| 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};
|
| }
|
|
|