@newgameplusinc/odyssey-audio-video-sdk-dev 1.0.22 → 1.0.23

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package/README.md CHANGED
@@ -84,27 +84,27 @@ sdk.setListenerFromLSD(listenerPos, cameraPos, lookAtPos);
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  #### Noise-Cancellation Stack (What’s Included)
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  1. **Adaptive denoiser worklet** – learns each participant’s noise floor in real time, then applies a multi-band downward expander plus dynamic low/high-pass shaping.
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  2. **Optional voice enhancement** – autocorrelation-derived confidence (inspired by the tuner article) can raise the reduction floor when speech is present to keep vocals bright.
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- 3. **Silence gate** – if energy stays below `silenceFloor` for a configurable hold window, the track ramps to true silence, removing hiss when nobody speaks.
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+ 3. **Silence gate** – if energy stays below `silenceFloor` for a configurable hold window, the track ramps to true silence, then wakes instantly once voice energy returns.
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  4. **Classic filters** – fixed high-pass/low-pass filters shave off rumble and hiss before signals reach the HRTF panner.
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  These layers run entirely in Web Audio, so you can ship “AirPods-style” background rejection in any browser without native code.
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  ```ts
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  const sdk = new OdysseySpatialComms(serverUrl, {
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  denoiser: {
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- threshold: 0.0082,
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- maxReduction: 0.85,
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- hissCut: 0.5,
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- holdMs: 190,
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- voiceBoost: 0.7,
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- voiceSensitivity: 0.3,
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+ threshold: 0.0088,
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+ maxReduction: 0.92,
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+ hissCut: 0.58,
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+ holdMs: 210,
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+ voiceBoost: 0.65,
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+ voiceSensitivity: 0.33,
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  voiceEnhancement: true,
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- silenceFloor: 0.0006,
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- silenceHoldMs: 420,
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- silenceReleaseMs: 260,
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+ silenceFloor: 0.00085,
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+ silenceHoldMs: 320,
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+ silenceReleaseMs: 140,
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  },
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  });
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  ```
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- Voice enhancement (autocorrelation-based speech detection) is **off by default** to keep the gate extra quiet; enable it when you want brighter close-talk voicing. Pair this with the new, gentler proximity curve to keep far-away participants airy instead of “all in one room.”
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+ Voice enhancement (autocorrelation-based speech detection) is **off by default** to keep the gate extra quiet; enable it when you want brighter close-talk voicing. Tweak `silenceFloor` / `silenceHoldMs` if you need either more aggressive hiss removal or softer gating.
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  #### How Spatial Audio Is Built
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  1. **Telemetry ingestion** – each LSD packet is passed through `setListenerFromLSD(listenerPos, cameraPos, lookAtPos)` so the Web Audio listener matches the player’s real head/camera pose.
@@ -603,11 +603,11 @@ class SpatialAudioManager extends EventManager_1.EventManager {
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  this.voiceBoost = this._sanitize(cfg.voiceBoost, 0, 1, 0.6);
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  this.voiceSensitivity = this._sanitize(cfg.voiceSensitivity, 0.05, 0.9, 0.35);
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  this.voiceEnhancement = cfg.voiceEnhancement === true;
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- this.silenceFloor = this._sanitize(cfg.silenceFloor, 0.0002, 0.02, 0.0012);
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+ this.silenceFloor = this._sanitize(cfg.silenceFloor, 0.0002, 0.02, 0.00085);
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  this.silenceHoldSamples = Math.max(
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  8,
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  Math.round(
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- sampleRate * this._sanitize(cfg.silenceHoldMs, 40, 1200, 260) / 1000
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+ sampleRate * this._sanitize(cfg.silenceHoldMs, 40, 1200, 320) / 1000
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  )
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  );
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  this.silenceReleaseSamples = Math.max(
@@ -748,10 +748,11 @@ class SpatialAudioManager extends EventManager_1.EventManager {
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  state.quietSamples = 0;
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  }
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- if (state.envelope < this.silenceFloor && speechPresence < 0.2) {
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+ const belowFloor = state.envelope < this.silenceFloor;
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+ if (belowFloor && speechPresence < 0.25) {
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  state.silenceSamples++;
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  } else {
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- state.silenceSamples = Math.max(0, state.silenceSamples - 2);
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+ state.silenceSamples = Math.max(0, state.silenceSamples - 3);
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  }
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  if (!state.isSilenced && state.silenceSamples > this.silenceHoldSamples) {
@@ -760,19 +761,22 @@ class SpatialAudioManager extends EventManager_1.EventManager {
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  }
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  if (state.isSilenced) {
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- if (
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- state.envelope > this.silenceFloor * 1.8 ||
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- speechPresence > 0.35
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- ) {
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+ const wakeFromEnergy = state.envelope > this.silenceFloor * 1.35;
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+ const wakeFromVoice = speechPresence > 0.25;
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+ if (wakeFromEnergy || wakeFromVoice) {
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+ state.isSilenced = false;
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+ state.silenceSamples = 0;
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+ state.silenceReleaseCounter = 0;
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+ } else {
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  state.silenceReleaseCounter++;
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  if (state.silenceReleaseCounter > this.silenceReleaseSamples) {
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  state.isSilenced = false;
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  state.silenceSamples = 0;
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  state.silenceReleaseCounter = 0;
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  }
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- } else {
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- state.silenceReleaseCounter = 0;
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  }
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+ } else {
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+ state.silenceReleaseCounter = 0;
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  }
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  const ratio = state.noise / Math.max(state.envelope, 1e-6);
@@ -805,7 +809,7 @@ class SpatialAudioManager extends EventManager_1.EventManager {
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  processed = state.lpState + highComponent * hissGain;
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  const muteTarget = state.isSilenced ? 0 : 1;
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- state.muteGain += (muteTarget - state.muteGain) * 0.35;
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+ state.muteGain += (muteTarget - state.muteGain) * 0.25;
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  processed *= state.muteGain;
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  outChannel[i] = processed;
@@ -845,21 +849,21 @@ registerProcessor('odyssey-denoise', OdysseyDenoiseProcessor);
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  };
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  const denoiserDefaults = {
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  enabled: true,
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- threshold: 0.0082,
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- noiseFloor: 0.0022,
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- release: 0.28,
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- attack: 0.32,
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- holdMs: 190,
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- maxReduction: 0.85,
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- hissCut: 0.5,
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- expansionRatio: 2.1,
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- learnRate: 0.05,
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- voiceBoost: 0.6,
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- voiceSensitivity: 0.35,
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+ threshold: 0.0088,
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+ noiseFloor: 0.0024,
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+ release: 0.26,
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+ attack: 0.3,
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+ holdMs: 210,
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+ maxReduction: 0.92,
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+ hissCut: 0.58,
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+ expansionRatio: 2.25,
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+ learnRate: 0.055,
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+ voiceBoost: 0.65,
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+ voiceSensitivity: 0.33,
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  voiceEnhancement: false,
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- silenceFloor: 0.0006,
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- silenceHoldMs: 420,
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- silenceReleaseMs: 260,
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+ silenceFloor: 0.00085,
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+ silenceHoldMs: 320,
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+ silenceReleaseMs: 140,
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  };
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  return {
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  distance: {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@newgameplusinc/odyssey-audio-video-sdk-dev",
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- "version": "1.0.22",
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+ "version": "1.0.23",
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  "description": "Odyssey Spatial Audio & Video SDK using MediaSoup for real-time communication",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",