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Side by Side Diff: third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js

Issue 2895963003: Apply layout-test-tidy to LayoutTests/webaudio (Closed)
Patch Set: Created 3 years, 7 months ago
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1 // For the record, these distance formulas were taken from the OpenAL 1 // For the record, these distance formulas were taken from the OpenAL
2 // spec 2 // spec
3 // (http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specific ation.pdf), 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. 4 // not the code. The Web Audio spec follows the OpenAL formulas.
5 5
6 function linearDistance(panner, x, y, z) { 6 function linearDistance(panner, x, y, z) {
7 var distance = Math.sqrt(x * x + y * y + z * z); 7 let distance = Math.sqrt(x * x + y * y + z * z);
8 var dref = Math.min(panner.refDistance, panner.maxDistance); 8 let dref = Math.min(panner.refDistance, panner.maxDistance);
9 var dmax = Math.max(panner.refDistance, panner.maxDistance); 9 let dmax = Math.max(panner.refDistance, panner.maxDistance);
10 distance = Math.max(Math.min(distance, dmax), dref); 10 distance = Math.max(Math.min(distance, dmax), dref);
11 var rolloff = Math.max(Math.min(panner.rolloffFactor, 1), 0); 11 let rolloff = Math.max(Math.min(panner.rolloffFactor, 1), 0);
12 if (dref === dmax) 12 if (dref === dmax)
13 return 1 - rolloff; 13 return 1 - rolloff;
14 14
15 var gain = (1 - rolloff * (distance - dref) / (dmax - dref)); 15 let gain = (1 - rolloff * (distance - dref) / (dmax - dref));
16 16
17 return gain; 17 return gain;
18 } 18 }
19 19
20 function inverseDistance(panner, x, y, z) { 20 function inverseDistance(panner, x, y, z) {
21 var distance = Math.sqrt(x * x + y * y + z * z); 21 let distance = Math.sqrt(x * x + y * y + z * z);
22 distance = Math.max(distance, panner.refDistance); 22 distance = Math.max(distance, panner.refDistance);
23 var rolloff = panner.rolloffFactor; 23 let rolloff = panner.rolloffFactor;
24 var gain = panner.refDistance / (panner.refDistance + rolloff * (Math.max(di stance, panner.refDistance) - panner.refDistance)); 24 let gain = panner.refDistance /
25 (panner.refDistance +
26 rolloff * (Math.max(distance, panner.refDistance) - panner.refDistance));
25 27
26 return gain; 28 return gain;
27 } 29 }
28 30
29 function exponentialDistance(panner, x, y, z) { 31 function exponentialDistance(panner, x, y, z) {
30 var distance = Math.sqrt(x * x + y * y + z * z); 32 let distance = Math.sqrt(x * x + y * y + z * z);
31 distance = Math.max(distance, panner.refDistance); 33 distance = Math.max(distance, panner.refDistance);
32 var rolloff = panner.rolloffFactor; 34 let rolloff = panner.rolloffFactor;
33 var gain = Math.pow(distance / panner.refDistance, -rolloff); 35 let gain = Math.pow(distance / panner.refDistance, -rolloff);
34 36
35 return gain; 37 return gain;
36 } 38 }
37 39
38 // Simple implementations of 3D vectors implemented as a 3-element array. 40 // Simple implementations of 3D vectors implemented as a 3-element array.
39 41
40 // x - y 42 // x - y
41 function vec3Sub(x, y) { 43 function vec3Sub(x, y) {
42 var z = new Float32Array(3); 44 let z = new Float32Array(3);
43 z[0] = x[0] - y[0]; 45 z[0] = x[0] - y[0];
44 z[1] = x[1] - y[1]; 46 z[1] = x[1] - y[1];
45 z[2] = x[2] - y[2]; 47 z[2] = x[2] - y[2];
46 48
47 return z; 49 return z;
48 } 50 }
49 51
50 // x/|x| 52 // x/|x|
51 function vec3Normalize(x) { 53 function vec3Normalize(x) {
52 var mag = Math.hypot(...x); 54 let mag = Math.hypot(...x);
53 return x.map(function (c) { return c / mag; }); 55 return x.map(function(c) {
56 return c / mag;
57 });
54 } 58 }
55 59
56 // x == 0? 60 // x == 0?
57 function vec3IsZero(x) { 61 function vec3IsZero(x) {
58 return x[0] === 0 && x[1] === 0 && x[2] === 0; 62 return x[0] === 0 && x[1] === 0 && x[2] === 0;
59 } 63 }
60 64
61 // Vector cross product 65 // Vector cross product
62 function vec3Cross(u, v) { 66 function vec3Cross(u, v) {
63 var cross = new Float32Array(3); 67 let cross = new Float32Array(3);
64 cross[0] = u[1] * v[2] - u[2] * v[1]; 68 cross[0] = u[1] * v[2] - u[2] * v[1];
65 cross[1] = u[2] * v[0] - u[0] * v[2]; 69 cross[1] = u[2] * v[0] - u[0] * v[2];
66 cross[2] = u[0] * v[1] - u[1] * v[0]; 70 cross[2] = u[0] * v[1] - u[1] * v[0];
67 return cross; 71 return cross;
68 } 72 }
69 73
70 // Dot product 74 // Dot product
71 function vec3Dot(x, y) { 75 function vec3Dot(x, y) {
72 return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; 76 return x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
73 } 77 }
74 78
75 // a*x, for scalar a 79 // a*x, for scalar a
76 function vec3Scale(a, x) { 80 function vec3Scale(a, x) {
77 return x.map(function (c) { return a * c; }); 81 return x.map(function(c) {
82 return a * c;
83 });
78 } 84 }
79 85
80 function calculateAzimuth(source, listener, listenerForward, listenerUp) { 86 function calculateAzimuth(source, listener, listenerForward, listenerUp) {
81 var sourceListener = vec3Sub(source, listener); 87 let sourceListener = vec3Sub(source, listener);
82 88
83 if (vec3IsZero(sourceListener)) 89 if (vec3IsZero(sourceListener))
84 return 0; 90 return 0;
85 91
86 sourceListener = vec3Normalize(sourceListener); 92 sourceListener = vec3Normalize(sourceListener);
87 93
88 var listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp)); 94 let listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp));
89 var listenerForwardNorm = vec3Normalize(listenerForward); 95 let listenerForwardNorm = vec3Normalize(listenerForward);
90 96
91 var up = vec3Cross(listenerRight, listenerForwardNorm); 97 let up = vec3Cross(listenerRight, listenerForwardNorm);
92 var upProjection = vec3Dot(sourceListener, up); 98 let upProjection = vec3Dot(sourceListener, up);
93 99
94 var projectedSource = vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProj ection, up))); 100 let projectedSource =
101 vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up)));
95 102
96 var azimuth = 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRig ht)); 103 let azimuth =
104 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRight));
97 105
98 // Source in front or behind the listener 106 // Source in front or behind the listener
99 var frontBack = vec3Dot(projectedSource, listenerForwardNorm); 107 let frontBack = vec3Dot(projectedSource, listenerForwardNorm);
100 if (frontBack < 0) 108 if (frontBack < 0)
101 azimuth = 360 - azimuth; 109 azimuth = 360 - azimuth;
102 110
103 // Make azimuth relative to "front" and not "right" listener vector. 111 // Make azimuth relative to "front" and not "right" listener vector.
104 if (azimuth >= 0 && azimuth <= 270) 112 if (azimuth >= 0 && azimuth <= 270)
105 azimuth = 90 - azimuth; 113 azimuth = 90 - azimuth;
106 else 114 else
107 azimuth = 450 - azimuth; 115 azimuth = 450 - azimuth;
108 116
109 // We don't need elevation, so we're skipping that computation. 117 // We don't need elevation, so we're skipping that computation.
110 return azimuth; 118 return azimuth;
111 } 119 }
112 120
113 // Map our position angle to the azimuth angle (in degrees). 121 // Map our position angle to the azimuth angle (in degrees).
114 // 122 //
115 // An angle of 0 corresponds to an azimuth of 90 deg; pi, to -90 deg. 123 // An angle of 0 corresponds to an azimuth of 90 deg; pi, to -90 deg.
116 function angleToAzimuth(angle) { 124 function angleToAzimuth(angle) {
117 return 90 - angle * 180 / Math.PI; 125 return 90 - angle * 180 / Math.PI;
118 } 126 }
119 127
120 // The gain caused by the EQUALPOWER panning model 128 // The gain caused by the EQUALPOWER panning model
121 function equalPowerGain(azimuth, numberOfChannels) { 129 function equalPowerGain(azimuth, numberOfChannels) {
122 var halfPi = Math.PI / 2; 130 let halfPi = Math.PI / 2;
123 131
124 if (azimuth < -90) 132 if (azimuth < -90)
125 azimuth = -180 - azimuth; 133 azimuth = -180 - azimuth;
126 else 134 else
127 azimuth = 180 - azimuth; 135 azimuth = 180 - azimuth;
128 136
129 if (numberOfChannels == 1) { 137 if (numberOfChannels == 1) {
130 var panPosition = (azimuth + 90) / 180; 138 let panPosition = (azimuth + 90) / 180;
131 139
132 var gainL = Math.cos(halfPi * panPosition); 140 let gainL = Math.cos(halfPi * panPosition);
133 var gainR = Math.sin(halfPi * panPosition); 141 let gainR = Math.sin(halfPi * panPosition);
134 142
135 return { left : gainL, right : gainR }; 143 return {left: gainL, right: gainR};
144 } else {
145 if (azimuth <= 0) {
146 let panPosition = (azimuth + 90) / 90;
147
148 let gainL = Math.cos(halfPi * panPosition);
149 let gainR = Math.sin(halfPi * panPosition);
150
151 return {left: gainL, right: gainR};
136 } else { 152 } else {
137 if (azimuth <= 0) { 153 let panPosition = azimuth / 90;
138 var panPosition = (azimuth + 90) / 90;
139 154
140 var gainL = Math.cos(halfPi * panPosition); 155 let gainL = Math.cos(halfPi * panPosition);
141 var gainR = Math.sin(halfPi * panPosition); 156 let gainR = Math.sin(halfPi * panPosition);
142 157
143 return { left : gainL, right : gainR }; 158 return {left: gainL, right: gainR};
144 } else {
145 var panPosition = azimuth / 90;
146
147 var gainL = Math.cos(halfPi * panPosition);
148 var gainR = Math.sin(halfPi * panPosition);
149
150 return { left : gainL, right : gainR };
151 }
152 } 159 }
160 }
153 } 161 }
154 162
155 function applyPanner(azimuth, srcL, srcR, numberOfChannels) { 163 function applyPanner(azimuth, srcL, srcR, numberOfChannels) {
156 var length = srcL.length; 164 let length = srcL.length;
157 var outL = new Float32Array(length); 165 let outL = new Float32Array(length);
158 var outR = new Float32Array(length); 166 let outR = new Float32Array(length);
159 167
160 if (numberOfChannels == 1) { 168 if (numberOfChannels == 1) {
161 for (var k = 0; k < length; ++k) { 169 for (let k = 0; k < length; ++k) {
162 var gains = equalPowerGain(azimuth[k], numberOfChannels); 170 let gains = equalPowerGain(azimuth[k], numberOfChannels);
163 171
164 outL[k] = srcL[k] * gains.left; 172 outL[k] = srcL[k] * gains.left;
165 outR[k] = srcR[k] * gains.right; 173 outR[k] = srcR[k] * gains.right;
166 } 174 }
167 } else { 175 } else {
168 for (var k = 0; k < length; ++k) { 176 for (let k = 0; k < length; ++k) {
169 var gains = equalPowerGain(azimuth[k], numberOfChannels); 177 let gains = equalPowerGain(azimuth[k], numberOfChannels);
170 178
171 if (azimuth[k] <= 0) { 179 if (azimuth[k] <= 0) {
172 outL[k] = srcL[k] + srcR[k] * gains.left; 180 outL[k] = srcL[k] + srcR[k] * gains.left;
173 outR[k] = srcR[k] * gains.right; 181 outR[k] = srcR[k] * gains.right;
174 } else { 182 } else {
175 outL[k] = srcL[k] * gains.left; 183 outL[k] = srcL[k] * gains.left;
176 outR[k] = srcR[k] + srcL[k] * gains.right; 184 outR[k] = srcR[k] + srcL[k] * gains.right;
177 } 185 }
178 }
179 } 186 }
187 }
180 188
181 return { left: outL, right: outR }; 189 return {left: outL, right: outR};
182 } 190 }
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