These are chat archives for highfidelity/hifi

9th
Apr 2017
Philip Rosedale
@PhilipRosedale
Apr 09 2017 00:06
@amvmoody I added some comments and a test script to the job... I think it might be that the server is auto-muting you if you play a loud constant sound. Check if the sending client is getting muted.
sorry that's a weird feature that is often confusing. You can turn in off the server setting page under audio environment - Noise Muting Threshold. 1.0 will never mute.
Midnight
@MidnightRift
Apr 09 2017 00:09
the server im running it on has a value of 1.0 there. so I don't think it was muting my avatar.
Philip Rosedale
@PhilipRosedale
Apr 09 2017 00:19
OK. Well I was just testing your latest in the welcome area with a couple people and it seemed to be working fairly well.
I looked through the C++ code that generates the loudness and it looks to be doing the right thing.
Midnight
@MidnightRift
Apr 09 2017 00:20
did it ever break past say 20 ?
Philip Rosedale
@PhilipRosedale
Apr 09 2017 00:21
You know what I noticed in the code... it looks like we might be quantizing the value to 8-bits in transmission....
so is is possible that is what is happening? That the loudness of others is ranging from 0-255, while one's own loudness is from 0-32767?
Midnight
@MidnightRift
Apr 09 2017 00:26
Im able to test with 2 computers, both of them register above 5000 and typicaly the main i can make regester over 13k but after a second i get droped to almost no loudness. This come into play with any constant noise, clapping for one person only triggers it if its like a moderatly fast clap.
Midnight
@MidnightRift
Apr 09 2017 00:34
@PhilipRosedale the one thing i didnt try after your recomended settings change was to use a differnt microphone. It appears my main mic i use has active noise canceling that i didnt know about. << so maybe crisis adverted ?
im able to push that meter to 95% with it
Midnight
@MidnightRift
Apr 09 2017 00:42
@PhilipRosedale that audio noise reduction in the developer menu, will that need to be switched off for everyone in the audience though ? it seams i need it off on both my accouts for it to not gate the audio.
Philip Rosedale
@PhilipRosedale
Apr 09 2017 01:51
For normal people yelling or clapping it will be ok. You have to drive it with a really steady sound to get it to move the gate value up. We are also working on a much better gate. So I think things are good as is. I think you just want to make the averaging interval 3 or 4 times longer so that it moves more slowly so it is easier to see the highest peak reached.
Midnight
@MidnightRift
Apr 09 2017 01:53
yes. Ill fiddel with the values and get an updated version built sometime tonight :)
Philip Rosedale
@PhilipRosedale
Apr 09 2017 03:52
Great!
Flame Soulis
@FlameSoulis
Apr 09 2017 12:11

So, I have the Pi build running swell, but an old classic bug seems to be back: after the server does its first restart, you can no longer create objects on the server and have them be in the actual world. It'll just remain local. My logs give the following when this happens:

[04/02 10:00:32] [DEBUG] [hifi.entities] [15079] [entity-server] Edit failed. [ 45 (EntityEdit) ]  entity id: [entity-id: {fd2dda8d-9bdb-4e06-b9f2-24b6dbf893b2} ] existingEntity pointer: 0x0
[04/02 10:00:40] [DEBUG] [hifi.entities] [15079] [entity-server] EntityItem::deserializeActionsInternal -- no _element

Outside of that, good results. Audio works fine. Kinetics work fine, and before I restarted the server, physics worked just fine as well.