diff options
Diffstat (limited to 'src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc')
-rw-r--r-- | src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc b/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc new file mode 100644 index 000000000..3805836f5 --- /dev/null +++ b/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc @@ -0,0 +1,101 @@ +/* +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 "graph/occlusion_node.h" + +#include <cmath> + +#include "base/logging.h" +#include "base/spherical_angle.h" + +#include "dsp/occlusion_calculator.h" + +namespace vraudio { + +namespace { + +// Low pass filter coefficient for smoothing the applied occlusion. This avoids +// sudden unrealistic changes in the volume of a sound object. Range [0, 1]. +// The value below has been calculated empirically. +const float kOcclusionSmoothingCoefficient = 0.75f; + +// This function provides first order low-pass filtering. It is used to smooth +// the occlusion parameter. +float Interpolate(float coefficient, float previous_value, float target_value) { + return target_value + coefficient * (previous_value - target_value); +} + +} // namespace + +OcclusionNode::OcclusionNode(SourceId source_id, + const SystemSettings& system_settings) + : system_settings_(system_settings), + low_pass_filter_(0.0f), + current_occlusion_(0.0f), + output_buffer_(kNumMonoChannels, system_settings.GetFramesPerBuffer()) { + output_buffer_.Clear(); + output_buffer_.set_source_id(source_id); +} + +const AudioBuffer* OcclusionNode::AudioProcess(const NodeInput& input) { + + const AudioBuffer* input_buffer = input.GetSingleInput(); + DCHECK(input_buffer); + DCHECK_EQ(input_buffer->source_id(), output_buffer_.source_id()); + + const auto source_parameters = + system_settings_.GetSourceParameters(input_buffer->source_id()); + if (source_parameters == nullptr) { + LOG(WARNING) << "Could not find source parameters"; + return nullptr; + } + + const WorldPosition& listener_position = system_settings_.GetHeadPosition(); + const WorldRotation& listener_rotation = system_settings_.GetHeadRotation(); + const ObjectTransform& source_transform = source_parameters->object_transform; + // Compute the relative listener/source direction in spherical angles. + WorldPosition relative_direction; + GetRelativeDirection(listener_position, listener_rotation, + source_transform.position, &relative_direction); + const SphericalAngle listener_direction = + SphericalAngle::FromWorldPosition(relative_direction); + + GetRelativeDirection(source_transform.position, source_transform.rotation, + listener_position, &relative_direction); + const SphericalAngle source_direction = + SphericalAngle::FromWorldPosition(relative_direction); + // Calculate low-pass filter coefficient based on listener/source directivity + // and occlusion values. + const float listener_directivity = CalculateDirectivity( + source_parameters->listener_directivity_alpha, + source_parameters->listener_directivity_order, listener_direction); + const float source_directivity = CalculateDirectivity( + source_parameters->directivity_alpha, + source_parameters->directivity_order, source_direction); + current_occlusion_ = + Interpolate(kOcclusionSmoothingCoefficient, current_occlusion_, + source_parameters->occlusion_intensity); + const float filter_coefficient = CalculateOcclusionFilterCoefficient( + listener_directivity * source_directivity, current_occlusion_); + low_pass_filter_.SetCoefficient(filter_coefficient); + if (!low_pass_filter_.Filter((*input_buffer)[0], &output_buffer_[0])) { + return input_buffer; + } + // Copy buffer parameters. + return &output_buffer_; +} + +} // namespace vraudio |