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Audio Debugging View #4249
Audio Debugging View #4249
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This is a bit ugly obviously, but I guess eventually we will refactor things like this so that they directly operate on the audio-params component instead of having to grab the value and listen for events.
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This is creating a new THREE.Vector3 every frame, which is going to cause a lot of GC, we should instead just
this.position.set()
.. Though I am a bit unclear why we actually need this extra copy of position, cant we just grab this from the PositionalAudio node itself?There was a problem hiding this comment.
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yeah, the user's avatar rig doesn't really have an audio element so that's the way of faking it's data. Not sure if we could live without that but somebody mentioned it and I think it's also nice to see the audio parameters that are being applied to your own audio. I've fixed the instance creation issue.
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Hmm it looks like we end up re creating this whole object every frame. Seems like we should just create it once in init and then just update it as we need to in tick().
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Not sure if I get this on. Do you refer to the returned "fake" audio object for the avatar rig? The audio object for media and avatar-audio-source can change anytime so we always need the latest version. Same for the avatar rig, the audio settings may change.
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Fairly minor, but the point of this is to essentially "mute" the gain node, so I don't think we need to parameterize the function. We always pass in "nearly zero" anyway.
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Yep, it's that way just in case we would like to change the clipping gain to make it completely clip or just set it at a fixed really low gain. I guess it doesn't really make much sense...