programmed 04_training_game.py
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src/03_simulation_volume.py
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333
src/03_simulation_volume.py
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import sys
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import random
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import numpy as np
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import pygame
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import sounddevice as sd
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# ==================== KONFIGURATION & PARAMETER ====================
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ROOM_SIZE_M = 20.0
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WINDOW_SIZE = 800
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PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
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SAMPLE_RATE = 44100
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BLOCK_SIZE = 1024
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C_SOUND = 343.0
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HEAD_RADIUS_M = 0.0875
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MAX_MAPPED_DIST = 10.0
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# Schwellenwert in Metern für die Verbindung/Fusion von Punkten zu einem Körper
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CLUSTER_THRESHOLD_M = 1.8
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# Musikalische Intervalle zur Unterscheidung verschiedener fused Körper
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CHORD_RATIOS = [1.0, 1.2, 1.498, 1.782, 2.0, 2.4]
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# ==================== PUNKTE (POINT OBJECTS) ====================
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class MovingPoint:
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"""Repräsentiert einen einzelnen physikalischen Punkt im Raum."""
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def __init__(self, x_m, y_m):
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self.x_m = x_m
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self.y_m = y_m
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self.vx = random.uniform(-0.025, 0.025)
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self.vy = random.uniform(-0.025, 0.025)
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def update_physics(self):
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"""Autonome Bewegung und Kollision mit den Raumgrenzen."""
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self.x_m += self.vx
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self.y_m += self.vy
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self.vx += random.uniform(-0.001, 0.001)
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self.vy += random.uniform(-0.001, 0.001)
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speed = np.sqrt(self.vx**2 + self.vy**2)
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if speed > 0.04:
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self.vx = (self.vx / speed) * 0.04
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self.vy = (self.vy / speed) * 0.04
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half_r = ROOM_SIZE_M / 2.0 - 0.5
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if abs(self.x_m) > half_r:
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self.vx *= -1.0
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self.x_m = np.clip(self.x_m, -half_r, half_r)
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if abs(self.y_m) > half_r:
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self.vy *= -1.0
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self.y_m = np.clip(self.y_m, -half_r, half_r)
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# ==================== FUSED BODY (ZUSAMMENGESETZTER KÖRPER) ====================
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class FusedBody:
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"""Repräsentiert einen dynamischen Körper (1 oder mehrere verschmolzene Punkte)."""
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def __init__(self, points, base_ratio=1.0):
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self.points = points
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self.base_ratio = base_ratio
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self.closest_point = None
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self.min_dist_m = 999.0
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self.target_freq = 220.0
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self.target_itd_samples = 0.0
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self.target_gain_l = 0.0
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self.target_gain_r = 0.0
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# Interne Audio-States für stufenlose Übergänge
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self.current_freq = 220.0
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self.current_itd = 0.0
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self.phase_1 = random.uniform(0, 2 * np.pi)
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self.phase_2 = random.uniform(0, 2 * np.pi)
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def compute_spatial_params(self):
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"""Ermittelt den nächsten Punkt zum Nutzer und berechnet Frequenz sowie Azimut."""
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if not self.points:
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return
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self.closest_point = min(
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self.points,
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key=lambda p: np.sqrt(p.x_m**2 + p.y_m**2)
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)
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self.min_dist_m = np.sqrt(self.closest_point.x_m**2 + self.closest_point.y_m**2)
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clamped_dist = min(self.min_dist_m, MAX_MAPPED_DIST)
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norm_dist = clamped_dist / MAX_MAPPED_DIST
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# Frequenz-Mapping (nah = hoch, fern = tief)
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base_f_near = 880.0 * self.base_ratio
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base_f_far = 220.0 * self.base_ratio
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self.target_freq = base_f_near * ((base_f_far / base_f_near) ** norm_dist)
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# Azimut bezogen auf den nächsten Punkt
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azimuth = np.arctan2(self.closest_point.x_m, self.closest_point.y_m)
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# ITD Berechnung
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itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
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self.target_itd_samples = itd_sec * SAMPLE_RATE
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self.azimuth = azimuth
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def apply_relative_volume(self, global_min_dist):
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"""
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Berechnet die Lautstärke relativ zum nahesten Objekt im gesamten Raum.
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- Das nächste Objekt (Delta = 0m) erhält 100% der Basis-Lautstärke.
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- Weiter entfernte Objekte werden proportional zur Distanzdifferenz leiser.
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"""
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pan = np.sin(self.azimuth)
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# Basis-Lautstärke des nahesten Objekts
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base_master_vol = 0.25
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# Relativer Dämpfungsfaktor basierend auf der Differenz zum nahesten Objekt
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dist_delta = self.min_dist_m - global_min_dist
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# Abfall-Intensität: Bei 5m Zusatzabstand sinkt die Lautstärke auf ~15%
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rel_attenuation = np.exp(-0.4 * max(0.0, dist_delta))
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effective_vol = base_master_vol * rel_attenuation
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self.target_gain_l = np.clip(0.5 * (1.0 - pan), 0.02, 1.0) * effective_vol
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self.target_gain_r = np.clip(0.5 * (1.0 + pan), 0.02, 1.0) * effective_vol
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# ==================== GLOBALE VARIABLEN & CLUSTER-LOGIK ====================
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points_list = []
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fused_bodies = []
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def update_clusters():
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"""Identifiziert Punkte-Cluster, fusioniert sie und berechnet relative Lautstärken."""
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global fused_bodies
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n = len(points_list)
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if n == 0:
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fused_bodies = []
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return
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# 1. Graph-Cluster-Erkennung
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visited = [False] * n
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clusters = []
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for i in range(n):
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if not visited[i]:
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cluster = []
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queue = [i]
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visited[i] = True
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while queue:
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curr = queue.pop(0)
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cluster.append(points_list[curr])
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for neighbor in range(n):
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if not visited[neighbor]:
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dx = points_list[curr].x_m - points_list[neighbor].x_m
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dy = points_list[curr].y_m - points_list[neighbor].y_m
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dist = np.sqrt(dx**2 + dy**2)
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if dist <= CLUSTER_THRESHOLD_M:
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visited[neighbor] = True
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queue.append(neighbor)
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clusters.append(cluster)
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# 2. FusedBody Instanzen erstellen / Parameter berechnen
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new_fused_bodies = []
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for idx, cluster_points in enumerate(clusters):
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ratio = CHORD_RATIOS[idx % len(CHORD_RATIOS)]
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body = FusedBody(cluster_points, base_ratio=ratio)
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body.compute_spatial_params()
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new_fused_bodies.append(body)
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# 3. Globale euklidische Minimaldistanz ermitteln
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global_min_dist = min(b.min_dist_m for b in new_fused_bodies)
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# 4. Lautstärke jedes Objekts relativ zum nahesten Objekt anpassen
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for body in new_fused_bodies:
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body.apply_relative_volume(global_min_dist)
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fused_bodies = new_fused_bodies
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# ==================== AUDIO CALLBACK ====================
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def audio_callback(outdata, frames, time_info, status):
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if status:
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print(status, file=sys.stderr)
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outdata.fill(0.0)
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if not fused_bodies:
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return
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t_indices = np.arange(frames)
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for body in list(fused_bodies):
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freq_vec = np.linspace(body.current_freq, body.target_freq, frames)
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itd_vec = np.linspace(body.current_itd, body.target_itd_samples, frames)
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body.current_freq = body.target_freq
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body.current_itd = body.target_itd_samples
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dphase_1 = 2 * np.pi * freq_vec / SAMPLE_RATE
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dphase_2 = 2 * np.pi * (freq_vec * 1.498) / SAMPLE_RATE
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phases_1 = body.phase_1 + np.cumsum(dphase_1)
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phases_2 = body.phase_2 + np.cumsum(dphase_2)
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body.phase_1 = phases_1[-1] % (2 * np.pi)
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body.phase_2 = phases_2[-1] % (2 * np.pi)
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wave_1 = np.sin(phases_1)
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wave_2 = 0.25 * np.sin(phases_2)
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raw_signal = 0.18 * (wave_1 + wave_2)
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idx_l = t_indices + (itd_vec / 2.0)
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idx_r = t_indices - (itd_vec / 2.0)
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sig_l = np.interp(idx_l, t_indices, raw_signal) * body.target_gain_l
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sig_r = np.interp(idx_r, t_indices, raw_signal) * body.target_gain_r
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outdata[:, 0] += sig_l
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outdata[:, 1] += sig_r
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# ==================== HAUPTPROGRAMM ====================
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def main():
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pygame.init()
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screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
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pygame.display.set_caption("Simulation 02: Dynamic Fusion & Relative Volume Attenuation")
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clock = pygame.time.Clock()
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stream = sd.OutputStream(
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channels=2,
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samplerate=SAMPLE_RATE,
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blocksize=BLOCK_SIZE,
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callback=audio_callback
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)
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with stream:
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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elif event.key == pygame.K_c:
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points_list.clear()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1:
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m_px, m_py = event.pos
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x_m = (m_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
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y_m = (WINDOW_SIZE / 2.0 - m_py) / PIXELS_PER_METER
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points_list.append(MovingPoint(x_m, y_m))
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# 1. Physik aktualisieren
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for pt in points_list:
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pt.update_physics()
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# 2. Cluster und relative Lautstärken berechnen
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update_clusters()
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# --- RENDERING ---
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screen.fill((15, 18, 25))
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center_px = WINDOW_SIZE // 2
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# Raster & Abstandskreise
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pygame.draw.line(screen, (35, 40, 55), (0, center_px), (WINDOW_SIZE, center_px), 1)
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pygame.draw.line(screen, (35, 40, 55), (center_px, 0), (center_px, WINDOW_SIZE), 1)
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for r_m in range(2, 11, 2):
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r_px = int(r_m * PIXELS_PER_METER)
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pygame.draw.circle(screen, (30, 35, 50), (center_px, center_px), r_px, 1)
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# Nutzer-Kopf
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head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER)
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pygame.draw.circle(screen, (180, 190, 200), (center_px, center_px), head_radius_px)
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pygame.draw.polygon(screen, (230, 90, 90), [
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(center_px - 8, center_px - head_radius_px),
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(center_px + 8, center_px - head_radius_px),
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(center_px, center_px - head_radius_px - 12)
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])
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# Rote Verbindungsstriche und Richtungsvektoren
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for body in fused_bodies:
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pts = body.points
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for i in range(len(pts)):
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for j in range(i + 1, len(pts)):
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dx = pts[i].x_m - pts[j].x_m
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dy = pts[i].y_m - pts[j].y_m
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if np.sqrt(dx**2 + dy**2) <= CLUSTER_THRESHOLD_M:
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px1 = int(center_px + pts[i].x_m * PIXELS_PER_METER)
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py1 = int(center_px - pts[i].y_m * PIXELS_PER_METER)
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px2 = int(center_px + pts[j].x_m * PIXELS_PER_METER)
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py2 = int(center_px - pts[j].y_m * PIXELS_PER_METER)
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pygame.draw.line(screen, (240, 60, 60), (px1, py1), (px2, py2), 3)
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if body.closest_point:
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cp_px = int(center_px + body.closest_point.x_m * PIXELS_PER_METER)
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cp_py = int(center_px - body.closest_point.y_m * PIXELS_PER_METER)
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# Hauptobjekt erhält hellen Vektor, entferntere Objekte gedämpfte Vektoren
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pygame.draw.line(screen, (80, 220, 160, 80), (center_px, center_px), (cp_px, cp_py), 1)
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# Punkte zeichnen
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for pt in points_list:
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px = int(center_px + pt.x_m * PIXELS_PER_METER)
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py = int(center_px - pt.y_m * PIXELS_PER_METER)
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pygame.draw.circle(screen, (100, 255, 180), (px, py), 6)
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# HUD
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font = pygame.font.SysFont("Consolas", 15)
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hud_info = [
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f"Punkte gesamt : {len(points_list)}",
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f"Aktive Körper : {len(fused_bodies)} (Relative Dämpfung aktiv)",
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"[ Links-Klick ] : Punkt droppen",
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"[ Taste 'C' ] : Alle Punkte löschen",
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"[ ESC ] : Beenden"
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]
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for idx, text in enumerate(hud_info):
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txt_surface = font.render(text, True, (200, 200, 210))
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screen.blit(txt_surface, (15, 15 + idx * 20))
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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if __name__ == "__main__":
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main()
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318
src/04_training_game.py
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318
src/04_training_game.py
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import sys
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import random
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import time
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import numpy as np
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import pygame
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import sounddevice as sd
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# ==================== KONFIGURATION & PARAMETER ====================
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ROOM_SIZE_M = 20.0
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WINDOW_SIZE = 800
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PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
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SAMPLE_RATE = 44100
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BLOCK_SIZE = 1024
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C_SOUND = 343.0
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HEAD_RADIUS_M = 0.0875
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MAX_MAPPED_DIST = 10.0
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FREQ_MIN_DIST = 880.0
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FREQ_MAX_DIST = 220.0
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REVEAL_DURATION = 2.0 # Sekunden Anzeige der Einzelauswertung
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TOTAL_ITERATIONS = 5 # Runden bis zur Metrik-Auswertung
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# ==================== TRAININGS-OBJEKT ====================
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class TargetObject:
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"""Repräsentiert das unsichtbare Ziel-Objekt im Trainingsmodus."""
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def __init__(self):
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self.reset()
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def reset(self):
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self.x_m = random.uniform(-8.0, 8.0)
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self.y_m = random.uniform(-8.0, 8.0)
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self.vx = random.uniform(-0.02, 0.02)
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self.vy = random.uniform(-0.02, 0.02)
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self.target_freq = 220.0
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self.target_itd_samples = 0.0
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self.target_gain_l = 0.2
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self.target_gain_r = 0.2
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self.current_freq = 220.0
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self.current_itd = 0.0
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self.phase_1 = 0.0
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self.phase_2 = 0.0
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def update_physics(self):
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"""Bewegt das Objekt autonom im Raum."""
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self.x_m += self.vx
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self.y_m += self.vy
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self.vx += random.uniform(-0.001, 0.001)
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self.vy += random.uniform(-0.001, 0.001)
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speed = np.sqrt(self.vx**2 + self.vy**2)
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if speed > 0.035:
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self.vx = (self.vx / speed) * 0.035
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self.vy = (self.vy / speed) * 0.035
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half_r = ROOM_SIZE_M / 2.0 - 0.5
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if abs(self.x_m) > half_r:
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self.vx *= -1.0
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self.x_m = np.clip(self.x_m, -half_r, half_r)
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if abs(self.y_m) > half_r:
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self.vy *= -1.0
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self.y_m = np.clip(self.y_m, -half_r, half_r)
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def update_audio_params(self):
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"""Berechnet Frequenz, ITD und ILD basierend auf der aktuellen Position."""
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dist_m = np.sqrt(self.x_m**2 + self.y_m**2)
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clamped_dist = min(dist_m, MAX_MAPPED_DIST)
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norm_dist = clamped_dist / MAX_MAPPED_DIST
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self.target_freq = FREQ_MIN_DIST * ((FREQ_MAX_DIST / FREQ_MIN_DIST) ** norm_dist)
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azimuth = np.arctan2(self.x_m, self.y_m)
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itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
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self.target_itd_samples = itd_sec * SAMPLE_RATE
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pan = np.sin(azimuth)
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master_vol = 0.25
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||||
self.target_gain_l = np.clip(0.5 * (1.0 - pan), 0.05, 1.0) * master_vol
|
||||
self.target_gain_r = np.clip(0.5 * (1.0 + pan), 0.05, 1.0) * master_vol
|
||||
|
||||
|
||||
target_obj = TargetObject()
|
||||
|
||||
|
||||
# ==================== AUDIO CALLBACK ====================
|
||||
def audio_callback(outdata, frames, time_info, status):
|
||||
if status:
|
||||
print(status, file=sys.stderr)
|
||||
|
||||
t_indices = np.arange(frames)
|
||||
|
||||
freq_vec = np.linspace(target_obj.current_freq, target_obj.target_freq, frames)
|
||||
itd_vec = np.linspace(target_obj.current_itd, target_obj.target_itd_samples, frames)
|
||||
|
||||
target_obj.current_freq = target_obj.target_freq
|
||||
target_obj.current_itd = target_obj.target_itd_samples
|
||||
|
||||
dphase_1 = 2 * np.pi * freq_vec / SAMPLE_RATE
|
||||
dphase_2 = 2 * np.pi * (freq_vec * 1.498) / SAMPLE_RATE
|
||||
|
||||
phases_1 = target_obj.phase_1 + np.cumsum(dphase_1)
|
||||
phases_2 = target_obj.phase_2 + np.cumsum(dphase_2)
|
||||
|
||||
target_obj.phase_1 = phases_1[-1] % (2 * np.pi)
|
||||
target_obj.phase_2 = phases_2[-1] % (2 * np.pi)
|
||||
|
||||
wave_1 = np.sin(phases_1)
|
||||
wave_2 = 0.25 * np.sin(phases_2)
|
||||
raw_signal = 0.2 * (wave_1 + wave_2)
|
||||
|
||||
idx_l = t_indices + (itd_vec / 2.0)
|
||||
idx_r = t_indices - (itd_vec / 2.0)
|
||||
|
||||
outdata[:, 0] = np.interp(idx_l, t_indices, raw_signal) * target_obj.target_gain_l
|
||||
outdata[:, 1] = np.interp(idx_r, t_indices, raw_signal) * target_obj.target_gain_r
|
||||
|
||||
|
||||
# ==================== HAUPTPROGRAMM ====================
|
||||
def main():
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
|
||||
pygame.display.set_caption("Simulation 03: Training Mode with Metrics Evaluation")
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
stream = sd.OutputStream(
|
||||
channels=2,
|
||||
samplerate=SAMPLE_RATE,
|
||||
blocksize=BLOCK_SIZE,
|
||||
callback=audio_callback
|
||||
)
|
||||
|
||||
# Versuchs-Datenstrukturen
|
||||
trials_data = [] # Liste von Dicts mit Daten jeder Runde
|
||||
iteration = 0
|
||||
round_start_time = time.time()
|
||||
|
||||
click_result = None
|
||||
reveal_start_time = 0.0
|
||||
is_revealed = False
|
||||
show_summary_screen = False
|
||||
|
||||
with stream:
|
||||
running = True
|
||||
while running:
|
||||
current_time = time.time()
|
||||
|
||||
# Timer für Übergang zwischen Runden
|
||||
if is_revealed and (current_time - reveal_start_time > REVEAL_DURATION):
|
||||
is_revealed = False
|
||||
click_result = None
|
||||
|
||||
if iteration >= TOTAL_ITERATIONS:
|
||||
show_summary_screen = True
|
||||
else:
|
||||
target_obj.reset()
|
||||
round_start_time = time.time()
|
||||
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
running = False
|
||||
elif event.key == pygame.K_SPACE and show_summary_screen:
|
||||
# Testreihe zurücksetzen für nächste 5 Runden
|
||||
trials_data.clear()
|
||||
iteration = 0
|
||||
show_summary_screen = False
|
||||
target_obj.reset()
|
||||
round_start_time = time.time()
|
||||
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN and not is_revealed and not show_summary_screen:
|
||||
if event.button == 1:
|
||||
decision_time = current_time - round_start_time
|
||||
|
||||
m_px, m_py = event.pos
|
||||
click_x_m = (m_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
|
||||
click_y_m = (WINDOW_SIZE / 2.0 - m_py) / PIXELS_PER_METER
|
||||
|
||||
target_x_m = target_obj.x_m
|
||||
target_y_m = target_obj.y_m
|
||||
|
||||
err_x = abs(click_x_m - target_x_m)
|
||||
err_y = abs(click_y_m - target_y_m)
|
||||
dist_error = np.sqrt((click_x_m - target_x_m)**2 + (click_y_m - target_y_m)**2)
|
||||
|
||||
iteration += 1
|
||||
|
||||
trial_info = {
|
||||
"round": iteration,
|
||||
"click_x": click_x_m,
|
||||
"click_y": click_y_m,
|
||||
"target_x": target_x_m,
|
||||
"target_y": target_y_m,
|
||||
"err_x": err_x,
|
||||
"err_y": err_y,
|
||||
"total_err": dist_error,
|
||||
"decision_time": decision_time
|
||||
}
|
||||
trials_data.append(trial_info)
|
||||
|
||||
click_result = trial_info
|
||||
is_revealed = True
|
||||
reveal_start_time = current_time
|
||||
|
||||
# Objekt nur bewegen, wenn active Phase
|
||||
if not is_revealed and not show_summary_screen:
|
||||
target_obj.update_physics()
|
||||
target_obj.update_audio_params()
|
||||
|
||||
# --- RENDERING ---
|
||||
screen.fill((15, 18, 25))
|
||||
center_px = WINDOW_SIZE // 2
|
||||
|
||||
# Raster & Abstandskreise
|
||||
pygame.draw.line(screen, (35, 40, 55), (0, center_px), (WINDOW_SIZE, center_px), 1)
|
||||
pygame.draw.line(screen, (35, 40, 55), (center_px, 0), (center_px, WINDOW_SIZE), 1)
|
||||
|
||||
for r_m in range(2, 11, 2):
|
||||
r_px = int(r_m * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (30, 35, 50), (center_px, center_px), r_px, 1)
|
||||
|
||||
# Nutzer-Kopf
|
||||
head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (180, 190, 200), (center_px, center_px), head_radius_px)
|
||||
pygame.draw.polygon(screen, (230, 90, 90), [
|
||||
(center_px - 8, center_px - head_radius_px),
|
||||
(center_px + 8, center_px - head_radius_px),
|
||||
(center_px, center_px - head_radius_px - 12)
|
||||
])
|
||||
|
||||
# 1. Einzel-Runden Reveal Visualisierung
|
||||
if is_revealed and click_result is not None:
|
||||
t_px = int(center_px + click_result["target_x"] * PIXELS_PER_METER)
|
||||
t_py = int(center_px - click_result["target_y"] * PIXELS_PER_METER)
|
||||
c_px = int(center_px + click_result["click_x"] * PIXELS_PER_METER)
|
||||
c_py = int(center_px - click_result["click_y"] * PIXELS_PER_METER)
|
||||
|
||||
pygame.draw.line(screen, (255, 200, 80), (c_px, c_py), (t_px, t_py), 2)
|
||||
pygame.draw.circle(screen, (80, 220, 160), (t_px, t_py), 10)
|
||||
|
||||
cross_size = 8
|
||||
pygame.draw.line(screen, (240, 70, 70), (c_px - cross_size, c_py - cross_size), (c_px + cross_size, c_py + cross_size), 3)
|
||||
pygame.draw.line(screen, (240, 70, 70), (c_px - cross_size, c_py + cross_size), (c_px + cross_size, c_py - cross_size), 3)
|
||||
|
||||
# 2. FINALES ERGEBNIS-PANEL (NACH 5 ITERATIONEN)
|
||||
if show_summary_screen:
|
||||
# Transparenter Overlay-Hintergrund
|
||||
overlay = pygame.Surface((WINDOW_SIZE, WINDOW_SIZE))
|
||||
overlay.set_alpha(220)
|
||||
overlay.fill((10, 12, 18))
|
||||
screen.blit(overlay, (0, 0))
|
||||
|
||||
# Metriken berechnen
|
||||
mean_err_x = np.mean([t["err_x"] for t in trials_data])
|
||||
mean_err_y = np.mean([t["err_y"] for t in trials_data])
|
||||
mean_total_err = np.mean([t["total_err"] for t in trials_data])
|
||||
mean_time = np.mean([t["decision_time"] for t in trials_data])
|
||||
|
||||
font_title = pygame.font.SysFont("Consolas", 22, bold=True)
|
||||
font_body = pygame.font.SysFont("Consolas", 16)
|
||||
font_highlight = pygame.font.SysFont("Consolas", 17, bold=True)
|
||||
|
||||
title_surf = font_title.render("--- EVALUATION ERGEBNISSE (5 ITERATIONEN) ---", True, (80, 220, 160))
|
||||
screen.blit(title_surf, (100, 120))
|
||||
|
||||
metrics_display = [
|
||||
(f"Mean Fehler X-Achse : {mean_err_x:.3f} m", (220, 220, 230)),
|
||||
(f"Mean Fehler Y-Achse : {mean_err_y:.3f} m", (220, 220, 230)),
|
||||
(f"Mean Euklid. Distanz : {mean_total_err:.3f} m", (255, 200, 80)),
|
||||
(f"Gebrauchte Zeit / Item : {mean_time:.2f} Sekunden", (100, 200, 255)),
|
||||
]
|
||||
|
||||
for idx, (text, color) in enumerate(metrics_display):
|
||||
txt_surf = font_body.render(text, True, color)
|
||||
screen.blit(txt_surf, (120, 180 + idx * 30))
|
||||
|
||||
# Einzelübersicht der 5 Runden
|
||||
y_offset = 330
|
||||
header_surf = font_highlight.render("Detailübersicht der Runden:", True, (180, 190, 200))
|
||||
screen.blit(header_surf, (120, y_offset))
|
||||
|
||||
for t in trials_data:
|
||||
y_offset += 25
|
||||
row_txt = f"Runde {t['round']}: Fehler = {t['total_err']:.2f} m (X: {t['err_x']:.2f}m, Y: {t['err_y']:.2f}m) | Zeit: {t['decision_time']:.2f}s"
|
||||
row_surf = font_body.render(row_txt, True, (160, 170, 185))
|
||||
screen.blit(row_surf, (120, y_offset))
|
||||
|
||||
footer_surf = font_highlight.render("[ PRESS SPACE ] Nächste Testreihe starten | [ ESC ] Beenden", True, (80, 220, 160))
|
||||
screen.blit(footer_surf, (100, 680))
|
||||
|
||||
else:
|
||||
# HUD im aktiven Modus
|
||||
font = pygame.font.SysFont("Consolas", 15)
|
||||
hud_info = [
|
||||
f"--- TRAININGSMODUS (Runde {iteration + 1} / {TOTAL_ITERATIONS}) ---",
|
||||
"Klicke auf die vermutete Position des Objekts!",
|
||||
f"Verstreichende Zeit: {current_time - round_start_time:.1f} s" if not is_revealed else "Auflösung läuft..."
|
||||
]
|
||||
|
||||
for idx, text in enumerate(hud_info):
|
||||
txt_surface = font.render(text, True, (200, 200, 210))
|
||||
screen.blit(txt_surface, (15, 15 + idx * 20))
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Loading…
x
Reference in New Issue
Block a user