- 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
commit
84e397c429
Binary file not shown.
|
@ -1 +0,0 @@
|
|||
Place your custom background ambient sound file here
|
|
@ -4,6 +4,8 @@ TODO:
|
|||
- per character bgms OK
|
||||
- simple fade out/in when switching OK
|
||||
- cross fading ?
|
||||
- BGM switch cooldown
|
||||
- group chat
|
||||
- Background based ambient sounds
|
||||
- global sounds OK
|
||||
- global overides ?
|
||||
|
@ -22,18 +24,52 @@ export { MODULE_NAME };
|
|||
const MODULE_NAME = 'Audio';
|
||||
const DEBUG_PREFIX = "<Audio module> ";
|
||||
const UPDATE_INTERVAL = 1000;
|
||||
const BGM_UPDATE_COOLDOWN = 10;
|
||||
|
||||
const MUSIC_FALLBACK = "default"
|
||||
const EXPRESSIONS_LIST = ["default","anger","fear","joy","love","sadness","surprise"];
|
||||
const SPRITE_DOM_ID = "#expression-image"
|
||||
const AMBIENT_FOLDER = "backgrounds/audio/default/"
|
||||
const FALLBACK_EXPRESSION = "neutral";
|
||||
const DEFAULT_EXPRESSIONS = [
|
||||
//"talkinghead",
|
||||
"admiration",
|
||||
"amusement",
|
||||
"anger",
|
||||
"annoyance",
|
||||
"approval",
|
||||
"caring",
|
||||
"confusion",
|
||||
"curiosity",
|
||||
"desire",
|
||||
"disappointment",
|
||||
"disapproval",
|
||||
"disgust",
|
||||
"embarrassment",
|
||||
"excitement",
|
||||
"fear",
|
||||
"gratitude",
|
||||
"grief",
|
||||
"joy",
|
||||
"love",
|
||||
"nervousness",
|
||||
"optimism",
|
||||
"pride",
|
||||
"realization",
|
||||
"relief",
|
||||
"remorse",
|
||||
"sadness",
|
||||
"surprise",
|
||||
"neutral"
|
||||
];
|
||||
const SPRITE_DOM_ID = "#expression-image";
|
||||
const AMBIENT_FOLDER = "audio/ambient/";
|
||||
const FALLBACK_BGMS = ["audio/bgm/bgm_0.mp3"]; // TODO fetch them from folder default and custom
|
||||
|
||||
let characterMusics = {}; // Updated with module worker
|
||||
let characterMusics = {}; // Updated with module workers
|
||||
let ambientMusics = []; // Initialized only once
|
||||
|
||||
let currentCharacter = null;
|
||||
let currentExpression = "default";
|
||||
let currentBackground = "default"
|
||||
let currentCharacterBGM = null;
|
||||
let currentExpressionBGM = null;
|
||||
let currentBackground = null;
|
||||
|
||||
let cooldownBGM = 0;
|
||||
|
||||
//#############################//
|
||||
// Extension UI and Settings //
|
||||
|
@ -45,6 +81,7 @@ const defaultSettings = {
|
|||
ambient_muted: false,
|
||||
bgm_volume: 50,
|
||||
ambient_volume: 50,
|
||||
bgm_cooldown: 10
|
||||
}
|
||||
|
||||
function loadSettings() {
|
||||
|
@ -73,12 +110,16 @@ function loadSettings() {
|
|||
$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
|
||||
$("#audio_ambient").prop("muted", true);
|
||||
}
|
||||
|
||||
$("#audio_bgm_cooldown").val(extension_settings.audio.bgm_cooldown);
|
||||
}
|
||||
|
||||
async function onEnabledClick() {
|
||||
extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
|
||||
if (extension_settings.audio.enabled) {
|
||||
if ($("#audio_character_bgm").attr("src") != "")
|
||||
$("#audio_character_bgm")[0].play();
|
||||
if ($("#audio_ambient").attr("src") != "")
|
||||
$("#audio_ambient")[0].play();
|
||||
} else {
|
||||
$("#audio_character_bgm")[0].pause();
|
||||
|
@ -108,7 +149,7 @@ async function onBGMVolumeChange() {
|
|||
$("#audio_character_bgm").prop("volume",extension_settings.audio.bgm_volume * 0.01);
|
||||
$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
|
||||
saveSettingsDebounced();
|
||||
console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume)
|
||||
console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
|
||||
}
|
||||
|
||||
async function onAmbientVolumeChange() {
|
||||
|
@ -116,9 +157,15 @@ async function onAmbientVolumeChange() {
|
|||
$("#audio_ambient").prop("volume",extension_settings.audio.ambient_volume * 0.01);
|
||||
$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
|
||||
saveSettingsDebounced();
|
||||
console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume)
|
||||
console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume);
|
||||
}
|
||||
|
||||
async function onBGMCooldownInput() {
|
||||
extension_settings.audio.bgm_cooldown = ~~($("#audio_bgm_cooldown").val());
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
saveSettingsDebounced();
|
||||
console.debug(DEBUG_PREFIX,"UPDATED BGM cooldown to",extension_settings.audio.bgm_cooldown);
|
||||
}
|
||||
|
||||
$(document).ready(function () {
|
||||
function addExtensionControls() {
|
||||
|
@ -161,6 +208,10 @@ $(document).ready(function () {
|
|||
</div>
|
||||
<audio id="audio_ambient" controls src="">
|
||||
</div>
|
||||
<div>
|
||||
<label for="audio_bgm_cooldown">Music update cooldown (in seconds)</label>
|
||||
<input id="audio_bgm_cooldown" class="text_pole wide30p">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
@ -184,6 +235,8 @@ $(document).ready(function () {
|
|||
$("#audio_character_bgm_volume_slider").on("input", onBGMVolumeChange);
|
||||
$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
|
||||
|
||||
$("#audio_bgm_cooldown").on("input", onBGMCooldownInput);
|
||||
|
||||
// DBG
|
||||
$("#audio_debug").on("click",function() {
|
||||
if($("#audio_debug").is(':checked')) {
|
||||
|
@ -225,8 +278,10 @@ async function getMusicsList(name) {
|
|||
//#############################//
|
||||
|
||||
/*
|
||||
- Update character BGM
|
||||
- Update ambient sound
|
||||
- Update character BGM
|
||||
- Solo dynamique expression
|
||||
- Group only neutral bgm
|
||||
*/
|
||||
async function moduleWorker() {
|
||||
const moduleEnabled = extension_settings.audio.enabled;
|
||||
|
@ -234,84 +289,199 @@ async function moduleWorker() {
|
|||
//console.debug(DEBUG_PREFIX, getContext());
|
||||
|
||||
if (moduleEnabled) {
|
||||
cooldownBGM -= UPDATE_INTERVAL;
|
||||
//console.debug(DEBUG_PREFIX,currentCharacterBGM,currentExpressionBGM);
|
||||
|
||||
// Update ambient audio
|
||||
|
||||
// 1) Update ambient audio
|
||||
// ---------------------------
|
||||
let newBackground = $("#bg1").css("background-image");
|
||||
newBackground = newBackground.substring(newBackground.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
|
||||
|
||||
//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
|
||||
|
||||
if (currentBackground !== newBackground & newBackground != "none") {
|
||||
if (currentBackground !== newBackground) {
|
||||
currentBackground = newBackground;
|
||||
|
||||
//console.debug(DEBUG_PREFIX,"Changing ambient audio");
|
||||
console.debug(DEBUG_PREFIX,"Changing ambient audio for",currentBackground);
|
||||
updateAmbient();
|
||||
}
|
||||
|
||||
const newCharacter = getContext().name2;
|
||||
const context = getContext();
|
||||
//console.debug(DEBUG_PREFIX,context);
|
||||
|
||||
// Case 1: character changed (new chat or group chat)
|
||||
if (currentCharacter !== newCharacter) {
|
||||
currentCharacter = newCharacter;
|
||||
if (context.chat.length == 0)
|
||||
return;
|
||||
|
||||
console.debug(DEBUG_PREFIX,"Updated current character to",currentCharacter);
|
||||
let chatIsGroup = context.chat[0].is_group;
|
||||
let newCharacter = null;
|
||||
|
||||
// 1.1) First time character appear, load its music folder
|
||||
if (characterMusics[currentCharacter] === undefined) {
|
||||
const audio_file_paths = await getMusicsList(currentCharacter);
|
||||
console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
|
||||
// 1) Update BGM (single chat)
|
||||
// -----------------------------
|
||||
if (!chatIsGroup) {
|
||||
newCharacter = context.name2;
|
||||
|
||||
// Initialise expression/files mapping
|
||||
characterMusics[currentCharacter] = {};
|
||||
for(const e of EXPRESSIONS_LIST)
|
||||
characterMusics[currentCharacter][e] = [];
|
||||
//console.log(DEBUG_PREFIX,"SOLO CHAT MODE"); // DBG
|
||||
|
||||
for(const i of audio_file_paths) {
|
||||
//console.debug(DEBUG_PREFIX,"File found:",i);
|
||||
for(const e of EXPRESSIONS_LIST)
|
||||
if (i["label"].includes(e))
|
||||
characterMusics[currentCharacter][e].push(i["path"]);
|
||||
}
|
||||
console.debug(DEBUG_PREFIX,"Updated BGM map of",currentCharacter,"to",characterMusics[currentCharacter]);
|
||||
// 1.1) First time loading chat
|
||||
if (characterMusics[newCharacter] === undefined) {
|
||||
await loadCharacterBGM(newCharacter)
|
||||
//currentExpressionBGM = FALLBACK_EXPRESSION;
|
||||
//currentCharacterBGM = newCharacter;
|
||||
|
||||
//updateBGM();
|
||||
//cooldownBGM = BGM_UPDATE_COOLDOWN;
|
||||
return;
|
||||
}
|
||||
|
||||
// Character changed require BGM/ambient update whatever the expression
|
||||
currentExpression = "default";
|
||||
// 1.2) Switched chat
|
||||
if (currentCharacterBGM !== newCharacter) {
|
||||
currentCharacterBGM = newCharacter;
|
||||
updateBGM();
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
return;
|
||||
}
|
||||
|
||||
const newExpression = getNewExpression();
|
||||
|
||||
// 1.3) Same character but different expression
|
||||
if (currentExpressionBGM !== newExpression) {
|
||||
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
console.debug(DEBUG_PREFIX,"(SOLO) BGM switch on cooldown:",cooldownBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
|
||||
currentExpressionBGM = newExpression;
|
||||
console.debug(DEBUG_PREFIX,"(SOLO) Updated current character expression to",currentExpressionBGM);
|
||||
updateBGM();
|
||||
return;
|
||||
}
|
||||
|
||||
let newExpression = MUSIC_FALLBACK;
|
||||
|
||||
if (!$(SPRITE_DOM_ID).length) {
|
||||
console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
|
||||
}
|
||||
|
||||
// HACK: use sprite file name as expression detection
|
||||
const spriteFile = $("#expression-image").attr("src");
|
||||
newExpression = spriteFile.substring(spriteFile.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
|
||||
//console.debug(DEBUG_PREFIX,"Current expression",newExpression);
|
||||
|
||||
if (!EXPRESSIONS_LIST.includes(newExpression)) {
|
||||
console.debug(DEBUG_PREFIX,"Not a valid expression, ignored");
|
||||
return;
|
||||
}
|
||||
|
||||
// Case 2: Same character but different expression
|
||||
if (currentExpression !== newExpression) {
|
||||
currentExpression = newExpression;
|
||||
console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpression);
|
||||
// 2) Update BGM (group chat)
|
||||
// -----------------------------
|
||||
newCharacter = context.chat[context.chat.length-1].name;
|
||||
const userName = context.name1;
|
||||
|
||||
if (newCharacter !== undefined && newCharacter != userName) {
|
||||
|
||||
//console.log(DEBUG_PREFIX,"GROUP CHAT MODE"); // DBG
|
||||
|
||||
// 2.1) First time character appear
|
||||
if (characterMusics[newCharacter] === undefined) {
|
||||
await loadCharacterBGM(newCharacter);
|
||||
return;
|
||||
}
|
||||
|
||||
// 2.2) Switched chat
|
||||
if (currentCharacterBGM !== newCharacter) {
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
console.debug(DEBUG_PREFIX,"(GROUP) BGM switch on cooldown:",cooldownBGM);
|
||||
return;
|
||||
}
|
||||
cooldownBGM = extension_settings.audio.cooldownBGM;
|
||||
currentCharacterBGM = newCharacter;
|
||||
currentExpressionBGM = FALLBACK_EXPRESSION;
|
||||
updateBGM();
|
||||
console.debug(DEBUG_PREFIX,"(GROUP) Updated current character BGM to",currentExpressionBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
/*
|
||||
const newExpression = getNewExpression();
|
||||
|
||||
// 1.3) Same character but different expression
|
||||
if (currentExpressionBGM !== newExpression) {
|
||||
|
||||
// Check cooldown
|
||||
if (cooldownBGM > 0) {
|
||||
console.debug(DEBUG_PREFIX,"BGM switch on cooldown:",cooldownBGM);
|
||||
return;
|
||||
}
|
||||
|
||||
cooldownBGM = BGM_UPDATE_COOLDOWN;
|
||||
currentExpressionBGM = newExpression;
|
||||
console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpressionBGM);
|
||||
updateBGM();
|
||||
return;
|
||||
}
|
||||
|
||||
// Case 3: Same character/expression keep playing same BGM
|
||||
return;*/
|
||||
|
||||
}
|
||||
|
||||
// Case 3: Same character/expression or BGM switch on cooldown keep playing same BGM
|
||||
console.debug(DEBUG_PREFIX,"Nothing to do for",currentCharacterBGM, newCharacter, currentExpressionBGM, cooldownBGM);
|
||||
}
|
||||
}
|
||||
|
||||
async function loadCharacterBGM(newCharacter) {
|
||||
console.debug(DEBUG_PREFIX,"New character detected, loading BGM folder of",newCharacter);
|
||||
|
||||
// 1.1) First time character appear, load its music folder
|
||||
const audio_file_paths = await getMusicsList(newCharacter);
|
||||
console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
|
||||
|
||||
// Initialise expression/files mapping
|
||||
characterMusics[newCharacter] = {};
|
||||
for(const e of DEFAULT_EXPRESSIONS)
|
||||
characterMusics[newCharacter][e] = [];
|
||||
|
||||
for(const i of audio_file_paths) {
|
||||
//console.debug(DEBUG_PREFIX,"File found:",i);
|
||||
for(const e of DEFAULT_EXPRESSIONS)
|
||||
if (i["label"].includes(e))
|
||||
characterMusics[newCharacter][e].push(i["path"]);
|
||||
}
|
||||
console.debug(DEBUG_PREFIX,"Updated BGM map of",newCharacter,"to",characterMusics[newCharacter]);
|
||||
}
|
||||
|
||||
function getNewExpression() {
|
||||
let newExpression;
|
||||
|
||||
// HACK: use sprite file name as expression detection
|
||||
if (!$(SPRITE_DOM_ID).length) {
|
||||
console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
|
||||
return FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
const spriteFile = $("#expression-image").attr("src");
|
||||
newExpression = spriteFile.substring(spriteFile.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
|
||||
//
|
||||
|
||||
// No sprite to detect expression
|
||||
if (newExpression == "") {
|
||||
//console.info(DEBUG_PREFIX,"Warning: no expression extracted from sprite, switch to",FALLBACK_EXPRESSION);
|
||||
newExpression = FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
if (!DEFAULT_EXPRESSIONS.includes(newExpression)) {
|
||||
console.info(DEBUG_PREFIX,"Warning:",newExpression," is not a handled expression, expected one of",FALLBACK_EXPRESSION);
|
||||
return FALLBACK_EXPRESSION;
|
||||
}
|
||||
|
||||
return newExpression;
|
||||
}
|
||||
|
||||
async function updateBGM() {
|
||||
const audio_files = characterMusics[currentCharacter][currentExpression];
|
||||
const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)]; // random pick
|
||||
let audio_files = characterMusics[currentCharacterBGM][currentExpressionBGM];// Try char expression BGM
|
||||
|
||||
if (audio_files === undefined || audio_files.length == 0) {
|
||||
console.debug(DEBUG_PREFIX,"No BGM for", currentCharacterBGM,currentExpressionBGM);
|
||||
audio_files = characterMusics[currentCharacterBGM][FALLBACK_EXPRESSION]; // Try char FALLBACK BGM
|
||||
if (audio_files === undefined || audio_files.length == 0) {
|
||||
console.debug(DEBUG_PREFIX,"No default BGM for",currentCharacterBGM,FALLBACK_EXPRESSION, "switch to ST BGM");
|
||||
audio_files = FALLBACK_BGMS; // ST FALLBACK BGM
|
||||
}
|
||||
}
|
||||
|
||||
const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)];
|
||||
console.log(DEBUG_PREFIX,"Updating BGM");
|
||||
console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
|
||||
fetch(audio_file_path)
|
||||
|
@ -320,9 +490,14 @@ async function updateBGM() {
|
|||
console.log(DEBUG_PREFIX,"File not found!")
|
||||
}
|
||||
else {
|
||||
console.log(DEBUG_PREFIX,"Switching BGM to ",currentExpression)
|
||||
console.log(DEBUG_PREFIX,"Switching BGM to",currentExpressionBGM)
|
||||
const audio = $("#audio_character_bgm");
|
||||
|
||||
if (audio.attr("src") == audio_file_path) {
|
||||
console.log(DEBUG_PREFIX,"Already playing, ignored");
|
||||
return;
|
||||
}
|
||||
|
||||
audio.animate({volume: 0.0}, 2000, function() {
|
||||
audio.attr("src",audio_file_path);
|
||||
audio[0].play();
|
||||
|
@ -336,7 +511,7 @@ async function updateBGM() {
|
|||
async function updateAmbient() {
|
||||
const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
|
||||
console.log(DEBUG_PREFIX,"Updating ambient");
|
||||
console.log(DEBUG_PREFIX,"Checking file",audio_file_path)
|
||||
console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
|
||||
fetch(audio_file_path)
|
||||
.then(response => {
|
||||
if (!response.ok) {
|
||||
|
|
|
@ -11,7 +11,6 @@ export { CoquiTtsProvider }
|
|||
const DEBUG_PREFIX = "<Coqui TTS module> ";
|
||||
const UPDATE_INTERVAL = 1000;
|
||||
|
||||
let inApiCall = false;
|
||||
let charactersList = []; // Updated with module worker
|
||||
let coquiApiModels = {}; // Initialized only once
|
||||
let coquiApiModelsFull = {}; // Initialized only once
|
||||
|
@ -194,18 +193,6 @@ class CoquiTtsProvider {
|
|||
.then(json => {
|
||||
coquiApiModels = json;
|
||||
console.debug(DEBUG_PREFIX,"initialized coqui-api model list to", coquiApiModels);
|
||||
/*
|
||||
$('#coqui_api_language')
|
||||
.find('option')
|
||||
.remove()
|
||||
.end()
|
||||
.append('<option value="none">Select model language</option>')
|
||||
.val('none');
|
||||
|
||||
for(let language in coquiApiModels) {
|
||||
$("#coqui_api_language").append(new Option(languageLabels[language],language));
|
||||
console.log(DEBUG_PREFIX,"added language",language);
|
||||
}*/
|
||||
});
|
||||
|
||||
// Load coqui-api FULL settings from json file
|
||||
|
@ -214,18 +201,6 @@ class CoquiTtsProvider {
|
|||
.then(json => {
|
||||
coquiApiModelsFull = json;
|
||||
console.debug(DEBUG_PREFIX,"initialized coqui-api full model list to", coquiApiModelsFull);
|
||||
/*
|
||||
$('#coqui_api_full_language')
|
||||
.find('option')
|
||||
.remove()
|
||||
.end()
|
||||
.append('<option value="none">Select model language</option>')
|
||||
.val('none');
|
||||
|
||||
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