Revision 498cd9cd

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client/cpp/examples/random_gaze/main.cpp
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#include "RobotController.h"
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#include "RobotGaze.h"
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#include <unistd.h>
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#include <thread>
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#include <chrono>
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float rand_float(float min, float max){
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    float f = (float)rand() / RAND_MAX;
......
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		}
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        robot_controller->set_gaze_target(gaze);
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		usleep(1000/50 * 1000 );
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    }	
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        std::this_thread::sleep_for(std::chrono::milliseconds(1000/50));
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    }
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}
client/cpp/examples/speech_test/main.cpp
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*/
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#include "RobotController.h"
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#include <unistd.h>
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#include <thread>
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#include <chrono>
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#define BLOCKING true
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......
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    printf("> speech test starting.\n");
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    robot_controller->set_speak("i will start counting now.\n", BLOCKING);
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    robot_controller->set_speak("I will start counting now.\n", BLOCKING);
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    while(1){
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        std::string text = std::to_string(count++);
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        printf("> saying '%s'\n",text.c_str());
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        robot_controller->set_speak(text, BLOCKING);
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        sleep(1);
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        std::this_thread::sleep_for(std::chrono::seconds(1));
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    }
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}
server/src/Arbiter.cpp
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    //block until ani was played back
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    while(incoming_animation->is_active()){
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        //printf("A"); fflush(stdout);
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        usleep(1*1000); //1ms, save cpu cycles
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));//save cpu cycles
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    }
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    //ok, it finished. we can safely remove it now:
......
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    if (audio_player != NULL){
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        while(audio_player->is_playing()){
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            //save some cpu cycles:
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            usleep(1*1000); //1ms
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            std::this_thread::sleep_for(std::chrono::milliseconds(1)); //1ms
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        }
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    }
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......
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    //so check now if the utterance finished as well:
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    while (utterance->is_playing()){
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        //save some cpu cycles:
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        usleep(1*1000); //1ms
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));
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    }
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}
server/src/AudioPlayer.cpp
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*/
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#include "AudioPlayer.h"
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#include <thread>
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#include <chrono>
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using namespace std;
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......
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    while(playback_state != CLOSED){
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        printf("> waiting for end of audio playback\n");
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        usleep(1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));
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    }
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}
server/src/AudioPlayerLibAO.cpp
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*/
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#include "AudioPlayerLibAO.h"
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#include <thread>
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#include <chrono>
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using namespace std;
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using namespace boost;
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//new audio player with gievn device type (default is pulse)
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AudioPlayerLibAO::AudioPlayerLibAO(string driver): AudioPlayer(driver){
......
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    //check if we can play this file:
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    while(playback_state != IDLE){
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        printf("> player not ready yet, waiting for 10ms\n");
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        usleep(10*1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(10));
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    }
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    audio_format = extract_ao_format(audio_data);
......
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    //wait for playback to start:
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    printf("> waiting for playback start...\n");
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    while(playback_requested){
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        usleep(1*1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));
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    }
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    printf("> playback running.\n");
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}
......
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        }
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        //1ms delay to safe cpu time
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        usleep(1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));
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    }
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    //shutdown audio!
server/src/AudioPlayerRSB.cpp
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    //check if we can play this file:
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    while(playback_state != IDLE){
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        printf("> player not ready yet, waiting for 10ms\n");
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        usleep(10*1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(10));
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    }
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    //ok, we can play the audio. copy/setup data:
......
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                }
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                //add some delay to meet the delay until playback starts (FIXME: this should be determined!)
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                //usleep(100*1000); //100ms
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                //std::this_thread::sleep_for(std::chrono::milliseconds(100));
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                //ok we can now play the data
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                printf("> AudioPlayer: playback started\n");
......
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        }
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        //1ms delay to safe cpu time
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        usleep(1000);
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        std::this_thread::sleep_for(std::chrono::milliseconds(1));
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    }
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    //done

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