309 lines
12 KiB
JavaScript
309 lines
12 KiB
JavaScript
/**
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* @license
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* Copyright 2017 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @file Source model to spatialize an audio buffer.
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* @author Andrew Allen <bitllama@google.com>
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*/
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'use strict';
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// Internal dependencies.
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import Directivity from './directivity.js';
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import Attenuation from './attenuation.js';
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import Encoder from './encoder.js';
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import Utils from './utils.js';
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/**
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* Options for constructing a new Source.
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* @typedef {Object} Source~SourceOptions
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* @property {Float32Array} position
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* The source's initial position (in meters), where origin is the center of
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* the room. Defaults to {@linkcode Utils.DEFAULT_POSITION DEFAULT_POSITION}.
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* @property {Float32Array} forward
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* The source's initial forward vector. Defaults to
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* {@linkcode Utils.DEFAULT_FORWARD DEFAULT_FORWARD}.
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* @property {Float32Array} up
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* The source's initial up vector. Defaults to
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* {@linkcode Utils.DEFAULT_UP DEFAULT_UP}.
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* @property {Number} minDistance
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* Min. distance (in meters). Defaults to
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* {@linkcode Utils.DEFAULT_MIN_DISTANCE DEFAULT_MIN_DISTANCE}.
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* @property {Number} maxDistance
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* Max. distance (in meters). Defaults to
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* {@linkcode Utils.DEFAULT_MAX_DISTANCE DEFAULT_MAX_DISTANCE}.
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* @property {string} rolloff
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* Rolloff model to use, chosen from options in
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* {@linkcode Utils.ATTENUATION_ROLLOFFS ATTENUATION_ROLLOFFS}. Defaults to
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* {@linkcode Utils.DEFAULT_ATTENUATION_ROLLOFF DEFAULT_ATTENUATION_ROLLOFF}.
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* @property {Number} gain Input gain (linear). Defaults to
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* {@linkcode Utils.DEFAULT_SOURCE_GAIN DEFAULT_SOURCE_GAIN}.
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* @property {Number} alpha Directivity alpha. Defaults to
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* {@linkcode Utils.DEFAULT_DIRECTIVITY_ALPHA DEFAULT_DIRECTIVITY_ALPHA}.
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* @property {Number} sharpness Directivity sharpness. Defaults to
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* {@linkcode Utils.DEFAULT_DIRECTIVITY_SHARPNESS
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* DEFAULT_DIRECTIVITY_SHARPNESS}.
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* @property {Number} sourceWidth
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* Source width (in degrees). Where 0 degrees is a point source and 360 degrees
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* is an omnidirectional source. Defaults to
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* {@linkcode Utils.DEFAULT_SOURCE_WIDTH DEFAULT_SOURCE_WIDTH}.
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*/
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/**
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* @class Source
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* @description Source model to spatialize an audio buffer.
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* @param {ResonanceAudio} scene Associated {@link ResonanceAudio
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* ResonanceAudio} instance.
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* @param {Source~SourceOptions} options
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* Options for constructing a new Source.
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*/
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class Source {
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constructor(scene, options) {
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// Public variables.
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/**
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* Mono (1-channel) input {@link
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* https://developer.mozilla.org/en-US/docs/Web/API/AudioNode AudioNode}.
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* @member {AudioNode} input
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* @memberof Source
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* @instance
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*/
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/**
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*
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*/
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// Use defaults for undefined arguments.
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if (options == undefined) {
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options = {};
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}
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if (options.position == undefined) {
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options.position = Utils.DEFAULT_POSITION.slice();
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}
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if (options.forward == undefined) {
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options.forward = Utils.DEFAULT_FORWARD.slice();
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}
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if (options.up == undefined) {
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options.up = Utils.DEFAULT_UP.slice();
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}
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if (options.minDistance == undefined) {
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options.minDistance = Utils.DEFAULT_MIN_DISTANCE;
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}
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if (options.maxDistance == undefined) {
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options.maxDistance = Utils.DEFAULT_MAX_DISTANCE;
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}
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if (options.rolloff == undefined) {
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options.rolloff = Utils.DEFAULT_ROLLOFF;
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}
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if (options.gain == undefined) {
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options.gain = Utils.DEFAULT_SOURCE_GAIN;
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}
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if (options.alpha == undefined) {
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options.alpha = Utils.DEFAULT_DIRECTIVITY_ALPHA;
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}
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if (options.sharpness == undefined) {
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options.sharpness = Utils.DEFAULT_DIRECTIVITY_SHARPNESS;
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}
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if (options.sourceWidth == undefined) {
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options.sourceWidth = Utils.DEFAULT_SOURCE_WIDTH;
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}
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// Member variables.
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this._scene = scene;
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this._position = options.position;
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this._forward = options.forward;
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this._up = options.up;
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this._dx = new Float32Array(3);
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this._right = Utils.crossProduct(this._forward, this._up);
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// Create audio nodes.
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let context = scene._context;
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this.input = context.createGain();
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this._directivity = new Directivity(context, {
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alpha: options.alpha,
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sharpness: options.sharpness,
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});
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this._toEarly = context.createGain();
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this._toLate = context.createGain();
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this._attenuation = new Attenuation(context, {
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minDistance: options.minDistance,
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maxDistance: options.maxDistance,
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rolloff: options.rolloff,
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});
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this._encoder = new Encoder(context, {
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ambisonicOrder: scene._ambisonicOrder,
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sourceWidth: options.sourceWidth,
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});
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// Connect nodes.
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this.input.connect(this._toLate);
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this._toLate.connect(scene._room.late.input);
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this.input.connect(this._attenuation.input);
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this._attenuation.output.connect(this._toEarly);
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this._toEarly.connect(scene._room.early.input);
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this._attenuation.output.connect(this._directivity.input);
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this._directivity.output.connect(this._encoder.input);
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this._encoder.output.connect(scene._listener.input);
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// Assign initial conditions.
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this.setPosition(options.position[0], options.position[1], options.position[2]);
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this.input.gain.value = options.gain;
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}
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/**
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* Set source's position (in meters), where origin is the center of
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* the room.
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* @param {Number} x
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* @param {Number} y
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* @param {Number} z
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*/
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setPosition(x, y, z) {
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// Assign new position.
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this._position[0] = x;
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this._position[1] = y;
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this._position[2] = z;
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// Handle far-field effect.
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let distance = this._scene._room.getDistanceOutsideRoom(this._position[0], this._position[1], this._position[2]);
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let gain = _computeDistanceOutsideRoom(distance);
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this._toLate.gain.value = gain;
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this._toEarly.gain.value = gain;
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this._update();
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}
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// Update the source when changing the listener's position.
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_update() {
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// Compute distance to listener.
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for (let i = 0; i < 3; i++) {
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this._dx[i] = this._position[i] - this._scene._listener.position[i];
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}
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let distance = Math.sqrt(this._dx[0] * this._dx[0] +
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this._dx[1] * this._dx[1] + this._dx[2] * this._dx[2]);
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if (distance > 0) {
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// Normalize direction vector.
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this._dx[0] /= distance;
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this._dx[1] /= distance;
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this._dx[2] /= distance;
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}
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// Compuete angle of direction vector.
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let azimuth = Math.atan2(-this._dx[0], this._dx[2]) *
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Utils.RADIANS_TO_DEGREES;
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let elevation = Math.atan2(this._dx[1], Math.sqrt(this._dx[0] * this._dx[0] +
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this._dx[2] * this._dx[2])) * Utils.RADIANS_TO_DEGREES;
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// Set distance/directivity/direction values.
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this._attenuation.setDistance(distance);
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this._directivity.computeAngle(this._forward, this._dx);
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this._encoder.setDirection(azimuth, elevation);
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}
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/**
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* Set source's rolloff.
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* @param {string} rolloff
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* Rolloff model to use, chosen from options in
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* {@linkcode Utils.ATTENUATION_ROLLOFFS ATTENUATION_ROLLOFFS}.
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*/
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setRolloff(rolloff) {
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this._attenuation.setRolloff(rolloff);
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}
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/**
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* Set source's minimum distance (in meters).
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* @param {Number} minDistance
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*/
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setMinDistance(minDistance) {
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this._attenuation.minDistance = minDistance;
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}
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/**
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* Set source's maximum distance (in meters).
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* @param {Number} maxDistance
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*/
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setMaxDistance(maxDistance) {
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this._attenuation.maxDistance = maxDistance;
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}
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/**
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* Set source's gain (linear).
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* @param {Number} gain
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*/
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setGain(gain) {
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this.input.gain.value = gain;
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}
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/**
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* Set the source's orientation using forward and up vectors.
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* @param {Number} forwardX
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* @param {Number} forwardY
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* @param {Number} forwardZ
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* @param {Number} upX
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* @param {Number} upY
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* @param {Number} upZ
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*/
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setOrientation(forwardX, forwardY, forwardZ, upX, upY, upZ) {
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this._forward[0] = forwardX;
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this._forward[1] = forwardY;
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this._forward[2] = forwardZ;
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this._up[0] = upX;
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this._up[1] = upY;
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this._up[2] = upZ;
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this._right = Utils.crossProduct(this._forward, this._up);
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}
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// TODO(bitllama): Make sure this works with Three.js as intended.
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/**
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* Set source's position and orientation using a
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* Three.js modelViewMatrix object.
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* @param {Float32Array} matrix4
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* The Matrix4 representing the object position and rotation in world space.
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*/
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setFromMatrix(matrix4) {
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this._right[0] = matrix4.elements[0];
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this._right[1] = matrix4.elements[1];
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this._right[2] = matrix4.elements[2];
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this._up[0] = matrix4.elements[4];
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this._up[1] = matrix4.elements[5];
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this._up[2] = matrix4.elements[6];
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this._forward[0] = matrix4.elements[8];
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this._forward[1] = matrix4.elements[9];
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this._forward[2] = matrix4.elements[10];
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// Normalize to remove scaling.
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this._right = Utils.normalizeVector(this._right);
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this._up = Utils.normalizeVector(this._up);
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this._forward = Utils.normalizeVector(this._forward);
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// Update position.
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this.setPosition(matrix4.elements[12], matrix4.elements[13], matrix4.elements[14]);
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}
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/**
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* Set the source width (in degrees). Where 0 degrees is a point source and 360
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* degrees is an omnidirectional source.
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* @param {Number} sourceWidth (in degrees).
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*/
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setSourceWidth(sourceWidth) {
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this._encoder.setSourceWidth(sourceWidth);
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this.setPosition(this._position[0], this._position[1], this._position[2]);
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}
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/**
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* Set source's directivity pattern (defined by alpha), where 0 is an
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* omnidirectional pattern, 1 is a bidirectional pattern, 0.5 is a cardiod
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* pattern. The sharpness of the pattern is increased exponentially.
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* @param {Number} alpha
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* Determines directivity pattern (0 to 1).
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* @param {Number} sharpness
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* Determines the sharpness of the directivity pattern (1 to Inf).
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*/
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setDirectivityPattern(alpha, sharpness) {
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this._directivity.setPattern(alpha, sharpness);
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this.setPosition(this._position[0], this._position[1], this._position[2]);
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}
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}
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/**
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* Determine the distance a source is outside of a room. Attenuate gain going
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* to the reflections and reverb when the source is outside of the room.
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* @param {Number} distance Distance in meters.
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* @return {Number} Gain (linear) of source.
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* @private
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*/
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function _computeDistanceOutsideRoom(distance) {
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// We apply a linear ramp from 1 to 0 as the source is up to 1m outside.
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let gain = 1;
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if (distance > Utils.EPSILON_FLOAT) {
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gain = 1 - distance / Utils.SOURCE_MAX_OUTSIDE_ROOM_DISTANCE;
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// Clamp gain between 0 and 1.
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gain = Math.max(0, Math.min(1, gain));
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}
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return gain;
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}
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export default Source;
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