- Audio
- refactored dynamic bgm to handle solo and group chat - added bgm cooldown variable, user can custom in the ui
This commit is contained in:
parent
61827d6cf8
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Binary file not shown.
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@ -1 +0,0 @@
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Place your custom background ambient sound file here
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@ -4,6 +4,8 @@ TODO:
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- per character bgms OK
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- simple fade out/in when switching OK
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- cross fading ?
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- BGM switch cooldown
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- group chat
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- Background based ambient sounds
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- global sounds OK
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- global overides ?
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@ -22,18 +24,52 @@ export { MODULE_NAME };
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const MODULE_NAME = 'Audio';
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const DEBUG_PREFIX = "<Audio module> ";
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const UPDATE_INTERVAL = 1000;
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const BGM_UPDATE_COOLDOWN = 10;
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const MUSIC_FALLBACK = "default"
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const EXPRESSIONS_LIST = ["default","anger","fear","joy","love","sadness","surprise"];
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const SPRITE_DOM_ID = "#expression-image"
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const AMBIENT_FOLDER = "backgrounds/audio/default/"
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const FALLBACK_EXPRESSION = "neutral";
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const DEFAULT_EXPRESSIONS = [
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//"talkinghead",
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"admiration",
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"amusement",
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"anger",
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"annoyance",
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"approval",
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"caring",
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"confusion",
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"curiosity",
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"desire",
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"disappointment",
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"disapproval",
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"disgust",
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"embarrassment",
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"excitement",
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"fear",
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"gratitude",
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"grief",
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"joy",
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"love",
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"nervousness",
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"optimism",
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"pride",
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"realization",
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"relief",
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"remorse",
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"sadness",
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"surprise",
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"neutral"
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];
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const SPRITE_DOM_ID = "#expression-image";
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const AMBIENT_FOLDER = "audio/ambient/";
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const FALLBACK_BGMS = ["audio/bgm/bgm_0.mp3"]; // TODO fetch them from folder default and custom
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let characterMusics = {}; // Updated with module worker
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let characterMusics = {}; // Updated with module workers
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let ambientMusics = []; // Initialized only once
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let currentCharacter = null;
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let currentExpression = "default";
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let currentBackground = "default"
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let currentCharacterBGM = null;
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let currentExpressionBGM = null;
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let currentBackground = null;
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let cooldownBGM = 0;
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//#############################//
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// Extension UI and Settings //
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@ -45,6 +81,7 @@ const defaultSettings = {
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ambient_muted: false,
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bgm_volume: 50,
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ambient_volume: 50,
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bgm_cooldown: 10
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}
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function loadSettings() {
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@ -73,12 +110,16 @@ function loadSettings() {
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_ambient").prop("muted", true);
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}
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$("#audio_bgm_cooldown").val(extension_settings.audio.bgm_cooldown);
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}
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async function onEnabledClick() {
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extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
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if (extension_settings.audio.enabled) {
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if ($("#audio_character_bgm").attr("src") != "")
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$("#audio_character_bgm")[0].play();
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if ($("#audio_ambient").attr("src") != "")
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$("#audio_ambient")[0].play();
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} else {
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$("#audio_character_bgm")[0].pause();
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@ -108,7 +149,7 @@ async function onBGMVolumeChange() {
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$("#audio_character_bgm").prop("volume",extension_settings.audio.bgm_volume * 0.01);
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$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume)
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console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
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}
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async function onAmbientVolumeChange() {
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@ -116,9 +157,15 @@ async function onAmbientVolumeChange() {
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$("#audio_ambient").prop("volume",extension_settings.audio.ambient_volume * 0.01);
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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume)
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console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume);
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}
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async function onBGMCooldownInput() {
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extension_settings.audio.bgm_cooldown = ~~($("#audio_bgm_cooldown").val());
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED BGM cooldown to",extension_settings.audio.bgm_cooldown);
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}
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$(document).ready(function () {
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function addExtensionControls() {
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@ -161,6 +208,10 @@ $(document).ready(function () {
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</div>
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<audio id="audio_ambient" controls src="">
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</div>
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<div>
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<label for="audio_bgm_cooldown">Music update cooldown (in seconds)</label>
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<input id="audio_bgm_cooldown" class="text_pole wide30p">
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</div>
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</div>
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</div>
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</div>
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@ -184,6 +235,8 @@ $(document).ready(function () {
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$("#audio_character_bgm_volume_slider").on("input", onBGMVolumeChange);
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$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
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$("#audio_bgm_cooldown").on("input", onBGMCooldownInput);
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// DBG
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$("#audio_debug").on("click",function() {
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if($("#audio_debug").is(':checked')) {
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@ -225,8 +278,10 @@ async function getMusicsList(name) {
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//#############################//
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/*
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- Update character BGM
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- Update ambient sound
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- Update character BGM
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- Solo dynamique expression
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- Group only neutral bgm
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*/
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async function moduleWorker() {
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const moduleEnabled = extension_settings.audio.enabled;
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@ -234,84 +289,199 @@ async function moduleWorker() {
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//console.debug(DEBUG_PREFIX, getContext());
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if (moduleEnabled) {
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cooldownBGM -= UPDATE_INTERVAL;
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//console.debug(DEBUG_PREFIX,currentCharacterBGM,currentExpressionBGM);
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// Update ambient audio
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// 1) Update ambient audio
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// ---------------------------
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let newBackground = $("#bg1").css("background-image");
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newBackground = newBackground.substring(newBackground.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
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//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
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if (currentBackground !== newBackground & newBackground != "none") {
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if (currentBackground !== newBackground) {
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currentBackground = newBackground;
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//console.debug(DEBUG_PREFIX,"Changing ambient audio");
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console.debug(DEBUG_PREFIX,"Changing ambient audio for",currentBackground);
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updateAmbient();
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}
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const newCharacter = getContext().name2;
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const context = getContext();
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//console.debug(DEBUG_PREFIX,context);
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// Case 1: character changed (new chat or group chat)
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if (currentCharacter !== newCharacter) {
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currentCharacter = newCharacter;
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if (context.chat.length == 0)
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return;
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console.debug(DEBUG_PREFIX,"Updated current character to",currentCharacter);
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let chatIsGroup = context.chat[0].is_group;
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let newCharacter = null;
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// 1) Update BGM (single chat)
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// -----------------------------
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if (!chatIsGroup) {
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newCharacter = context.name2;
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//console.log(DEBUG_PREFIX,"SOLO CHAT MODE"); // DBG
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// 1.1) First time loading chat
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if (characterMusics[newCharacter] === undefined) {
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await loadCharacterBGM(newCharacter)
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//currentExpressionBGM = FALLBACK_EXPRESSION;
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//currentCharacterBGM = newCharacter;
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//updateBGM();
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//cooldownBGM = BGM_UPDATE_COOLDOWN;
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return;
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}
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// 1.2) Switched chat
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if (currentCharacterBGM !== newCharacter) {
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currentCharacterBGM = newCharacter;
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updateBGM();
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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return;
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}
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const newExpression = getNewExpression();
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// 1.3) Same character but different expression
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if (currentExpressionBGM !== newExpression) {
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// Check cooldown
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if (cooldownBGM > 0) {
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console.debug(DEBUG_PREFIX,"(SOLO) BGM switch on cooldown:",cooldownBGM);
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return;
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}
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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currentExpressionBGM = newExpression;
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console.debug(DEBUG_PREFIX,"(SOLO) Updated current character expression to",currentExpressionBGM);
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updateBGM();
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return;
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}
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return;
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}
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// 2) Update BGM (group chat)
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// -----------------------------
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newCharacter = context.chat[context.chat.length-1].name;
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const userName = context.name1;
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if (newCharacter !== undefined && newCharacter != userName) {
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//console.log(DEBUG_PREFIX,"GROUP CHAT MODE"); // DBG
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// 2.1) First time character appear
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if (characterMusics[newCharacter] === undefined) {
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await loadCharacterBGM(newCharacter);
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return;
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}
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// 2.2) Switched chat
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if (currentCharacterBGM !== newCharacter) {
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// Check cooldown
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if (cooldownBGM > 0) {
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console.debug(DEBUG_PREFIX,"(GROUP) BGM switch on cooldown:",cooldownBGM);
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return;
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}
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cooldownBGM = extension_settings.audio.cooldownBGM;
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currentCharacterBGM = newCharacter;
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currentExpressionBGM = FALLBACK_EXPRESSION;
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updateBGM();
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console.debug(DEBUG_PREFIX,"(GROUP) Updated current character BGM to",currentExpressionBGM);
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return;
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}
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/*
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const newExpression = getNewExpression();
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// 1.3) Same character but different expression
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if (currentExpressionBGM !== newExpression) {
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// Check cooldown
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if (cooldownBGM > 0) {
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console.debug(DEBUG_PREFIX,"BGM switch on cooldown:",cooldownBGM);
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return;
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}
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cooldownBGM = BGM_UPDATE_COOLDOWN;
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currentExpressionBGM = newExpression;
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console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpressionBGM);
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updateBGM();
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return;
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}
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return;*/
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}
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// Case 3: Same character/expression or BGM switch on cooldown keep playing same BGM
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console.debug(DEBUG_PREFIX,"Nothing to do for",currentCharacterBGM, newCharacter, currentExpressionBGM, cooldownBGM);
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}
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}
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async function loadCharacterBGM(newCharacter) {
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console.debug(DEBUG_PREFIX,"New character detected, loading BGM folder of",newCharacter);
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// 1.1) First time character appear, load its music folder
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if (characterMusics[currentCharacter] === undefined) {
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const audio_file_paths = await getMusicsList(currentCharacter);
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const audio_file_paths = await getMusicsList(newCharacter);
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console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
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// Initialise expression/files mapping
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characterMusics[currentCharacter] = {};
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for(const e of EXPRESSIONS_LIST)
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characterMusics[currentCharacter][e] = [];
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characterMusics[newCharacter] = {};
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for(const e of DEFAULT_EXPRESSIONS)
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characterMusics[newCharacter][e] = [];
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for(const i of audio_file_paths) {
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//console.debug(DEBUG_PREFIX,"File found:",i);
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for(const e of EXPRESSIONS_LIST)
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for(const e of DEFAULT_EXPRESSIONS)
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if (i["label"].includes(e))
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characterMusics[currentCharacter][e].push(i["path"]);
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characterMusics[newCharacter][e].push(i["path"]);
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}
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console.debug(DEBUG_PREFIX,"Updated BGM map of",currentCharacter,"to",characterMusics[currentCharacter]);
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console.debug(DEBUG_PREFIX,"Updated BGM map of",newCharacter,"to",characterMusics[newCharacter]);
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}
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// Character changed require BGM/ambient update whatever the expression
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currentExpression = "default";
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updateBGM();
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return;
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}
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let newExpression = MUSIC_FALLBACK;
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if (!$(SPRITE_DOM_ID).length) {
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console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
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}
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function getNewExpression() {
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let newExpression;
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// HACK: use sprite file name as expression detection
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if (!$(SPRITE_DOM_ID).length) {
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console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
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return FALLBACK_EXPRESSION;
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}
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const spriteFile = $("#expression-image").attr("src");
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newExpression = spriteFile.substring(spriteFile.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
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//console.debug(DEBUG_PREFIX,"Current expression",newExpression);
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//
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if (!EXPRESSIONS_LIST.includes(newExpression)) {
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console.debug(DEBUG_PREFIX,"Not a valid expression, ignored");
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return;
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// No sprite to detect expression
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if (newExpression == "") {
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//console.info(DEBUG_PREFIX,"Warning: no expression extracted from sprite, switch to",FALLBACK_EXPRESSION);
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newExpression = FALLBACK_EXPRESSION;
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}
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// Case 2: Same character but different expression
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if (currentExpression !== newExpression) {
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currentExpression = newExpression;
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console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpression);
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updateBGM();
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return;
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if (!DEFAULT_EXPRESSIONS.includes(newExpression)) {
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console.info(DEBUG_PREFIX,"Warning:",newExpression," is not a handled expression, expected one of",FALLBACK_EXPRESSION);
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return FALLBACK_EXPRESSION;
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}
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// Case 3: Same character/expression keep playing same BGM
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}
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return newExpression;
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}
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async function updateBGM() {
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const audio_files = characterMusics[currentCharacter][currentExpression];
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const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)]; // random pick
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let audio_files = characterMusics[currentCharacterBGM][currentExpressionBGM];// Try char expression BGM
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if (audio_files === undefined || audio_files.length == 0) {
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console.debug(DEBUG_PREFIX,"No BGM for", currentCharacterBGM,currentExpressionBGM);
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audio_files = characterMusics[currentCharacterBGM][FALLBACK_EXPRESSION]; // Try char FALLBACK BGM
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if (audio_files === undefined || audio_files.length == 0) {
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console.debug(DEBUG_PREFIX,"No default BGM for",currentCharacterBGM,FALLBACK_EXPRESSION, "switch to ST BGM");
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audio_files = FALLBACK_BGMS; // ST FALLBACK BGM
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}
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}
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const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)];
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console.log(DEBUG_PREFIX,"Updating BGM");
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console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
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fetch(audio_file_path)
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@ -320,9 +490,14 @@ async function updateBGM() {
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console.log(DEBUG_PREFIX,"File not found!")
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}
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else {
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console.log(DEBUG_PREFIX,"Switching BGM to ",currentExpression)
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console.log(DEBUG_PREFIX,"Switching BGM to",currentExpressionBGM)
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const audio = $("#audio_character_bgm");
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if (audio.attr("src") == audio_file_path) {
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console.log(DEBUG_PREFIX,"Already playing, ignored");
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return;
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}
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audio.animate({volume: 0.0}, 2000, function() {
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audio.attr("src",audio_file_path);
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audio[0].play();
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@ -336,7 +511,7 @@ async function updateBGM() {
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async function updateAmbient() {
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const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
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console.log(DEBUG_PREFIX,"Updating ambient");
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console.log(DEBUG_PREFIX,"Checking file",audio_file_path)
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console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
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fetch(audio_file_path)
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.then(response => {
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if (!response.ok) {
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@ -11,7 +11,6 @@ export { CoquiTtsProvider }
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const DEBUG_PREFIX = "<Coqui TTS module> ";
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const UPDATE_INTERVAL = 1000;
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let inApiCall = false;
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let charactersList = []; // Updated with module worker
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let coquiApiModels = {}; // Initialized only once
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let coquiApiModelsFull = {}; // Initialized only once
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@ -194,18 +193,6 @@ class CoquiTtsProvider {
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.then(json => {
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coquiApiModels = json;
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console.debug(DEBUG_PREFIX,"initialized coqui-api model list to", coquiApiModels);
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/*
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$('#coqui_api_language')
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.find('option')
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.remove()
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.end()
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.append('<option value="none">Select model language</option>')
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.val('none');
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for(let language in coquiApiModels) {
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$("#coqui_api_language").append(new Option(languageLabels[language],language));
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console.log(DEBUG_PREFIX,"added language",language);
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}*/
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});
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// Load coqui-api FULL settings from json file
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@ -214,18 +201,6 @@ class CoquiTtsProvider {
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.then(json => {
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coquiApiModelsFull = json;
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console.debug(DEBUG_PREFIX,"initialized coqui-api full model list to", coquiApiModelsFull);
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/*
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$('#coqui_api_full_language')
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.find('option')
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.remove()
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.end()
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.append('<option value="none">Select model language</option>')
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.val('none');
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for(let language in coquiApiModelsFull) {
|
||||
$("#coqui_api_full_language").append(new Option(languageLabels[language],language));
|
||||
console.log(DEBUG_PREFIX,"added language",language);
|
||||
}*/
|
||||
});
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue