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Merge pull request #930 from ericrosenbaum/bugfix/loudness-performance
Only measure loudness once per step
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commit
2d9bd92140
2 changed files with 70 additions and 1 deletions
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@ -1,4 +1,5 @@
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const Cast = require('../util/cast');
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const Timer = require('../util/timer');
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class Scratch3SensingBlocks {
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constructor (runtime) {
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@ -14,6 +15,24 @@ class Scratch3SensingBlocks {
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*/
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this._answer = '';
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/**
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* The timer utility.
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* @type {Timer}
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*/
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this._timer = new Timer();
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/**
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* The stored microphone loudness measurement.
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* @type {number}
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*/
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this._cachedLoudness = -1;
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/**
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* The time of the most recent microphone loudness measurement.
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* @type {number}
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*/
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this._cachedLoudnessTimestamp = 0;
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/**
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* The list of queued questions and respective `resolve` callbacks.
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* @type {!Array}
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@ -217,7 +236,17 @@ class Scratch3SensingBlocks {
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getLoudness () {
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if (typeof this.runtime.audioEngine === 'undefined') return -1;
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return this.runtime.audioEngine.getLoudness();
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if (this.runtime.currentStepTime === null) return -1;
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// Only measure loudness once per step
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const timeSinceLoudness = this._timer.time() - this._cachedLoudnessTimestamp;
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if (timeSinceLoudness < this.runtime.currentStepTime) {
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return this._cachedLoudness;
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}
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this._cachedLoudnessTimestamp = this._timer.time();
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this._cachedLoudness = this.runtime.audioEngine.getLoudness();
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return this._cachedLoudness;
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}
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getAttributeOf (args) {
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@ -83,3 +83,43 @@ test('set drag mode', t => {
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t.end();
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});
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test('get loudness with caching', t => {
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const rt = new Runtime();
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const sensing = new Sensing(rt);
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// It should report -1 when audio engine is not available.
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t.strictEqual(sensing.getLoudness(), -1);
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// Stub the audio engine with its getLoudness function, and set up different
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// values to simulate it changing over time.
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const firstLoudness = 1;
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const secondLoudness = 2;
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let simulatedLoudness = firstLoudness;
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rt.audioEngine = {getLoudness: () => simulatedLoudness};
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// It should report -1 when current step time is null.
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t.strictEqual(sensing.getLoudness(), -1);
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// Stub the current step time.
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rt.currentStepTime = 1000 / 30;
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// The first time it works, it should report the result from the stubbed audio engine.
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t.strictEqual(sensing.getLoudness(), firstLoudness);
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// Update the simulated loudness to a new value.
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simulatedLoudness = secondLoudness;
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// Simulate time passing by advancing the timer forward a little bit.
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// After less than a step, it should still report cached loudness.
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let simulatedTime = Date.now() + (rt.currentStepTime / 2);
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sensing._timer = {time: () => simulatedTime};
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t.strictEqual(sensing.getLoudness(), firstLoudness);
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// Simulate more than a step passing. It should now request the value
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// from the audio engine again.
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simulatedTime += rt.currentStepTime;
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t.strictEqual(sensing.getLoudness(), secondLoudness);
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t.end();
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});
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