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game_engine_evertims's Introduction

Blender addon of the EVERTims project

Add the EVERTims GUI panel to Blender tool bar, used to setup EVERTims scenes for real-time auralization during both room design (in edit mode) and exploration (using the blender game engine). See the EVERTims website for further insight on the framework.

Install

See the Installation section of the website.

Architecture

The addon is a wrapper around the evertims python module. The module holds classes to communicate room, listener(s) and source(s) properties (geometry, materials, position, etc.) to the EVERTims ray-tracing client (main program running image sources simulation, see website). The addon allows to use the module for real-time auralization of a Blender scene during its design (edit mode) and exploration (BGE).

addon wrapper files:

├── __init__.py
├── operators.py
└── ui.py

evertims module files:

├── assets
│   ├── evertims-assets.blend (example how to use scene + ready to import assets)
│   ├── scripts
│   │   ├── evertims
│   │   │   ├── __init__.py
│   │   │   └── evertClass.py
│   │   └── run-evertims.py (example how to use bge script)

How to use: Standalone python module

The addon/wrapper can be discarded for BGE only auralization. Copy/paste both assets/evertims-standalone.blend file and assets/scripts folder in a new project folder. Launch the EVERTims client (main program that handles room acoustics simulation), open the evertims-standalone.blend, and run the BGE. Make sure that the network parameters defined in the scripts/run-evertims.py script match the ones defined in the EVERTims client.

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game_engine_evertims's Issues

Plans for Blender 2.8.x ?

I get the "update to 2.8x required" when installed.

Do you have plans for 2.8 compatibility in v0.3?

I don't know how I could help, but I would be happy to try.

seems to work but

Hello !

I am trying the Evertims blender addon on a linux fedora x64 , with the idea to create a small audio only echolocation labyrinth ( you try to find your way in a maze using your ears, like a blind person would )

Compiling the raytracing client went fine, when started is outputs as expected :

Material: penkki already in the database. Initializing new writer. Path pattern = listener_1. Order: 0 - 1048576. Amount: 1048576. Host = localhost:3862 socket : OK bind : OK socket : OK ...

Compiling the Auralization engine seemed to go smooth, but when starting it outputs :

terminate called after throwing an instance of 'std::ios_base::failure[abi:cxx11]' what(): Failed to open HRIR file: iostream error

After reading the issue on https://github.com/EVERTims/auralization_engine_evertims/issues/3 , I tried to use the binary that @thima2017 provides : link

This binary starts and plays files just fine.

Then in blender 2.79b , I installed the addon without problems, and configured it to use the raytracing client that I built, the mat file that is included, and the auralization engine from the above mentioned binary.

It seems to work all great, the template scene loads fine, I see in the blender console that the raytracing client is started, the EvertSE client is started, plays and loop my file great.

But , both in on the fly or BGE modes, if I move the listener or the source, or if I change the room size or material, I cannot hear any changes in the audio quality. I don't see any rays being traced in the 3d view either. :

screenshot

The console does show messages about things happening when I move Suzanne or the source :
-> sent to [email protected]: /listener listener_1 0.11 0.0 -0.0 0.0 -0.0 0.11 0.0 0.0 0.0 -0.0 0.11 0.0 1.04 -0.81 -0.0 1.0

What could go wrong ? The console and logs are not very talkative, it seems everything goes fine.
Maybe I have forgotten something ?
Thanks !!

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