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-rw-r--r--src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc101
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diff --git a/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc b/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc
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+++ b/src/3rdparty/resonance-audio/resonance_audio/graph/occlusion_node.cc
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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 "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