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 |
index ff28c97f29ef5e369c8fcc647ae2985720bb3db9..ae6f5166689a1d7bfed5be33c9b190150a5e9b39 100644 |
--- a/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js |
+++ b/third_party/WebKit/LayoutTests/webaudio/resources/panner-formulas.js |
@@ -4,179 +4,187 @@ |
// 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); |
- var dref = Math.min(panner.refDistance, panner.maxDistance); |
- var dmax = Math.max(panner.refDistance, panner.maxDistance); |
- distance = Math.max(Math.min(distance, dmax), dref); |
- var rolloff = Math.max(Math.min(panner.rolloffFactor, 1), 0); |
- if (dref === dmax) |
- return 1 - rolloff; |
+ let distance = Math.sqrt(x * x + y * y + z * z); |
+ let dref = Math.min(panner.refDistance, panner.maxDistance); |
+ let dmax = Math.max(panner.refDistance, panner.maxDistance); |
+ distance = Math.max(Math.min(distance, dmax), dref); |
+ let rolloff = Math.max(Math.min(panner.rolloffFactor, 1), 0); |
+ if (dref === dmax) |
+ return 1 - rolloff; |
- var gain = (1 - rolloff * (distance - dref) / (dmax - dref)); |
+ let gain = (1 - rolloff * (distance - dref) / (dmax - dref)); |
- return gain; |
+ return gain; |
} |
function inverseDistance(panner, x, y, z) { |
- var distance = Math.sqrt(x * x + y * y + z * z); |
- distance = Math.max(distance, panner.refDistance); |
- var rolloff = panner.rolloffFactor; |
- var gain = panner.refDistance / (panner.refDistance + rolloff * (Math.max(distance, panner.refDistance) - panner.refDistance)); |
- |
- return gain; |
+ let distance = Math.sqrt(x * x + y * y + z * z); |
+ distance = Math.max(distance, panner.refDistance); |
+ let rolloff = panner.rolloffFactor; |
+ let gain = panner.refDistance / |
+ (panner.refDistance + |
+ rolloff * (Math.max(distance, panner.refDistance) - panner.refDistance)); |
+ |
+ return gain; |
} |
function exponentialDistance(panner, x, y, z) { |
- var distance = Math.sqrt(x * x + y * y + z * z); |
- distance = Math.max(distance, panner.refDistance); |
- var rolloff = panner.rolloffFactor; |
- var gain = Math.pow(distance / panner.refDistance, -rolloff); |
+ let distance = Math.sqrt(x * x + y * y + z * z); |
+ distance = Math.max(distance, panner.refDistance); |
+ let rolloff = panner.rolloffFactor; |
+ let gain = Math.pow(distance / panner.refDistance, -rolloff); |
- return gain; |
+ 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]; |
+ let z = new Float32Array(3); |
+ z[0] = x[0] - y[0]; |
+ z[1] = x[1] - y[1]; |
+ z[2] = x[2] - y[2]; |
- return z; |
+ return z; |
} |
// x/|x| |
function vec3Normalize(x) { |
- var mag = Math.hypot(...x); |
- return x.map(function (c) { return c / mag; }); |
+ let 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; |
+ 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; |
+ let 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]; |
+ 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; }); |
+ return x.map(function(c) { |
+ return a * c; |
+ }); |
} |
function calculateAzimuth(source, listener, listenerForward, listenerUp) { |
- var sourceListener = vec3Sub(source, listener); |
+ let sourceListener = vec3Sub(source, listener); |
- if (vec3IsZero(sourceListener)) |
- return 0; |
+ if (vec3IsZero(sourceListener)) |
+ return 0; |
- sourceListener = vec3Normalize(sourceListener); |
+ sourceListener = vec3Normalize(sourceListener); |
- var listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp)); |
- var listenerForwardNorm = vec3Normalize(listenerForward); |
+ let listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp)); |
+ let listenerForwardNorm = vec3Normalize(listenerForward); |
- var up = vec3Cross(listenerRight, listenerForwardNorm); |
- var upProjection = vec3Dot(sourceListener, up); |
+ let up = vec3Cross(listenerRight, listenerForwardNorm); |
+ let upProjection = vec3Dot(sourceListener, up); |
- var projectedSource = vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up))); |
+ let projectedSource = |
+ vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up))); |
- var azimuth = 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRight)); |
+ let 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; |
+ // Source in front or behind the listener |
+ let 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; |
+ // 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; |
+ // 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; |
+ return 90 - angle * 180 / Math.PI; |
} |
// The gain caused by the EQUALPOWER panning model |
function equalPowerGain(azimuth, numberOfChannels) { |
- var halfPi = Math.PI / 2; |
+ let halfPi = Math.PI / 2; |
- if (azimuth < -90) |
- azimuth = -180 - azimuth; |
- else |
- azimuth = 180 - azimuth; |
+ if (azimuth < -90) |
+ azimuth = -180 - azimuth; |
+ else |
+ azimuth = 180 - azimuth; |
- if (numberOfChannels == 1) { |
- var panPosition = (azimuth + 90) / 180; |
+ if (numberOfChannels == 1) { |
+ let panPosition = (azimuth + 90) / 180; |
- var gainL = Math.cos(halfPi * panPosition); |
- var gainR = Math.sin(halfPi * panPosition); |
+ let gainL = Math.cos(halfPi * panPosition); |
+ let gainR = Math.sin(halfPi * panPosition); |
- return { left : gainL, right : gainR }; |
- } else { |
- if (azimuth <= 0) { |
- var panPosition = (azimuth + 90) / 90; |
+ return {left: gainL, right: gainR}; |
+ } else { |
+ if (azimuth <= 0) { |
+ let panPosition = (azimuth + 90) / 90; |
- var gainL = Math.cos(halfPi * panPosition); |
- var gainR = Math.sin(halfPi * panPosition); |
+ let gainL = Math.cos(halfPi * panPosition); |
+ let gainR = Math.sin(halfPi * panPosition); |
- return { left : gainL, right : gainR }; |
- } else { |
- var panPosition = azimuth / 90; |
+ return {left: gainL, right: gainR}; |
+ } else { |
+ let panPosition = azimuth / 90; |
- var gainL = Math.cos(halfPi * panPosition); |
- var gainR = Math.sin(halfPi * panPosition); |
+ let gainL = Math.cos(halfPi * panPosition); |
+ let gainR = Math.sin(halfPi * panPosition); |
- return { left : gainL, right : gainR }; |
- } |
+ 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); |
+ let length = srcL.length; |
+ let outL = new Float32Array(length); |
+ let outR = new Float32Array(length); |
- if (numberOfChannels == 1) { |
- for (var k = 0; k < length; ++k) { |
- var gains = equalPowerGain(azimuth[k], numberOfChannels); |
+ if (numberOfChannels == 1) { |
+ for (let k = 0; k < length; ++k) { |
+ let 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; |
- } |
- } |
+ outL[k] = srcL[k] * gains.left; |
+ outR[k] = srcR[k] * gains.right; |
+ } |
+ } else { |
+ for (let k = 0; k < length; ++k) { |
+ let 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 }; |
+ return {left: outL, right: outR}; |
} |