Centralize spatial audio math across runtimes

This commit is contained in:
Jage9
2026-02-21 19:25:26 -05:00
parent 008de60727
commit 14a382ab40
4 changed files with 100 additions and 53 deletions

View File

@@ -1,6 +1,7 @@
import { HEARING_RADIUS, type WorldItem } from '../state/gameState';
import { EFFECT_IDS, clampEffectLevel, connectEffectChain, disconnectEffectRuntime, type EffectId, type EffectRuntime } from './effects';
import { AudioEngine } from './audioEngine';
import { resolveSpatialMix } from './spatial';
export const RADIO_CHANNEL_OPTIONS = ['stereo', 'mono', 'left', 'right'] as const;
export type RadioChannelMode = (typeof RADIO_CHANNEL_OPTIONS)[number];
@@ -202,18 +203,18 @@ export class RadioStationRuntime {
output.gain.gain.linearRampToValueAtTime(0, audioCtx.currentTime + 0.05);
continue;
}
const dist = Math.hypot(item.x - playerPosition.x, item.y - playerPosition.y);
let gainValue = 0;
let panValue = 0;
if (dist < HEARING_RADIUS) {
gainValue = Math.pow(1 - dist / HEARING_RADIUS, 2);
panValue = Math.sin(((item.x - playerPosition.x) / HEARING_RADIUS) * (Math.PI / 2));
}
if (dist <= 1) {
gainValue = 1;
panValue = 0;
}
output.gain.gain.linearRampToValueAtTime(gainValue * normalizedVolume, audioCtx.currentTime + 0.1);
const mix = resolveSpatialMix({
dx: item.x - playerPosition.x,
dy: item.y - playerPosition.y,
range: HEARING_RADIUS,
baseGain: normalizedVolume,
nearFieldDistance: 1,
nearFieldGain: 1,
nearFieldCenterPan: true,
});
const gainValue = mix?.gain ?? 0;
const panValue = mix?.pan ?? 0;
output.gain.gain.linearRampToValueAtTime(gainValue, audioCtx.currentTime + 0.1);
if (output.panner) {
const resolvedPan = this.audio.getOutputMode() === 'mono' ? 0 : Math.max(-1, Math.min(1, panValue));
output.panner.pan.linearRampToValueAtTime(resolvedPan, audioCtx.currentTime + 0.1);