зеркало из https://github.com/mozilla/gecko-dev.git
191 строка
5.0 KiB
JavaScript
191 строка
5.0 KiB
JavaScript
// For the record, these distance formulas were taken from the OpenAL
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// spec
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// (http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.pdf),
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// not the code. The Web Audio spec follows the OpenAL formulas.
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function linearDistance(panner, x, y, z) {
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let distance = Math.sqrt(x * x + y * y + z * z);
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let dref = Math.min(panner.refDistance, panner.maxDistance);
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let dmax = Math.max(panner.refDistance, panner.maxDistance);
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distance = Math.max(Math.min(distance, dmax), dref);
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let rolloff = Math.max(Math.min(panner.rolloffFactor, 1), 0);
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if (dref === dmax)
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return 1 - rolloff;
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let gain = (1 - rolloff * (distance - dref) / (dmax - dref));
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return gain;
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}
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function inverseDistance(panner, x, y, z) {
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let distance = Math.sqrt(x * x + y * y + z * z);
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distance = Math.max(distance, panner.refDistance);
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let rolloff = panner.rolloffFactor;
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let gain = panner.refDistance /
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(panner.refDistance +
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rolloff * (Math.max(distance, panner.refDistance) - panner.refDistance));
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return gain;
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}
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function exponentialDistance(panner, x, y, z) {
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let distance = Math.sqrt(x * x + y * y + z * z);
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distance = Math.max(distance, panner.refDistance);
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let rolloff = panner.rolloffFactor;
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let gain = Math.pow(distance / panner.refDistance, -rolloff);
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return gain;
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}
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// Simple implementations of 3D vectors implemented as a 3-element array.
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// x - y
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function vec3Sub(x, y) {
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let z = new Float32Array(3);
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z[0] = x[0] - y[0];
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z[1] = x[1] - y[1];
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z[2] = x[2] - y[2];
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return z;
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}
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// x/|x|
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function vec3Normalize(x) {
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let mag = Math.hypot(...x);
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return x.map(function(c) {
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return c / mag;
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});
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}
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// x == 0?
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function vec3IsZero(x) {
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return x[0] === 0 && x[1] === 0 && x[2] === 0;
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}
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// Vector cross product
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function vec3Cross(u, v) {
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let cross = new Float32Array(3);
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cross[0] = u[1] * v[2] - u[2] * v[1];
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cross[1] = u[2] * v[0] - u[0] * v[2];
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cross[2] = u[0] * v[1] - u[1] * v[0];
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return cross;
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}
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// Dot product
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function vec3Dot(x, y) {
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return x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
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}
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// a*x, for scalar a
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function vec3Scale(a, x) {
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return x.map(function(c) {
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return a * c;
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});
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}
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function calculateAzimuth(source, listener, listenerForward, listenerUp) {
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let sourceListener = vec3Sub(source, listener);
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if (vec3IsZero(sourceListener))
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return 0;
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sourceListener = vec3Normalize(sourceListener);
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let listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp));
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let listenerForwardNorm = vec3Normalize(listenerForward);
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let up = vec3Cross(listenerRight, listenerForwardNorm);
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let upProjection = vec3Dot(sourceListener, up);
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let projectedSource =
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vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up)));
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let azimuth =
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180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRight));
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// Source in front or behind the listener
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let frontBack = vec3Dot(projectedSource, listenerForwardNorm);
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if (frontBack < 0)
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azimuth = 360 - azimuth;
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// Make azimuth relative to "front" and not "right" listener vector.
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if (azimuth >= 0 && azimuth <= 270)
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azimuth = 90 - azimuth;
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else
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azimuth = 450 - azimuth;
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// We don't need elevation, so we're skipping that computation.
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return azimuth;
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}
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// Map our position angle to the azimuth angle (in degrees).
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//
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// An angle of 0 corresponds to an azimuth of 90 deg; pi, to -90 deg.
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function angleToAzimuth(angle) {
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return 90 - angle * 180 / Math.PI;
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}
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// The gain caused by the EQUALPOWER panning model
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function equalPowerGain(azimuth, numberOfChannels) {
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let halfPi = Math.PI / 2;
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if (azimuth < -90)
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azimuth = -180 - azimuth;
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else
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azimuth = 180 - azimuth;
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if (numberOfChannels == 1) {
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let panPosition = (azimuth + 90) / 180;
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let gainL = Math.cos(halfPi * panPosition);
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let gainR = Math.sin(halfPi * panPosition);
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return {left: gainL, right: gainR};
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} else {
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if (azimuth <= 0) {
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let panPosition = (azimuth + 90) / 90;
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let gainL = Math.cos(halfPi * panPosition);
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let gainR = Math.sin(halfPi * panPosition);
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return {left: gainL, right: gainR};
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} else {
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let panPosition = azimuth / 90;
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let gainL = Math.cos(halfPi * panPosition);
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let gainR = Math.sin(halfPi * panPosition);
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return {left: gainL, right: gainR};
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}
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}
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}
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function applyPanner(azimuth, srcL, srcR, numberOfChannels) {
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let length = srcL.length;
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let outL = new Float32Array(length);
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let outR = new Float32Array(length);
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if (numberOfChannels == 1) {
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for (let k = 0; k < length; ++k) {
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let gains = equalPowerGain(azimuth[k], numberOfChannels);
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outL[k] = srcL[k] * gains.left;
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outR[k] = srcR[k] * gains.right;
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}
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} else {
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for (let k = 0; k < length; ++k) {
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let gains = equalPowerGain(azimuth[k], numberOfChannels);
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if (azimuth[k] <= 0) {
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outL[k] = srcL[k] + srcR[k] * gains.left;
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outR[k] = srcR[k] * gains.right;
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} else {
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outL[k] = srcL[k] * gains.left;
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outR[k] = srcR[k] + srcL[k] * gains.right;
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}
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}
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}
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return {left: outL, right: outR};
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}
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