| 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..688bbd10dc87be076f54b059e26a6789d1a16aff
|
| --- /dev/null
|
| +++ b/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js
|
| @@ -0,0 +1,177 @@
|
| +// 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) {
|
| + var length = srcL.length;
|
| + var outL = new Float32Array(length);
|
| + var outR = new Float32Array(length);
|
| +
|
| + if (numberOfChannels == 1) {
|
| + for (var k = 0; k < length; ++k) {
|
| + var gains = equalPowerGain(azimuth[k], numberOfChannels);
|
| +
|
| + outL[k] = srcL[k] * gains.left;
|
| + outR[k] = srcR[k] * gains.right;
|
| + }
|
| + } 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 };
|
| +}
|
|
|