tor-browser

The Tor Browser
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panner-formulas.js (5126B)


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