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+/*
+Copyright 2018 Google Inc. All Rights Reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS-IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+*/
+
+#include "dsp/reflections_processor.h"
+
+#include <algorithm>
+
+#include "base/constants_and_types.h"
+#include "base/logging.h"
+#include "dsp/filter_coefficient_generators.h"
+#include "dsp/gain.h"
+#include "dsp/shoe_box_room.h"
+
+namespace vraudio {
+
+namespace {
+
+// Maximum allowed delay time for a reflection. Above 2s, the effective output
+// level of a reflection will fall below -60dB and thus perceived dynamic
+// changes should be negligible.
+const size_t kMaxDelayTimeSeconds = 2;
+
+// Returns the maximum delay time in the given set of reflections.
+float FindMaxReflectionDelayTime(const std::vector<Reflection>& reflections) {
+ float max_delay_time = 0.0f;
+ for (const auto& reflection : reflections) {
+ max_delay_time = std::max(max_delay_time, reflection.delay_time_seconds);
+ }
+ return max_delay_time;
+}
+
+} // namespace
+
+ReflectionsProcessor::ReflectionsProcessor(int sample_rate,
+ size_t frames_per_buffer)
+ : sample_rate_(sample_rate),
+ frames_per_buffer_(frames_per_buffer),
+ max_delay_samples_(kMaxDelayTimeSeconds * sample_rate_),
+ low_pass_filter_(0.0f),
+ temp_mono_buffer_(kNumMonoChannels, frames_per_buffer_),
+ current_reflection_buffer_(kNumFirstOrderAmbisonicChannels,
+ frames_per_buffer),
+ target_reflection_buffer_(kNumFirstOrderAmbisonicChannels,
+ frames_per_buffer),
+ target_reflections_(kNumRoomSurfaces),
+ crossfade_(false),
+ crossfader_(frames_per_buffer_),
+ num_frames_to_process_on_empty_input_(0),
+ delays_(kNumRoomSurfaces),
+ delay_filter_(max_delay_samples_, frames_per_buffer),
+ delay_buffer_(kNumRoomSurfaces, frames_per_buffer),
+ gains_(kNumRoomSurfaces),
+ gain_processors_(kNumRoomSurfaces) {
+ DCHECK_GT(sample_rate_, 0);
+ DCHECK_GT(frames_per_buffer_, 0U);
+}
+
+void ReflectionsProcessor::Update(
+ const ReflectionProperties& reflection_properties,
+ const WorldPosition& listener_position) {
+
+ // Initialize the low-pass filter.
+ const float low_pass_coefficient = ComputeLowPassMonoPoleCoefficient(
+ reflection_properties.cutoff_frequency, sample_rate_);
+ low_pass_filter_.SetCoefficient(low_pass_coefficient);
+ // Update the target reflections.
+ WorldPosition relative_listener_position;
+ GetRelativeDirection(
+ WorldPosition(reflection_properties.room_position),
+ WorldRotation(reflection_properties.room_rotation).conjugate(),
+ listener_position, &relative_listener_position);
+ ComputeReflections(relative_listener_position,
+ WorldPosition(reflection_properties.room_dimensions),
+ reflection_properties.coefficients, &target_reflections_);
+ // Additional |frames_per_buffer_| to process needed to compensate the
+ // crossfade between the current and target reflections.
+ num_frames_to_process_on_empty_input_ =
+ frames_per_buffer_ +
+ static_cast<size_t>(FindMaxReflectionDelayTime(target_reflections_) *
+ static_cast<float>(sample_rate_));
+ // Reflections have been updated so crossfade is required.
+ crossfade_ = true;
+}
+
+void ReflectionsProcessor::Process(const AudioBuffer& input,
+ AudioBuffer* output) {
+ DCHECK_EQ(input.num_channels(), kNumMonoChannels);
+ DCHECK_EQ(input.num_frames(), frames_per_buffer_);
+ DCHECK(output);
+ DCHECK_GE(output->num_channels(), kNumFirstOrderAmbisonicChannels);
+ DCHECK_EQ(output->num_frames(), frames_per_buffer_);
+ // Prefilter mono input.
+ const AudioBuffer::Channel& input_channel = input[0];
+ AudioBuffer::Channel* temp_channel = &temp_mono_buffer_[0];
+ const bool filter_success =
+ low_pass_filter_.Filter(input_channel, temp_channel);
+ const AudioBuffer::Channel& low_pass_channel =
+ filter_success ? *temp_channel : input_channel;
+ delay_filter_.InsertData(low_pass_channel);
+ // Process reflections.
+ if (crossfade_) {
+ ApplyReflections(&current_reflection_buffer_);
+ UpdateGainsAndDelays();
+ ApplyReflections(&target_reflection_buffer_);
+ crossfader_.ApplyLinearCrossfade(target_reflection_buffer_,
+ current_reflection_buffer_, output);
+ crossfade_ = false;
+ } else {
+ ApplyReflections(output);
+ }
+}
+
+void ReflectionsProcessor::UpdateGainsAndDelays() {
+ for (size_t i = 0; i < kNumRoomSurfaces; ++i) {
+ delays_[i] =
+ std::min(max_delay_samples_,
+ static_cast<size_t>(target_reflections_[i].delay_time_seconds *
+ static_cast<float>(sample_rate_)));
+ gains_[i] = target_reflections_[i].magnitude;
+ }
+}
+
+void ReflectionsProcessor::ApplyReflections(AudioBuffer* output) {
+ DCHECK(output);
+ DCHECK_GE(output->num_channels(), kNumFirstOrderAmbisonicChannels);
+ (*output).Clear();
+ for (size_t i = 0; i < kNumRoomSurfaces; ++i) {
+ auto* delay_channel = &delay_buffer_[i];
+ delay_filter_.GetDelayedData(delays_[i], delay_channel);
+ const bool zero_gain = IsGainNearZero(gains_[i]) &&
+ IsGainNearZero(gain_processors_[i].GetGain());
+ if (!zero_gain) {
+ gain_processors_[i].ApplyGain(gains_[i], *delay_channel, delay_channel,
+ false /* accumulate_output */);
+ // Applies fast Ambisonic reflections encoding.
+ (*output)[0] += *delay_channel;
+ switch (i) {
+ case 0: /* left wall reflection */
+ (*output)[1] += *delay_channel;
+ break;
+ case 1: /* right wall reflection */
+ (*output)[1] -= *delay_channel;
+ break;
+ case 2: /* floor reflection */
+ (*output)[2] -= *delay_channel;
+ break;
+ case 3: /* ceiling reflection */
+ (*output)[2] += *delay_channel;
+ break;
+ case 4: /* front wall reflection */
+ (*output)[3] += *delay_channel;
+ break;
+ case 5: /* back wall reflection */
+ (*output)[3] -= *delay_channel;
+ break;
+ }
+ } else {
+ // Make sure the gain processor is initialized.
+ gain_processors_[i].Reset(0.0f);
+ }
+ }
+}
+
+} // namespace vraudio