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_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)

ParameterTypeDefaultDescription
avatar_idstr"a"The ID of the listening avatar.
framerateint30The target simulation framerate.
physics_time_stepfloat0.02The 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.

ParameterTypeDefaultDescription
respList[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.

ParameterTypeDefaultDescription
pathPATHThe path to a .wav file.
positionOptional[POSITION]The position of audio source. Can be a numpy array or x, y, z dictionary. If None, the audio is not spatialized.
audio_idintNoneThe unique ID of the audio source. If None, a random ID is generated.
object_idintNoneIf not None, parent the audio source to this object. Ignored if position is None.
loopboolFalseIf 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.

ParameterTypeDefaultDescription
commandsList[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.

ParameterTypeDefaultDescription
pathstrThe path to a .wav file relative to StreamingAssets, for example audio/example_sound.wav.
positionOptional[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_idintNoneThe unique ID of the audio source. If None, a random ID is generated.
object_idintNoneIf not None, parent the audio source to this object. Ignored if position is None.
loopboolFalseIf True, the audio will loop.