Chromium Code Reviews| Index: third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js |
| diff --git a/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js b/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..7a079183c0861e34eaf80602f951e5a1d9748271 |
| --- /dev/null |
| +++ b/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js |
| @@ -0,0 +1,172 @@ |
| +// For the record, these distance formulas were taken from the OpenAL |
| +// spec |
| +// (http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.pdf), |
| +// not the code. The Web Audio spec follows the OpenAL formulas. |
| + |
| +function linearDistance(panner, x, y, z) { |
| + var distance = Math.sqrt(x * x + y * y + z * z); |
| + distance = Math.min(distance, panner.maxDistance); |
| + var rolloff = panner.rolloffFactor; |
| + var gain = (1 - rolloff * (distance - panner.refDistance) / (panner.maxDistance - panner.refDistance)); |
| + |
| + return gain; |
| +} |
| + |
| +function inverseDistance(panner, x, y, z) { |
| + var distance = Math.sqrt(x * x + y * y + z * z); |
| + distance = Math.min(distance, panner.maxDistance); |
| + var rolloff = panner.rolloffFactor; |
| + var gain = panner.refDistance / (panner.refDistance + rolloff * (distance - panner.refDistance)); |
| + |
| + return gain; |
| +} |
| + |
| +function exponentialDistance(panner, x, y, z) { |
| + var distance = Math.sqrt(x * x + y * y + z * z); |
| + distance = Math.min(distance, panner.maxDistance); |
| + var rolloff = panner.rolloffFactor; |
| + var gain = Math.pow(distance / panner.refDistance, -rolloff); |
| + |
| + return gain; |
| +} |
| + |
| +// Simple implementations of 3D vectors implemented as a 3-element array. |
| + |
| +// x - y |
| +function vec3Sub(x, y) { |
| + var z = new Float32Array(3); |
| + z[0] = x[0] - y[0]; |
| + z[1] = x[1] - y[1]; |
| + z[2] = x[2] - y[2]; |
| + |
| + return z; |
| +} |
| + |
| +// x/|x| |
| +function vec3Normalize(x) { |
| + var mag = Math.hypot(...x); |
| + return x.map(function (c) { return c / mag; }); |
| +} |
| + |
| +// x == 0? |
| +function vec3IsZero(x) { |
| + return x[0] === 0 && x[1] === 0 && x[2] === 0; |
| +} |
| + |
| +// Vector cross product |
| +function vec3Cross(u, v) { |
| + var cross = new Float32Array(3); |
| + cross[0] = u[1] * v[2] - u[2] * v[1]; |
| + cross[1] = u[2] * v[0] - u[0] * v[2]; |
| + cross[2] = u[0] * v[1] - u[1] * v[0]; |
| + return cross; |
| +} |
| + |
| +// Dot product |
| +function vec3Dot(x, y) { |
| + return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; |
| +} |
| + |
| +// a*x, for scalar a |
| +function vec3Scale(a, x) { |
| + return x.map(function (c) { return a * c; }); |
| +} |
| + |
| +function calculateAzimuth(source, listener, listenerForward, listenerUp) { |
| + var sourceListener = vec3Sub(source, listener); |
| + |
| + if (vec3IsZero(sourceListener)) |
| + return 0; |
| + |
| + sourceListener = vec3Normalize(sourceListener); |
| + |
| + var listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp)); |
| + var listenerForwardNorm = vec3Normalize(listenerForward); |
| + |
| + var up = vec3Cross(listenerRight, listenerForwardNorm); |
| + var upProjection = vec3Dot(sourceListener, up); |
| + |
| + var projectedSource = vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up))); |
| + |
| + var azimuth = 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRight)); |
| + |
| + // Source in front or behind the listener |
| + var frontBack = vec3Dot(projectedSource, listenerForwardNorm); |
| + if (frontBack < 0) |
| + azimuth = 360 - azimuth; |
| + |
| + // Make azimuth relative to "front" and not "right" listener vector. |
| + if (azimuth >= 0 && azimuth <= 270) |
| + azimuth = 90 - azimuth; |
| + else |
| + azimuth = 450 - azimuth; |
| + |
| + // We don't need elevation, so we're skipping that computation. |
| + return azimuth; |
| +} |
| + |
| +// Map our position angle to the azimuth angle (in degrees). |
| +// |
| +// An angle of 0 corresponds to an azimuth of 90 deg; pi, to -90 deg. |
| +function angleToAzimuth(angle) { |
| + return 90 - angle * 180 / Math.PI; |
| +} |
| + |
| +// The gain caused by the EQUALPOWER panning model |
| +function equalPowerGain(azimuth, numberOfChannels) { |
| + var halfPi = Math.PI / 2; |
| + |
| + if (azimuth < -90) |
| + azimuth = -180 - azimuth; |
| + else |
| + azimuth = 180 - azimuth; |
| + |
| + if (numberOfChannels == 1) { |
| + var panPosition = (azimuth + 90) / 180; |
| + |
| + var gainL = Math.cos(halfPi * panPosition); |
| + var gainR = Math.sin(halfPi * panPosition); |
| + |
| + return { left : gainL, right : gainR }; |
| + } else { |
| + if (azimuth <= 0) { |
| + var panPosition = (azimuth + 90) / 90; |
| + |
| + var gainL = Math.cos(halfPi * panPosition); |
| + var gainR = Math.sin(halfPi * panPosition); |
| + |
| + return { left : gainL, right : gainR }; |
| + } else { |
| + var panPosition = azimuth / 90; |
| + |
| + var gainL = Math.cos(halfPi * panPosition); |
| + var gainR = Math.sin(halfPi * panPosition); |
| + |
| + return { left : gainL, right : gainR }; |
| + } |
| + } |
| +} |
| + |
| +function applyPanner(azimuth, srcL, srcR, numberOfChannels) |
|
hongchan
2016/05/06 18:41:26
Let's bring up the curly brace.
|
| +{ |
| + var length = srcL.length; |
| + var outL = new Float32Array(length); |
| + var outR = new Float32Array(length); |
| + |
| + if (numberOfChannels == 1) { |
|
hongchan
2016/05/06 18:41:26
Not sure if I am understanding this - there is not
Raymond Toy
2016/05/06 21:20:50
I think because I didn't actually implement or tes
Raymond Toy
2016/05/11 19:28:30
Implemented.
|
| + } else { |
| + for (var k = 0; k < length; ++k) { |
| + var gains = equalPowerGain(azimuth[k], numberOfChannels); |
| + if (azimuth[k] <= 0) { |
| + outL[k] = srcL[k] + srcR[k] * gains.left; |
| + outR[k] = srcR[k] * gains.right; |
| + } else { |
| + outL[k] = srcL[k] * gains.left; |
| + outR[k] = srcR[k] + srcL[k] * gains.right; |
| + } |
| + } |
| + } |
| + |
| + return { left: outL, right: outR }; |
| +} |
| + |