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FlaxEngine/Source/Engine/Audio/AudioBackendTools.h

129 lines
4.9 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Transform.h"
/// <summary>
/// The helper class for that handles active audio backend operations.
/// </summary>
class AudioBackendTools
{
public:
struct Settings
{
float Volume = 1.0f;
float DopplerFactor = 1.0f;
};
struct Listener
{
Vector3 Velocity;
Vector3 Position;
Quaternion Orientation;
};
struct Source
{
bool Is3D;
float Volume;
float Pitch;
float Pan;
float MinDistance;
float Attenuation;
float DopplerFactor;
Vector3 Velocity;
Vector3 Position;
Quaternion Orientation;
};
enum class Channels
{
FrontLeft = 0,
FrontRight = 1,
Center = 2,
BackLeft = 3,
BackRight = 4,
SideLeft = 5,
SideRight = 6,
MAX
};
struct SoundMix
{
float Pitch;
float Volume;
float Channels[(int32)Channels::MAX];
};
static SoundMix CalculateSoundMix(const Settings& settings, const Listener& listener, const Source& source, int32 channelCount = 2)
{
SoundMix mix;
mix.Pitch = source.Pitch;
mix.Volume = source.Volume * settings.Volume;
if (source.Is3D)
{
const Transform listenerTransform(listener.Position, listener.Orientation);
float distance = (float)Vector3::Distance(listener.Position, source.Position);
float gain = 1;
// Calculate attenuation (OpenAL formula for mode: AL_INVERSE_DISTANCE_CLAMPED)
// [https://www.openal.org/documentation/openal-1.1-specification.pdf]
distance = Math::Clamp(distance, source.MinDistance, MAX_float);
const float dst = source.MinDistance + source.Attenuation * (distance - source.MinDistance);
if (dst > 0)
gain = source.MinDistance / dst;
mix.Volume *= Math::Saturate(gain);
// Calculate panning
// Ramy Sadek and Chris Kyriakakis, 2004, "A Novel Multichannel Panning Method for Standard and Arbitrary Loudspeaker Configurations"
// [https://www.researchgate.net/publication/235080603_A_Novel_Multichannel_Panning_Method_for_Standard_and_Arbitrary_Loudspeaker_Configurations]
//TODO: hardcoded main speaker directions for 2, 3.1, 5.1 and 7.1 setups - these are simplified and could also be made configurable
static const Float3 ChannelDirections[(int32)Channels::MAX] =
{
Float3(-1.0, 0.0, -1.0).GetNormalized(),
Float3(1.0, 0.0, -1.0).GetNormalized(),
Float3(0.0, 0.0, -1.0).GetNormalized(),
Float3(-1.0, 0.0, 1.0).GetNormalized(),
Float3(1.0, 0.0, 1.0).GetNormalized(),
Float3(-1.0, 0.0, 0.0).GetNormalized(),
Float3(1.0, 0.0, 0.0).GetNormalized(),
};
const Float3 sourceInListenerSpace = (Float3)listenerTransform.WorldToLocal(source.Position);
const Float3 sourceToListener = Float3::Normalize(sourceInListenerSpace);
float sqGainsSum = 0.0f;
for (int32 i = 0; i < channelCount; i++)
{
float othersSum = 0.0f;
for (int32 j = 0; j < channelCount; j++)
othersSum += (1.0f + Float3::Dot(ChannelDirections[i], ChannelDirections[j])) * 0.5f;
const float sqGain = Math::Square(0.5f * Math::Pow(1.0f + Float3::Dot(ChannelDirections[i], sourceToListener), 2.0f) / othersSum);
sqGainsSum += sqGain;
mix.Channels[i] = sqGain;
}
for (int32 i = 0; i < channelCount; i++)
mix.Channels[i] = Math::Sqrt(mix.Channels[i] / sqGainsSum);
// Calculate doppler
const Float3 velocityInListenerSpace = (Float3)listenerTransform.WorldToLocalVector(source.Velocity - listener.Velocity);
const float velocity = velocityInListenerSpace.Length();
const float dopplerFactor = settings.DopplerFactor * source.DopplerFactor;
if (dopplerFactor > 0.0f && velocity > 0.0f)
{
constexpr float speedOfSound = 343.3f * 100.0f * 100.0f; // in air, in Flax units
const float approachingFactor = Float3::Dot(sourceToListener, velocityInListenerSpace.GetNormalized());
const float dopplerPitch = speedOfSound / (speedOfSound + velocity * approachingFactor);
mix.Pitch *= Math::Clamp(dopplerPitch, 0.1f, 10.0f);
}
}
else
{
mix.Channels[(int32)Channels::FrontLeft] = Math::Min(1.0f - source.Pan, 1.0f);
mix.Channels[(int32)Channels::FrontRight] = Math::Min(1.0f + source.Pan, 1.0f);
for (int32 i = 2; i < channelCount; i++)
mix.Channels[i] = 0.0f;
}
return mix;
}
};