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| 1 // For the record, these distance formulas were taken from the OpenAL |
| 2 // spec |
| 3 // (http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specific
ation.pdf), |
| 4 // not the code. The Web Audio spec follows the OpenAL formulas. |
| 5 |
| 6 function linearDistance(panner, x, y, z) { |
| 7 var distance = Math.sqrt(x * x + y * y + z * z); |
| 8 distance = Math.min(distance, panner.maxDistance); |
| 9 var rolloff = panner.rolloffFactor; |
| 10 var gain = (1 - rolloff * (distance - panner.refDistance) / (panner.maxDista
nce - panner.refDistance)); |
| 11 |
| 12 return gain; |
| 13 } |
| 14 |
| 15 function inverseDistance(panner, x, y, z) { |
| 16 var distance = Math.sqrt(x * x + y * y + z * z); |
| 17 distance = Math.min(distance, panner.maxDistance); |
| 18 var rolloff = panner.rolloffFactor; |
| 19 var gain = panner.refDistance / (panner.refDistance + rolloff * (distance -
panner.refDistance)); |
| 20 |
| 21 return gain; |
| 22 } |
| 23 |
| 24 function exponentialDistance(panner, x, y, z) { |
| 25 var distance = Math.sqrt(x * x + y * y + z * z); |
| 26 distance = Math.min(distance, panner.maxDistance); |
| 27 var rolloff = panner.rolloffFactor; |
| 28 var gain = Math.pow(distance / panner.refDistance, -rolloff); |
| 29 |
| 30 return gain; |
| 31 } |
| 32 |
| 33 // Simple implementations of 3D vectors implemented as a 3-element array. |
| 34 |
| 35 // x - y |
| 36 function vec3Sub(x, y) { |
| 37 var z = new Float32Array(3); |
| 38 z[0] = x[0] - y[0]; |
| 39 z[1] = x[1] - y[1]; |
| 40 z[2] = x[2] - y[2]; |
| 41 |
| 42 return z; |
| 43 } |
| 44 |
| 45 // x/|x| |
| 46 function vec3Normalize(x) { |
| 47 var mag = Math.hypot(...x); |
| 48 return x.map(function (c) { return c / mag; }); |
| 49 } |
| 50 |
| 51 // x == 0? |
| 52 function vec3IsZero(x) { |
| 53 return x[0] === 0 && x[1] === 0 && x[2] === 0; |
| 54 } |
| 55 |
| 56 // Vector cross product |
| 57 function vec3Cross(u, v) { |
| 58 var cross = new Float32Array(3); |
| 59 cross[0] = u[1] * v[2] - u[2] * v[1]; |
| 60 cross[1] = u[2] * v[0] - u[0] * v[2]; |
| 61 cross[2] = u[0] * v[1] - u[1] * v[0]; |
| 62 return cross; |
| 63 } |
| 64 |
| 65 // Dot product |
| 66 function vec3Dot(x, y) { |
| 67 return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; |
| 68 } |
| 69 |
| 70 // a*x, for scalar a |
| 71 function vec3Scale(a, x) { |
| 72 return x.map(function (c) { return a * c; }); |
| 73 } |
| 74 |
| 75 function calculateAzimuth(source, listener, listenerForward, listenerUp) { |
| 76 var sourceListener = vec3Sub(source, listener); |
| 77 |
| 78 if (vec3IsZero(sourceListener)) |
| 79 return 0; |
| 80 |
| 81 sourceListener = vec3Normalize(sourceListener); |
| 82 |
| 83 var listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp)); |
| 84 var listenerForwardNorm = vec3Normalize(listenerForward); |
| 85 |
| 86 var up = vec3Cross(listenerRight, listenerForwardNorm); |
| 87 var upProjection = vec3Dot(sourceListener, up); |
| 88 |
| 89 var projectedSource = vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProj
ection, up))); |
| 90 |
| 91 var azimuth = 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRig
ht)); |
| 92 |
| 93 // Source in front or behind the listener |
| 94 var frontBack = vec3Dot(projectedSource, listenerForwardNorm); |
| 95 if (frontBack < 0) |
| 96 azimuth = 360 - azimuth; |
| 97 |
| 98 // Make azimuth relative to "front" and not "right" listener vector. |
| 99 if (azimuth >= 0 && azimuth <= 270) |
| 100 azimuth = 90 - azimuth; |
| 101 else |
| 102 azimuth = 450 - azimuth; |
| 103 |
| 104 // We don't need elevation, so we're skipping that computation. |
| 105 return azimuth; |
| 106 } |
| 107 |
| 108 // Map our position angle to the azimuth angle (in degrees). |
| 109 // |
| 110 // An angle of 0 corresponds to an azimuth of 90 deg; pi, to -90 deg. |
| 111 function angleToAzimuth(angle) { |
| 112 return 90 - angle * 180 / Math.PI; |
| 113 } |
| 114 |
| 115 // The gain caused by the EQUALPOWER panning model |
| 116 function equalPowerGain(azimuth, numberOfChannels) { |
| 117 var halfPi = Math.PI / 2; |
| 118 |
| 119 if (azimuth < -90) |
| 120 azimuth = -180 - azimuth; |
| 121 else |
| 122 azimuth = 180 - azimuth; |
| 123 |
| 124 if (numberOfChannels == 1) { |
| 125 var panPosition = (azimuth + 90) / 180; |
| 126 |
| 127 var gainL = Math.cos(halfPi * panPosition); |
| 128 var gainR = Math.sin(halfPi * panPosition); |
| 129 |
| 130 return { left : gainL, right : gainR }; |
| 131 } else { |
| 132 if (azimuth <= 0) { |
| 133 var panPosition = (azimuth + 90) / 90; |
| 134 |
| 135 var gainL = Math.cos(halfPi * panPosition); |
| 136 var gainR = Math.sin(halfPi * panPosition); |
| 137 |
| 138 return { left : gainL, right : gainR }; |
| 139 } else { |
| 140 var panPosition = azimuth / 90; |
| 141 |
| 142 var gainL = Math.cos(halfPi * panPosition); |
| 143 var gainR = Math.sin(halfPi * panPosition); |
| 144 |
| 145 return { left : gainL, right : gainR }; |
| 146 } |
| 147 } |
| 148 } |
| 149 |
| 150 function applyPanner(azimuth, srcL, srcR, numberOfChannels) { |
| 151 var length = srcL.length; |
| 152 var outL = new Float32Array(length); |
| 153 var outR = new Float32Array(length); |
| 154 |
| 155 if (numberOfChannels == 1) { |
| 156 for (var k = 0; k < length; ++k) { |
| 157 var gains = equalPowerGain(azimuth[k], numberOfChannels); |
| 158 |
| 159 outL[k] = srcL[k] * gains.left; |
| 160 outR[k] = srcR[k] * gains.right; |
| 161 } |
| 162 } else { |
| 163 for (var k = 0; k < length; ++k) { |
| 164 var gains = equalPowerGain(azimuth[k], numberOfChannels); |
| 165 |
| 166 if (azimuth[k] <= 0) { |
| 167 outL[k] = srcL[k] + srcR[k] * gains.left; |
| 168 outR[k] = srcR[k] * gains.right; |
| 169 } else { |
| 170 outL[k] = srcL[k] * gains.left; |
| 171 outR[k] = srcR[k] + srcL[k] * gains.right; |
| 172 } |
| 173 } |
| 174 } |
| 175 |
| 176 return { left: outL, right: outR }; |
| 177 } |
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