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+// For the record, these distance formulas were taken from the OpenAL
+// spec
+// (http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.pdf),
+// not the code. The Web Audio spec follows the OpenAL formulas.
+
+function linearDistance(panner, x, y, z) {
+ 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;
+
+ let gain = (1 - rolloff * (distance - dref) / (dmax - dref));
+
+ return gain;
+}
+
+function inverseDistance(panner, x, y, z) {
+ 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) {
+ 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;
+}
+
+// Simple implementations of 3D vectors implemented as a 3-element array.
+
+// x - y
+function vec3Sub(x, y) {
+ 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;
+}
+
+// x/|x|
+function vec3Normalize(x) {
+ 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;
+}
+
+// Vector cross product
+function vec3Cross(u, v) {
+ 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];
+}
+
+// a*x, for scalar a
+function vec3Scale(a, x) {
+ return x.map(function(c) {
+ return a * c;
+ });
+}
+
+function calculateAzimuth(source, listener, listenerForward, listenerUp) {
+ let sourceListener = vec3Sub(source, listener);
+
+ if (vec3IsZero(sourceListener))
+ return 0;
+
+ sourceListener = vec3Normalize(sourceListener);
+
+ let listenerRight = vec3Normalize(vec3Cross(listenerForward, listenerUp));
+ let listenerForwardNorm = vec3Normalize(listenerForward);
+
+ let up = vec3Cross(listenerRight, listenerForwardNorm);
+ let upProjection = vec3Dot(sourceListener, up);
+
+ let projectedSource =
+ vec3Normalize(vec3Sub(sourceListener, vec3Scale(upProjection, up)));
+
+ let azimuth =
+ 180 / Math.PI * Math.acos(vec3Dot(projectedSource, listenerRight));
+
+ // 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;
+
+ // 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;
+}
+
+// The gain caused by the EQUALPOWER panning model
+function equalPowerGain(azimuth, numberOfChannels) {
+ let halfPi = Math.PI / 2;
+
+ if (azimuth < -90)
+ azimuth = -180 - azimuth;
+ else
+ azimuth = 180 - azimuth;
+
+ if (numberOfChannels == 1) {
+ let panPosition = (azimuth + 90) / 180;
+
+ let gainL = Math.cos(halfPi * panPosition);
+ let gainR = Math.sin(halfPi * panPosition);
+
+ return {left: gainL, right: gainR};
+ } else {
+ if (azimuth <= 0) {
+ let panPosition = (azimuth + 90) / 90;
+
+ let gainL = Math.cos(halfPi * panPosition);
+ let gainR = Math.sin(halfPi * panPosition);
+
+ return {left: gainL, right: gainR};
+ } else {
+ let panPosition = azimuth / 90;
+
+ let gainL = Math.cos(halfPi * panPosition);
+ let gainR = Math.sin(halfPi * panPosition);
+
+ return {left: gainL, right: gainR};
+ }
+ }
+}
+
+function applyPanner(azimuth, srcL, srcR, numberOfChannels) {
+ let length = srcL.length;
+ let outL = new Float32Array(length);
+ let outR = new Float32Array(length);
+
+ 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 (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};
+}