def setUpSound(): global windAudio, endingAudio, aboveLocation, endingAudioBasic, trumpetAudio if USE_HMD_F: #Adjusted head location to spatalize towards center of room #Next, create 4 subviews to attach sounds to around the room for whooshing userView = viz.addView() userView.setPosition(0,1.6,0) headLocation = viz.addGroup() viz.link(userView, headLocation) #Good adjustment for reverb and room, might not work as well for the city #vizsonic.setReverb (30.0, 0.2, 0.5, 0.9, 0.1) vizsonic.setSimulatedRoomRadius(30,30) vizsonic.setShaker(1.0) viz.setOption('sound3d.useViewRotation', 0) #Set auarlizer to play towards center of room viz.setListenerSound3D(headLocation) #Turn on sound debugging? viz.setDebugSound3D(False) #Turn on windy city sounds vizsonic.setAmbient('windy_edit.wav', 0.75, 0) #Configure wind playing based on speed, play at higher location aboveView = viz.addView() aboveView.setPosition(0,3,0) aboveLocation = viz.addGroup() viz.link(aboveView, aboveLocation) windAudio = aboveLocation.playsound('windMono.wav', viz.STOP, volume=WIND_MIN_VOLUME) trumpetAudio = aboveLocation.playsound('audio/hero_trumpet.wav', viz.STOP, volume = 0.75) chooseExpStateNLoadSound()
def finish(): if globals().has_key('flyingLink'): flyingLink.remove() if globals().has_key('heli'): heli.visible(viz.OFF) masterTimerG.setEnabled(0) #recordingTimer.setEnabled(0) viz.MainView.setPosition([10000] * 3) vizsonic.setAmbient('windy_edit.wav', 0.0, 0) if FLYING_F and not TOURING_F: positionWrite.close() else: positionRead.close() subjectStatusData.close()