AudioInitializer
December 22, 2023 ยท View on GitHub
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_idThe ID of the listening avatar. -
commandsThese commands will be appended to the commands of the nextcommunicate()call. -
initializedIf 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. |