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