Show Management
Show Management Library enables you to schedule videos and synchronize actions with those videos to make a much more immersive show.
Show Manager Documentation
- Show Manager
- Configure Shows
- Syncing Actions to Video
- Run Your Show
- Event Listeners
- Display the Show Video
- Perform a specific action for a certian show
- Enable Debug UI
- Show Action Handlers
- Make Your Own Show Action Handler
- Adjust Logging Levels
Video Tutorial
https://www.youtube.com/watch?v=meinFw55azQ
Install
To use any of the helpers provided by this library:
-
Install it as an npm package. Run this command in your scene's project folder:
npm i @dcl/show-management
-
Add this line at the start of your game.ts file, or any other TypeScript files that require it:
import * as showMgmt from '@dcl/show-management'
To be recognized you may also have to add an entry in tsconfig.json under paths
{
"compilerOptions": {
...
"paths": {
"@dcl/show-management": [
"node_modules/@dcl/show-management/dist/index.d.ts",
"node_modules\\@dcl\\show-management\\dist\\index.d.ts"
]
}
...
}
Usage
Show Manager
You will need need to create a ShowManager instance to start and assign it a schedule
import * as showMgmt from '@dcl/show-management'
const showData: showMgmt.ShowDataType = ...
export const SHOW_MGR = new showMgmt.ShowManager()
SHOW_MGR.showSchedule.setData( showData )
Configure Shows
You must create showData that will define what shows to play and when.
const defaultShow:ShowType = {
id: -1, //
title: "Intermission",//the title of the show
artist: "Artist Name", //name of the artist
link: DEFAULT_VIDEO, //link to the video, can be internal or external
subs: IntermissionSubs, //string to a subtitle SRT format
startTime: -1, //UTC time in seconds for which a show will start
length: 17, //length of video in seconds
loop: true //if the video should loop when over
}
const showData: ShowDataType = {
defaultShow: defaultShow,
shows: [
{
id: -1, //
title: "Title",//the title of the show
artist: "Artist Name", //name of the artist
link: `videos/tunnelVisuals.mp4`, //link to the video, can be internal or external
subs: MySubTitleVar, //string to a subtitle SRT format
startTime: 1652117754, //UTC time in seconds for which a show will start
length: 17, //length of video in seconds
loop: false //if the video should loop when over
}
]
NOTE: You maybe tempted to use ISO 8601 date format however there is no garetee 100% support it will be parsed correctly. ISO 8601 format is the most universally supported however you cannot rely on correct implementation of the standard. https://en.wikipedia.org/wiki/ISO_8601
new Date("2022-05-09T16:39:00-04:00").getTime()/1000 //use at your own risk
Here is one of many free helpful converter tools https://www.epochconverter.com/ to you convert to date and time to seconds for startTime
Configure Show Example
import * as showMgmt from '@dcl/show-management'
//while testing this can ensure the video start time is always 5 seconds after scene load
const testStartTime = new Date(Date.now() + (5 *1000)).getTime() / 1000
const showData: showMgmt.ShowDataType = {
defaultShow: defaultShow,
shows: [
defaultShow,
{
id: 1,
title: 'Demo Show',
artist: 'Demo Show',
link: `videos/tunnelVisuals.mp4`,
subs: DemoShowSubs, //this is a variable holding the SRT format
startTime: testStartTime, //start time from UTC in seconds
length: 28,
}
]
}
Syncing Actions to Video
To sync action to video we make use of a subtitle file format called SubRip Subtitle (SRT).
If you would like to learn more about SRT format check these out
Here is the same SRT example but with comments explaining the components
Here is an example SRT format with actions in it
1
00:00:01,000 --> 00:00:01,033
ANNOUNCE {"text":"Welcome to our show","duration":3}
ANIMATE djTable {"animationName":"deckTableOn", "loop":true,"bpmSync":true}
See Show Action Handlers for how the actions in the subtitle file come to life in your scene
Run Your Show
You will need need to create a RunOfShowSystem instance should you want the show to play by it self when the startTime dictage
import * as showMgmt from '@dcl/show-management'
export const runOfShow = new showMgmt.RunOfShowSystem(SHOW_MGR)
engine.addSystem(runOfShow)
Event Listeners
The Show Manager has no knowlege of your scene and how it should react to the videos. So your scene react to show events registering to the provided event listeners
- addStopShowListeners
- addPlayVideoListeners
- addVideoStatusChangeListener
import * as showMgmt from '@dcl/show-management'
SHOW_MGR.addStopShowListeners( (event:showMgmt.StopShowEvent)=>{
log("addStopShowListeners fired",event)
...
} )
SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
log("addPlayVideoListeners fired",event)
...
} )
SHOW_MGR.addVideoStatusChangeListener( new showMgmt.VideoChangeStatusListener((oldStatus: VideoStatus, newStatus: VideoStatus)=>{
log("addVideoStatuChangeListener fired",oldStatus,newStatus)
switch(newStatus){
case VideoStatus.LOADING:
break;
...
}
} ))
Display the Show Video
The Show Manager will create a video texture but does not know where to put it in your scene. You can register to SHOW_MGR.addPlayVideoListeners and assign the video texture where it needs to go.
export const videoMat = new Material()
//create video material
videoMat.castShadows = false
videoMat.metallic = 0
videoMat.roughness = 1
videoMat.emissiveIntensity = 1
videoMat.emissiveColor = Color3.White()
videoMat.alphaTest = 1
//create entity
export const myScreenEntity = new Entity()
const myScreenPlane = new PlaneShape()
myScreenEntity.addComponent(myScreenPlane)
//add material
myScreenEntity.addComponent(videoMat)
//add to engine
engine.addEntity(myScreenEntity)
SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
log("addPlayVideoListeners fired",event)
//assign the playing video to a material so it can be visible in scene
if(event.videoTexture){
videoMat.albedoTexture = event.videoTexture
videoMat.alphaTexture = event.videoTexture
videoMat.emissiveTexture = event.videoTexture
}
} )
Perform a specific action for a certian show
In this example I want to show a countdown to when the next show will be. Register a listener to addPlayVideoListeners and perform your logic there
SHOW_MGR.addPlayVideoListeners( (event:showMgmt.PlayShowEvent)=>{
log("addPlayVideoListeners fired",event)
//if I know the intermission show ID I can check for it and perform a very specific action
if(event.showData.id == -1){
const showRange = SHOW_MGR.showSchedule.findShowToPlayByDate( new Date() )
if(showRange.nextShow && showRange.nextShow.show){
startNextShowCounter(showRange.nextShow)
}
}else{
hideShowCounter()
}
} )
Enable Debug UI
isPreviewMode().then(preview=>{
if(preview) {
SHOW_MGR.enableDebugUI(preview)
registerWithDebugUI( SHOW_MGR.manageShowDebugUI,SHOW_MGR, runOfShow )
}
})
Show Action Handlers
Show action handlers are what convert the commands in the subtitle file into something in your scene
There are three types of handlers provided. Ones that have all the functionality they need and some that need you extend them. The latter require you to define how they function because there is no way to know exactly how each show will want to implement it. For example the PAUSE action could mean lots of things, pause 1 animation but play another, hide one entity but show a different entity. There is no way to predict all this so you must define it. The third type are onces that you make yourself.
Provided handlers with all functionality provided include
- ShowAnimationActionHandler
- ShowBpmActionHandler
- DefineTargetGroupActionHandler
- ShowAnounceActionHandler
Handlers that are recommended you to extend them by defining how they should function
- ShowPauseAllActionHandler
- ShowStopAllActionHandler
Show Action Handler Interface
All action handlers implement a ShowActionHandler. Matches(), Execute() and DecodeAction() are the most important methods. Matches tests to see if the handler can process the action, Execute processes it and DecodeAction provides a way to parse the action to a more structured object
interface ShowActionHandler<T>{
// will test if the action sent can be procssed by this handler
matches(action:string,showActionMgr:ShowActionManager):boolean
// if matches() returns true, execute will be called to process the action
execute(action:string,showActionMgr:ShowActionManager):void
// Will decode/parse the action into a more meaningful structure
decodeAction(action:string,showActionMgr:ShowActionManager):ActionParams<T>
....
}
Parsing Actions
The library provides a basic parser showMgmt.parseActionWithOpts
. Expected a pattern of:
ACTION_NAME TEXT_NO_SPACES TEXT_NO_SPACES2 ... (optional JSON string to be parsed as the very end)
The return object looks like this
type ActionParams<T>={
array?:string[] //parameters split on whitespace
params?:T // JSON object here if one passed
}
Example
const exampleAction = 'ANIMATE djTable {"animationName":"deckTableOn", "loop":true,"bpmSync":true}'
//when parsed
const parsedActionParams = showMgmt.parseActionWithOpts( exampleAction )
//output will be
{
array: ["ANIMATE","djTable",'{"animationName":"deckTableOn", "loop":true,"bpmSync":true}'],
params: {"animationName":"deckTableOn", "loop":true,"bpmSync":true}
}
You can implement your own parser if need be.
Override Action Handler Behavior
To define override an action handler should behave, you must provide a process method. In this example here it defines how the Anounce action handler should behave.
You can initiate your own version of the class
SHOW_MGR.actionMgr.registerHandler(
new showMgmt.ShowAnounceActionHandler( {
process(action: showMgmt.ActionParams<showMgmt.ActionHandlerAnouncementParams>, showActionMgr: showMgmt.ShowActionManager): void {
//my custom process logic
ui.displayAnnouncement(action.params.text,action.params.duration)
}
} )
)
OR fetch the existing one and overwrite its process callback
//example of how to extend the action by setting processExt callback
const accounceHandler:showMgmt.ShowAnounceActionHandler
= SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowAnounceActionHandler>(showMgmt.ShowAnounceActionHandler.DEFAULT_NAME)
accounceHandler.process = (action: showMgmt.ActionParams<showMgmt.ActionHandlerAnouncementParams>, showActionMgr: showMgmt.ShowActionManager): boolean {
const METHOD_NAME = "process"
accounceHandler.logger.debug(METHOD_NAME,"called",action)
return true
}
Extend Action Handler Behavior
To extend an action handler behavior, can provide processExt method. In this example here it defines how to extend PauseAll action handler.
//example of how to extend the action by setting processExt callback
const pauseHandler:showMgmt.ShowPauseAllActionHandler
= SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowPauseAllActionHandler>(showMgmt.ShowPauseAllActionHandler.DEFAULT_NAME)
pauseHandler.processExt = (action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean {
const METHOD_NAME = "processExt"
pauseHandler.logger.debug(METHOD_NAME,"called",action)
//pause actions goes here
//some actions "stop" is a play or hide or show or stop
return true
}
OR add an onProcessListerner. The benefit of this is you can register as many actions as you need when you need.
//example of how to extend the action by setting processExt callback
const pauseHandler:showMgmt.ShowPauseAllActionHandler
= SHOW_MGR.actionMgr.getRegisteredHandler<showMgmt.ShowPauseAllActionHandler>(showMgmt.ShowPauseAllActionHandler.DEFAULT_NAME)
pauseHandler.addOnProcessListener( (action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean => {
const METHOD_NAME = "addOnProcessListener"
pauseHandler.logger.debug(METHOD_NAME,"called",action)
//pause actions goes here
//some actions "stop" is a play or hide or show or stop
return true
})
Make Your Own Show Action Handler
Here is an example of how to make your very own action handler. In this example we make a new action named "SAY" followed by the text to be said and register it to the show manager.
An example where no arguments are required
SHOW_MGR.actionMgr.registerHandler(
new showMgmt.ShowBasicActionHandler(
"SAY_HI",
{
process(action: showMgmt.ActionParams<string>, showActionMgr: showMgmt.ShowActionManager): boolean {
ui.displayAnnouncement('HI',1)
return true
}
} )
)
Example where you want to pass arguments.
//define custom parameter object type
type ActionTypeSay={
text?:string
duration?:number
}
//action will be used as follows
//SAY words {"duration":"1"}
SHOW_MGR.actionMgr.registerHandler(
new showMgmt.ShowActionHandlerSupport<ActionTypeSay>(
"SAY",
{
matches(action: string,showActionMgr:showMgmt.ShowActionManager):boolean{
return showMgmt.actionStartsWith(action,this.getName(),0," ")
},
decodeAction(action: string, showActionMgr: showMgmt.ShowActionManager):showMgmt.ActionParams<ActionTypeSay>{
logger.debug("ACTION.SAY.decodeAction","called",action)
const decoded = showMgmt.parseActionWithOpts<ActionTypeSay>(action)
let text = ""
//join the params back together, all except the json one
//it would be easier to pass all arguments as part of the json BUT
//this demonstrates how you can transform the parsed params if need be
for(let x=1;x<decoded.array.length;x++){
//check for beginning of json
if(decoded.array[x].charAt(0)=='{') break;
text += decoded.array[x] + " "
}
if(!decoded.params) decoded.params = {}
if(!decoded.params.text) decoded.params.text = text
return decoded;
},
process(action: showMgmt.ActionParams<ActionTypeSay>, showActionMgr: showMgmt.ShowActionManager): boolean {
const duration = action.params.duration ? action.params.duration : 1
ui.displayAnnouncement(action.params.text,duration)
return true
}
} )
)
Adjust Logging Levels
To avoid flooding logs each class has its own logger named by class name. You can adjust logging levels for all classes or just a few to suit your needs
Classes of interest
- ShowManager - manager class that is called to play shows
- RunOfShowSystem - system that processes showSchedule and decides which show to play at the correct time
- SubtitleVideoSystem - system that processes video events
- SubtitleSystem - system that handles processing subtitles
- ShowActionManager - processes an actions to be sent to a handler
- ShowActionHandler - the action handlers them self
//create a named logger
const logger:showMgmt.Logger = showMgmt.LoggerFactory.getLogger("MyScene.ShowSetup.ts")
//set logger for a specific logger
logger.setLevel(showMgmt.LogLevel.DEBUG)
//will set default logging level for all loggers
showMgmt.LoggingConfiguration.getInstance().defaultLevel = showMgmt.LogLevel.DEBUG
//set logger for a specific action handler logger
const logHandlerAnimation = showMgmt.LoggerFactory.getLogger("ShowActionHandler."+showMgmt.ShowAnimationActionHandler.DEFAULT_NAME)
if(logHandlerAnimation) logHandlerAnimation.setLevel(showMgmt.LogLevel.TRACE)
How the Show Management Library Syncs Actions to Videos
To be able to sync actions to videos we need to know where in the video we are (video currentOffset).
sequenceDiagram
ShowManager->> ShowManager : playVideo
ShowManager->> VideoSystem : init
VideoSystem->>onVideoEvent: subscribe
VideoSystem->> SubtitleSystem : init
loop onVideo event
onVideoEvent->>VideoSystem: notify video event
end
ShowManager->> SubtitleSystem : subscribe.onCueBeginListeners
loop onUpdate(dt)
VideoSystem->>SubtitleSystem: time progressed
loop check for cues to fire
SubtitleSystem->>SubtitleSystem: check for cues to fire
SubtitleSystem->>SubtitleSystem : onCueBeginListeners: notify cue began
SubtitleSystem-->>ShowManager : runAction
end
end
The onVideoEvent listener tells us the video is playing, paused, buffering etc. The onVideoEvent also provides currentOffset which is the video currentOffset time. You may be wondering why dont we just use onVideoEvent. It is because the update event does not fire frequently enough to get precise time. If we only need to know currentOffset updated every second or we would be done. But for syncing of actions to video we need it to be much more precise.
The VideoSystem keeps track of the delta time from the game clock. The onVideoEvent listener tells the system when the video is playing. While the video is playing the system can increment its estimatedOffset using the currentOffset provided by the onVideoEvent listener. We can now keep track of what time in the video we are at with subsecond precision.
Now that we have precision video offset we can make use of a SubtitleSystem. The system reads in an SRT format and using the known video offset decides which actions to fire.
Class Diagram
classDiagram
ShowManager "1" o-- "1" SubtitleVideoSystem : Manages Video and Subtitle
SubtitleVideoSystem --|> VideoSystem
SubtitleVideoSystem "1" o-- "1" SubtitleSystem
VideoSystem : VideoTexture videoTexture
VideoSystem --o onVideoEvent
ShowManager "1" o-- "1" ShowActionManager : managers actions
ShowActionManager "1" o-- "*" ShowEntity : registers
ShowActionManager "1" o-- "*" ShowActionHandler : registers
RunOfShowSystem o-- ShowManager : Schedules Videos
class ISystem{
<<interface>>
update(dt:number)
}
class onVideoEvent{
add(listener)
}
class RunOfShowSystem{
update(dt:number)
}
class ShowActionManager{
registerShowEntity(name:string,object:any)
registerHandler(action:ShowActionHandler<any>)
processAction(action:string,handler:ShowActionHandler<any>)
runAction(action: string)
}
class ShowEntity{
appear:() => void
hide:() => void
play:() => void
stop:() => void
triggerEvent: (index: number)=>void
}
class ShowActionHandler{
matches(action:string,showActionMgr:ShowActionManager):boolean
execute(action:string,showActionMgr:ShowActionManager):void
getName():string
addOnProcessListener(listener:OnProcessListener<ActionParams<T>>):void
removeOnProcessListener(listener:OnProcessListener<ActionParams<T>>):void
decodeAction(action:string,showActionMgr:ShowActionManager):ActionParams<T>
}
class ShowManager{
pause()
play()
startShow(showData: ShowType)
playVideo(showData: ShowType, offsetSeconds: number)
addVideoStatusChangeListener(listener:VideoChangeStatusListener)
addPlayVideoListeners(callback:(event:PlayShowEvent)=>void)
addStopShowListeners(callback:(event:StopShowEvent)=>void)
enableDebugUI(val:boolean)
}
class SubtitleSystem{
addCueListener(listener:(cue: NodeCue,event:SubtitleCueEvent))
onCueBegin(cue: NodeCue)
}
Copyright info
This scene is protected with a standard Apache 2 licence. See the terms and conditions in the LICENSE file.