenAL= Devices49 =OpenAL= goes to great lengths to support many different systems, all50 with different sound capabilities and interfaces. It accomplishes this51 difficult task by providing code for many different sound backends in52 pseudo-objects called /Devices/. There's a device for the Linux Open53 Sound System and the Advanced Linux Sound Architecture, there's one54 for Direct Sound on Windows, there's even one for Solaris. =OpenAL=55 solves the problem of platform independence by providing all these56 Devices.58 Wrapper libraries such as LWJGL are free to examine the system on59 which they are running and then select an appropriate device for that60 system.62 There are also a few "special" devices that don't interface with any63 particular system. These include the Null Device, which doesn't do64 anything, and the Wave Device, which writes whatever sound it receives65 to a file, if everything has been set up correctly when configuring66 =OpenAL=.68 Actual mixing of the sound data happens in the Devices, and they are69 the only point in the sound rendering process where this data is70 available.72 Therefore, in order to support multiple listeners, and get the sound73 data in a form that the AIs can use, it is necessary to create a new74 Device, which supports this features.76 ** The Send Device77 Adding a device to OpenAL is rather tricky -- there are five separate78 files in the =OpenAL= source tree that must be modified to do so. I've79 documented this process [[./add-new-device.org][here]] for anyone who is interested.82 Onward to that actual Device!84 again, my objectives are:86 - Support Multiple Listeners from jMonkeyEngine387 - Get access to the rendered sound data for further processing from88 clojure.90 ** =send.c=92 ** Header93 #+name: send-header94 #+begin_src C95 #include "config.h"96 #include <stdlib.h>97 #include "alMain.h"98 #include "AL/al.h"99 #include "AL/alc.h"100 #include "alSource.h"101 #include <jni.h>103 //////////////////// Summary105 struct send_data;106 struct context_data;108 static void addContext(ALCdevice *, ALCcontext *);109 static void syncContexts(ALCcontext *master, ALCcontext *slave);110 static void syncSources(ALsource *master, ALsource *slave,111 ALCcontext *masterCtx, ALCcontext *slaveCtx);113 static void syncSourcei(ALuint master, ALuint slave,114 ALCcontext *masterCtx, ALCcontext *ctx2, ALenum param);115 static void syncSourcef(ALuint master, ALuint slave,116 ALCcontext *masterCtx, ALCcontext *ctx2, ALenum param);117 static void syncSource3f(ALuint master, ALuint slave,118 ALCcontext *masterCtx, ALCcontext *ctx2, ALenum param);120 static void swapInContext(ALCdevice *, struct context_data *);121 static void saveContext(ALCdevice *, struct context_data *);122 static void limitContext(ALCdevice *, ALCcontext *);123 static void unLimitContext(ALCdevice *);125 static void init(ALCdevice *);126 static void renderData(ALCdevice *, int samples);128 #define UNUSED(x) (void)(x)129 #+end_src131 The main idea behind the Send device is to take advantage of the fact132 that LWJGL only manages one /context/ when using OpenAL. A /context/133 is like a container that holds samples and keeps track of where the134 listener is. In order to support multiple listeners, the Send device135 identifies the LWJGL context as the master context, and creates any136 number of slave contexts to represent additional listeners. Every137 time the device renders sound, it synchronizes every source from the138 master LWJGL context to the slave contexts. Then, it renders each139 context separately, using a different listener for each one. The140 rendered sound is made available via JNI to jMonkeyEngine.142 To recap, the process is:143 - Set the LWJGL context as "master" in the =init()= method.144 - Create any number of additional contexts via =addContext()=145 - At every call to =renderData()= sync the master context with the146 slave contexts with =syncContexts()=147 - =syncContexts()= calls =syncSources()= to sync all the sources148 which are in the master context.149 - =limitContext()= and =unLimitContext()= make it possible to render150 only one context at a time.152 ** Necessary State153 #+name: send-state154 #+begin_src C155 //////////////////// State157 typedef struct context_data {158 ALfloat ClickRemoval[MAXCHANNELS];159 ALfloat PendingClicks[MAXCHANNELS];160 ALvoid *renderBuffer;161 ALCcontext *ctx;162 } context_data;164 typedef struct send_data {165 ALuint size;166 context_data **contexts;167 ALuint numContexts;168 ALuint maxContexts;169 } send_data;170 #+end_src172 Switching between contexts is not the normal operation of a Device,173 and one of the problems with doing so is that a Device normally keeps174 around a few pieces of state such as the =ClickRemoval= array above175 which will become corrupted if the contexts are not done in176 parallel. The solution is to create a copy of this normally global177 device state for each context, and copy it back and forth into and out178 of the actual device state whenever a context is rendered.180 ** Synchronization Macros181 #+name: sync-macros182 #+begin_src C183 //////////////////// Context Creation / Synchronization185 #define _MAKE_SYNC(NAME, INIT_EXPR, GET_EXPR, SET_EXPR) \186 void NAME (ALuint sourceID1, ALuint sourceID2, \187 ALCcontext *ctx1, ALCcontext *ctx2, \188 ALenum param){ \189 INIT_EXPR; \190 ALCcontext *current = alcGetCurrentContext(); \191 alcMakeContextCurrent(ctx1); \192 GET_EXPR; \193 alcMakeContextCurrent(ctx2); \194 SET_EXPR; \195 alcMakeContextCurrent(current); \196 }198 #define MAKE_SYNC(NAME, TYPE, GET, SET) \199 _MAKE_SYNC(NAME, \200 TYPE value, \201 GET(sourceID1, param, &value), \202 SET(sourceID2, param, value))204 #define MAKE_SYNC3(NAME, TYPE, GET, SET) \205 _MAKE_SYNC(NAME, \206 TYPE value1; TYPE value2; TYPE value3;, \207 GET(sourceID1, param, &value1, &value2, &value3), \208 SET(sourceID2, param, value1, value2, value3))210 MAKE_SYNC( syncSourcei, ALint, alGetSourcei, alSourcei);211 MAKE_SYNC( syncSourcef, ALfloat, alGetSourcef, alSourcef);212 MAKE_SYNC3(syncSource3i, ALint, alGetSource3i, alSource3i);213 MAKE_SYNC3(syncSource3f, ALfloat, alGetSource3f, alSource3f);215 #+end_src217 Setting the state of an =OpenAL= source is done with the =alSourcei=,218 =alSourcef=, =alSource3i=, and =alSource3f= functions. In order to219 completely synchronize two sources, it is necessary to use all of220 them. These macros help to condense the otherwise repetitive221 synchronization code involving these similar low-level =OpenAL= functions.223 ** Source Synchronization224 #+name: sync-sources225 #+begin_src C226 void syncSources(ALsource *masterSource, ALsource *slaveSource,227 ALCcontext *masterCtx, ALCcontext *slaveCtx){228 ALuint master = masterSource->source;229 ALuint slave = slaveSource->source;230 ALCcontext *current = alcGetCurrentContext();232 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);233 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);234 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);235 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);236 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);237 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);238 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);239 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);240 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);241 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);242 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);243 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);244 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);246 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);247 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);248 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);250 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);251 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);253 alcMakeContextCurrent(masterCtx);254 ALint source_type;255 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);257 // Only static sources are currently synchronized!258 if (AL_STATIC == source_type){259 ALint master_buffer;260 ALint slave_buffer;261 alGetSourcei(master, AL_BUFFER, &master_buffer);262 alcMakeContextCurrent(slaveCtx);263 alGetSourcei(slave, AL_BUFFER, &slave_buffer);264 if (master_buffer != slave_buffer){265 alSourcei(slave, AL_BUFFER, master_buffer);266 }267 }269 // Synchronize the state of the two sources.270 alcMakeContextCurrent(masterCtx);271 ALint masterState;272 ALint slaveState;274 alGetSourcei(master, AL_SOURCE_STATE, &masterState);275 alcMakeContextCurrent(slaveCtx);276 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);278 if (masterState != slaveState){279 switch (masterState){280 case AL_INITIAL : alSourceRewind(slave); break;281 case AL_PLAYING : alSourcePlay(slave); break;282 case AL_PAUSED : alSourcePause(slave); break;283 case AL_STOPPED : alSourceStop(slave); break;284 }285 }286 // Restore whatever context was previously active.287 alcMakeContextCurrent(current);288 }289 #+end_src290 This function is long because it has to exhaustively go through all the291 possible state that a source can have and make sure that it is the292 same between the master and slave sources. I'd like to take this293 moment to salute the [[http://connect.creativelabs.com/openal/Documentation/Forms/AllItems.aspx][=OpenAL= Reference Manual]], which provides a very294 good description of =OpenAL='s internals.296 ** Context Synchronization297 #+name: sync-contexts298 #+begin_src C299 void syncContexts(ALCcontext *master, ALCcontext *slave){300 /* If there aren't sufficient sources in slave to mirror301 the sources in master, create them. */302 ALCcontext *current = alcGetCurrentContext();304 UIntMap *masterSourceMap = &(master->SourceMap);305 UIntMap *slaveSourceMap = &(slave->SourceMap);306 ALuint numMasterSources = masterSourceMap->size;307 ALuint numSlaveSources = slaveSourceMap->size;309 alcMakeContextCurrent(slave);310 if (numSlaveSources < numMasterSources){311 ALuint numMissingSources = numMasterSources - numSlaveSources;312 ALuint newSources[numMissingSources];313 alGenSources(numMissingSources, newSources);314 }316 /* Now, slave is guaranteed to have at least as many sources317 as master. Sync each source from master to the corresponding318 source in slave. */319 int i;320 for(i = 0; i < masterSourceMap->size; i++){321 syncSources((ALsource*)masterSourceMap->array[i].value,322 (ALsource*)slaveSourceMap->array[i].value,323 master, slave);324 }325 alcMakeContextCurrent(current);326 }327 #+end_src329 Most of the hard work in Context Synchronization is done in330 =syncSources()=. The only thing that =syncContexts()= has to worry331 about is automatically creating new sources whenever a slave context332 does not have the same number of sources as the master context.334 ** Context Creation335 #+name: context-creation336 #+begin_src C337 static void addContext(ALCdevice *Device, ALCcontext *context){338 send_data *data = (send_data*)Device->ExtraData;339 // expand array if necessary340 if (data->numContexts >= data->maxContexts){341 ALuint newMaxContexts = data->maxContexts*2 + 1;342 data->contexts = realloc(data->contexts, newMaxContexts*sizeof(context_data));343 data->maxContexts = newMaxContexts;344 }345 // create context_data and add it to the main array346 context_data *ctxData;347 ctxData = (context_data*)calloc(1, sizeof(*ctxData));348 ctxData->renderBuffer =349 malloc(BytesFromDevFmt(Device->FmtType) *350 Device->NumChan * Device->UpdateSize);351 ctxData->ctx = context;353 data->contexts[data->numContexts] = ctxData;354 data->numContexts++;355 }356 #+end_src358 Here, the slave context is created, and it's data is stored in the359 device-wide =ExtraData= structure. The =renderBuffer= that is created360 here is where the rendered sound samples for this slave context will361 eventually go.363 ** Context Switching364 #+name: context-switching365 #+begin_src C366 //////////////////// Context Switching368 /* A device brings along with it two pieces of state369 * which have to be swapped in and out with each context.370 */371 static void swapInContext(ALCdevice *Device, context_data *ctxData){372 memcpy(Device->ClickRemoval, ctxData->ClickRemoval, sizeof(ALfloat)*MAXCHANNELS);373 memcpy(Device->PendingClicks, ctxData->PendingClicks, sizeof(ALfloat)*MAXCHANNELS);374 }376 static void saveContext(ALCdevice *Device, context_data *ctxData){377 memcpy(ctxData->ClickRemoval, Device->ClickRemoval, sizeof(ALfloat)*MAXCHANNELS);378 memcpy(ctxData->PendingClicks, Device->PendingClicks, sizeof(ALfloat)*MAXCHANNELS);379 }381 static ALCcontext **currentContext;382 static ALuint currentNumContext;384 /* By default, all contexts are rendered at once for each call to aluMixData.385 * This function uses the internals of the ALCdevice struct to temporally386 * cause aluMixData to only render the chosen context.387 */388 static void limitContext(ALCdevice *Device, ALCcontext *ctx){389 currentContext = Device->Contexts;390 currentNumContext = Device->NumContexts;391 Device->Contexts = &ctx;392 Device->NumContexts = 1;393 }395 static void unLimitContext(ALCdevice *Device){396 Device->Contexts = currentContext;397 Device->NumContexts = currentNumContext;398 }399 #+end_src401 =OpenAL= normally renders all Contexts in parallel, outputting the402 whole result to the buffer. It does this by iterating over the403 Device->Contexts array and rendering each context to the buffer in404 turn. By temporally setting Device->NumContexts to 1 and adjusting405 the Device's context list to put the desired context-to-be-rendered406 into position 0, we can get trick =OpenAL= into rendering each slave407 context separate from all the others.409 ** Main Device Loop410 #+name: main-loop411 #+begin_src C412 //////////////////// Main Device Loop414 /* Establish the LWJGL context as the master context, which will415 * be synchronized to all the slave contexts416 */417 static void init(ALCdevice *Device){418 ALCcontext *masterContext = alcGetCurrentContext();419 addContext(Device, masterContext);420 }423 static void renderData(ALCdevice *Device, int samples){424 if(!Device->Connected){return;}425 send_data *data = (send_data*)Device->ExtraData;426 ALCcontext *current = alcGetCurrentContext();428 ALuint i;429 for (i = 1; i < data->numContexts; i++){430 syncContexts(data->contexts[0]->ctx , data->contexts[i]->ctx);431 }433 if ((ALuint) samples > Device->UpdateSize){434 printf("exceeding internal buffer size; dropping samples\n");435 printf("requested %d; available %d\n", samples, Device->UpdateSize);436 samples = (int) Device->UpdateSize;437 }439 for (i = 0; i < data->numContexts; i++){440 context_data *ctxData = data->contexts[i];441 ALCcontext *ctx = ctxData->ctx;442 alcMakeContextCurrent(ctx);443 limitContext(Device, ctx);444 swapInContext(Device, ctxData);445 aluMixData(Device, ctxData->renderBuffer, samples);446 saveContext(Device, ctxData);447 unLimitContext(Device);448 }449 alcMakeContextCurrent(current);450 }451 #+end_src453 The main loop synchronizes the master LWJGL context with all the slave454 contexts, then walks each context, rendering just that context to it's455 audio-sample storage buffer.457 ** JNI Methods459 At this point, we have the ability to create multiple listeners by460 using the master/slave context trick, and the rendered audio data is461 waiting patiently in internal buffers, one for each listener. We need462 a way to transport this information to Java, and also a way to drive463 this device from Java. The following JNI interface code is inspired464 by the way LWJGL interfaces with =OpenAL=.466 *** step467 #+name: jni-step468 #+begin_src C469 //////////////////// JNI Methods471 #include "com_aurellem_send_AudioSend.h"473 /*474 * Class: com_aurellem_send_AudioSend475 * Method: nstep476 * Signature: (JI)V477 */478 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_nstep479 (JNIEnv *env, jclass clazz, jlong device, jint samples){480 UNUSED(env);UNUSED(clazz);UNUSED(device);481 renderData((ALCdevice*)((intptr_t)device), samples);482 }483 #+end_src484 This device, unlike most of the other devices in =OpenAL=, does not485 render sound unless asked. This enables the system to slow down or486 speed up depending on the needs of the AIs who are using it to487 listen. If the device tried to render samples in real-time, a488 complicated AI whose mind takes 100 seconds of computer time to489 simulate 1 second of AI-time would miss almost all of the sound in490 its environment.493 *** getSamples494 #+name: jni-get-samples495 #+begin_src C496 /*497 * Class: com_aurellem_send_AudioSend498 * Method: ngetSamples499 * Signature: (JLjava/nio/ByteBuffer;III)V500 */501 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_ngetSamples502 (JNIEnv *env, jclass clazz, jlong device, jobject buffer, jint position,503 jint samples, jint n){504 UNUSED(clazz);506 ALvoid *buffer_address =507 ((ALbyte *)(((char*)(*env)->GetDirectBufferAddress(env, buffer)) + position));508 ALCdevice *recorder = (ALCdevice*) ((intptr_t)device);509 send_data *data = (send_data*)recorder->ExtraData;510 if ((ALuint)n > data->numContexts){return;}511 memcpy(buffer_address, data->contexts[n]->renderBuffer,512 BytesFromDevFmt(recorder->FmtType) * recorder->NumChan * samples);513 }514 #+end_src516 This is the transport layer between C and Java that will eventually517 allow us to access rendered sound data from clojure.519 *** Listener Management521 =addListener=, =setNthListenerf=, and =setNthListener3f= are522 necessary to change the properties of any listener other than the523 master one, since only the listener of the current active context is524 affected by the normal =OpenAL= listener calls.525 #+name: listener-manage526 #+begin_src C527 /*528 * Class: com_aurellem_send_AudioSend529 * Method: naddListener530 * Signature: (J)V531 */532 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_naddListener533 (JNIEnv *env, jclass clazz, jlong device){534 UNUSED(env); UNUSED(clazz);535 //printf("creating new context via naddListener\n");536 ALCdevice *Device = (ALCdevice*) ((intptr_t)device);537 ALCcontext *new = alcCreateContext(Device, NULL);538 addContext(Device, new);539 }541 /*542 * Class: com_aurellem_send_AudioSend543 * Method: nsetNthListener3f544 * Signature: (IFFFJI)V545 */546 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_nsetNthListener3f547 (JNIEnv *env, jclass clazz, jint param,548 jfloat v1, jfloat v2, jfloat v3, jlong device, jint contextNum){549 UNUSED(env);UNUSED(clazz);551 ALCdevice *Device = (ALCdevice*) ((intptr_t)device);552 send_data *data = (send_data*)Device->ExtraData;554 ALCcontext *current = alcGetCurrentContext();555 if ((ALuint)contextNum > data->numContexts){return;}556 alcMakeContextCurrent(data->contexts[contextNum]->ctx);557 alListener3f(param, v1, v2, v3);558 alcMakeContextCurrent(current);559 }561 /*562 * Class: com_aurellem_send_AudioSend563 * Method: nsetNthListenerf564 * Signature: (IFJI)V565 */566 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_nsetNthListenerf567 (JNIEnv *env, jclass clazz, jint param, jfloat v1, jlong device,568 jint contextNum){570 UNUSED(env);UNUSED(clazz);572 ALCdevice *Device = (ALCdevice*) ((intptr_t)device);573 send_data *data = (send_data*)Device->ExtraData;575 ALCcontext *current = alcGetCurrentContext();576 if ((ALuint)contextNum > data->numContexts){return;}577 alcMakeContextCurrent(data->contexts[contextNum]->ctx);578 alListenerf(param, v1);579 alcMakeContextCurrent(current);580 }581 #+end_src583 *** Initialization584 =initDevice= is called from the Java side after LWJGL has created its585 context, and before any calls to =addListener=. It establishes the586 LWJGL context as the master context.588 =getAudioFormat= is a convenience function that uses JNI to build up a589 =javax.sound.sampled.AudioFormat= object from data in the Device. This590 way, there is no ambiguity about what the bits created by =step= and591 returned by =getSamples= mean.592 #+name: jni-init593 #+begin_src C594 /*595 * Class: com_aurellem_send_AudioSend596 * Method: ninitDevice597 * Signature: (J)V598 */599 JNIEXPORT void JNICALL Java_com_aurellem_send_AudioSend_ninitDevice600 (JNIEnv *env, jclass clazz, jlong device){601 UNUSED(env);UNUSED(clazz);602 ALCdevice *Device = (ALCdevice*) ((intptr_t)device);603 init(Device);604 }606 /*607 * Class: com_aurellem_send_AudioSend608 * Method: ngetAudioFormat609 * Signature: (J)Ljavax/sound/sampled/AudioFormat;610 */611 JNIEXPORT jobject JNICALL Java_com_aurellem_send_AudioSend_ngetAudioFormat612 (JNIEnv *env, jclass clazz, jlong device){613 UNUSED(clazz);614 jclass AudioFormatClass =615 (*env)->FindClass(env, "javax/sound/sampled/AudioFormat");616 jmethodID AudioFormatConstructor =617 (*env)->GetMethodID(env, AudioFormatClass, "<init>", "(FIIZZ)V");619 ALCdevice *Device = (ALCdevice*) ((intptr_t)device);620 int isSigned;621 switch (Device->FmtType)622 {623 case DevFmtUByte:624 case DevFmtUShort: isSigned = 0; break;625 default : isSigned = 1;626 }627 float frequency = Device->Frequency;628 int bitsPerFrame = (8 * BytesFromDevFmt(Device->FmtType));629 int channels = Device->NumChan;630 jobject format = (*env)->631 NewObject(632 env,AudioFormatClass,AudioFormatConstructor,633 frequency,634 bitsPerFrame,635 channels,636 isSigned,637 0);638 return format;639 }640 #+end_src642 ** Boring Device management stuff643 This code is more-or-less copied verbatim from the other =OpenAL=644 backends. It's the basis for =OpenAL='s primitive object system.645 #+name: device-init646 #+begin_src C647 //////////////////// Device Initialization / Management649 static const ALCchar sendDevice[] = "Multiple Audio Send";651 static ALCboolean send_open_playback(ALCdevice *device,652 const ALCchar *deviceName)653 {654 send_data *data;655 // stop any buffering for stdout, so that I can656 // see the printf statements in my terminal immediately657 setbuf(stdout, NULL);659 if(!deviceName)660 deviceName = sendDevice;661 else if(strcmp(deviceName, sendDevice) != 0)662 return ALC_FALSE;663 data = (send_data*)calloc(1, sizeof(*data));664 device->szDeviceName = strdup(deviceName);665 device->ExtraData = data;666 return ALC_TRUE;667 }669 static void send_close_playback(ALCdevice *device)670 {671 send_data *data = (send_data*)device->ExtraData;672 alcMakeContextCurrent(NULL);673 ALuint i;674 // Destroy all slave contexts. LWJGL will take care of675 // its own context.676 for (i = 1; i < data->numContexts; i++){677 context_data *ctxData = data->contexts[i];678 alcDestroyContext(ctxData->ctx);679 free(ctxData->renderBuffer);680 free(ctxData);681 }682 free(data);683 device->ExtraData = NULL;684 }686 static ALCboolean send_reset_playback(ALCdevice *device)687 {688 SetDefaultWFXChannelOrder(device);689 return ALC_TRUE;690 }692 static void send_stop_playback(ALCdevice *Device){693 UNUSED(Device);694 }696 static const BackendFuncs send_funcs = {697 send_open_playback,698 send_close_playback,699 send_reset_playback,700 send_stop_playback,701 NULL,702 NULL, /* These would be filled with functions to */703 NULL, /* handle capturing audio if we we into that */704 NULL, /* sort of thing... */705 NULL,706 NULL707 };709 ALCboolean alc_send_init(BackendFuncs *func_list){710 *func_list = send_funcs;711 return ALC_TRUE;712 }714 void alc_send_deinit(void){}716 void alc_send_probe(enum DevProbe type)717 {718 switch(type)719 {720 case DEVICE_PROBE:721 AppendDeviceList(sendDevice);722 break;723 case ALL_DEVICE_PROBE:724 AppendAllDeviceList(sendDevice);725 break;726 case CAPTURE_DEVICE_PROBE:727 break;728 }729 }730 #+end_src732 * The Java interface, =AudioSend=734 The Java interface to the Send Device follows naturally from the JNI735 definitions. It is included here for completeness. The only thing here736 of note is the =deviceID=. This is available from LWJGL, but to only737 way to get it is reflection. Unfortunately, there is no other way to738 control the Send device than to obtain a pointer to it.740 #+include: "../java/src/com/aurellem/send/AudioSend.java" src java :exports code742 * Finally, Ears in clojure!744 Now that the infrastructure is complete the clojure ear abstraction is745 simple. Just as there were =SceneProcessors= for vision, there are746 now =SoundProcessors= for hearing.748 #+include "../../jmeCapture/src/com/aurellem/capture/audio/SoundProcessor.java" src java752 #+name: ears753 #+begin_src clojure754 (ns cortex.hearing755 "Simulate the sense of hearing in jMonkeyEngine3. Enables multiple756 listeners at different positions in the same world. Automatically757 reads ear-nodes from specially prepared blender files and758 instantiates them in the world as actual ears."759 {:author "Robert McIntyre"}760 (:use (cortex world util sense))761 (:use clojure.contrib.def)762 (:import java.nio.ByteBuffer)763 (:import org.tritonus.share.sampled.FloatSampleTools)764 (:import (com.aurellem.capture.audio765 SoundProcessor AudioSendRenderer))766 (:import javax.sound.sampled.AudioFormat)767 (:import (com.jme3.scene Spatial Node))768 (:import com.jme3.audio.Listener)769 (:import com.jme3.app.Application)770 (:import com.jme3.scene.control.AbstractControl))772 (defn sound-processor773 "Deals with converting ByteBuffers into Vectors of floats so that774 the continuation functions can be defined in terms of immutable775 stuff."776 [continuation]777 (proxy [SoundProcessor] []778 (cleanup [])779 (process780 [#^ByteBuffer audioSamples numSamples #^AudioFormat audioFormat]781 (let [bytes (byte-array numSamples)782 num-floats (/ numSamples (.getFrameSize audioFormat))783 floats (float-array num-floats)]784 (.get audioSamples bytes 0 numSamples)785 (FloatSampleTools/byte2floatInterleaved786 bytes 0 floats 0 num-floats audioFormat)787 (continuation788 (vec floats))))))790 (defvar791 ^{:arglists '([creature])}792 ears793 (sense-nodes "ears")794 "Return the children of the creature's \"ears\" node.")796 (defn update-listener-velocity!797 "Update the listener's velocity every update loop."798 [#^Spatial obj #^Listener lis]799 (let [old-position (atom (.getLocation lis))]800 (.addControl801 obj802 (proxy [AbstractControl] []803 (controlUpdate [tpf]804 (let [new-position (.getLocation lis)]805 (.setVelocity806 lis807 (.mult (.subtract new-position @old-position)808 (float (/ tpf))))809 (reset! old-position new-position)))810 (controlRender [_ _])))))812 (defn add-ear!813 "Create a Listener centered on the current position of 'ear814 which follows the closest physical node in 'creature and815 sends sound data to 'continuation."816 [#^Application world #^Node creature #^Spatial ear continuation]817 (let [target (closest-node creature ear)818 lis (Listener.)819 audio-renderer (.getAudioRenderer world)820 sp (sound-processor continuation)]821 (.setLocation lis (.getWorldTranslation ear))822 (.setRotation lis (.getWorldRotation ear))823 (bind-sense target lis)824 (update-listener-velocity! target lis)825 (.addListener audio-renderer lis)826 (.registerSoundProcessor audio-renderer lis sp)))828 (defn hearing-fn829 "Returns a functon which returns auditory sensory data when called830 inside a running simulation."831 [#^Node creature #^Spatial ear]832 (let [hearing-data (atom [])833 register-listener!834 (runonce835 (fn [#^Application world]836 (add-ear!837 world creature ear838 (fn [data]839 (reset! hearing-data (vec data))))))]840 (fn [#^Application world]841 (register-listener! world)842 (let [data @hearing-data843 topology844 (vec (map #(vector % 0) (range 0 (count data))))845 scaled-data846 (vec847 (map848 #(rem (int (* 255 (/ (+ 1 %) 2))) 256)849 data))]850 [topology scaled-data]))))852 (defn hearing!853 "Endow the creature in a particular world with the sense of854 hearing. Will return a sequence of functions, one for each ear,855 which when called will return the auditory data from that ear."856 [#^Node creature]857 (for [ear (ears creature)]858 (hearing-fn creature ear)))860 #+end_src862 * Example864 #+name: test-hearing865 #+begin_src clojure :results silent866 (ns cortex.test.hearing867 (:use (cortex world util hearing))868 (:import (com.jme3.audio AudioNode Listener))869 (:import com.jme3.scene.Node870 com.jme3.system.AppSettings))872 (defn setup-fn [world]873 (let [listener (Listener.)]874 (add-ear world listener #(println-repl (nth % 0)))))876 (defn play-sound [node world value]877 (if (not value)878 (do879 (.playSource (.getAudioRenderer world) node))))881 (defn test-basic-hearing []882 (let [node1 (AudioNode. (asset-manager) "Sounds/pure.wav" false false)]883 (world884 (Node.)885 {"key-space" (partial play-sound node1)}886 setup-fn887 no-op)))889 (defn test-advanced-hearing890 "Testing hearing:891 You should see a blue sphere flying around several892 cubes. As the sphere approaches each cube, it turns893 green."894 []895 (doto (com.aurellem.capture.examples.Advanced.)896 (.setSettings897 (doto (AppSettings. true)898 (.setAudioRenderer "Send")))899 (.setShowSettings false)900 (.setPauseOnLostFocus false)))902 #+end_src904 This extremely basic program prints out the first sample it encounters905 at every time stamp. You can see the rendered sound being printed at906 the REPL.908 - As a bonus, this method of capturing audio for AI can also be used909 to capture perfect audio from a jMonkeyEngine application, for use910 in demos and the like.913 * COMMENT Code Generation915 #+begin_src clojure :tangle ../src/cortex/hearing.clj916 <<ears>>917 #+end_src919 #+begin_src clojure :tangle ../src/cortex/test/hearing.clj920 <<test-hearing>>921 #+end_src923 #+begin_src C :tangle ../../audio-send/Alc/backends/send.c924 <<send-header>>925 <<send-state>>926 <<sync-macros>>927 <<sync-sources>>928 <<sync-contexts>>929 <<context-creation>>930 <<context-switching>>931 <<main-loop>>932 <<jni-step>>933 <<jni-get-samples>>934 <<listener-manage>>935 <<jni-init>>936 <<device-init>>937 #+end_src