Exemple #1
0
void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuffer* bufferToAdd,
                                                          AvatarAudioRingBuffer* listeningNodeBuffer) {
    float bearingRelativeAngleToSource = 0.0f;
    float attenuationCoefficient = 1.0f;
    int numSamplesDelay = 0;
    float weakChannelAmplitudeRatio = 1.0f;

    const int PHASE_DELAY_AT_90 = 20;

    if (bufferToAdd != listeningNodeBuffer) {
        // if the two buffer pointers do not match then these are different buffers

        glm::vec3 listenerPosition = listeningNodeBuffer->getPosition();
        glm::vec3 relativePosition = bufferToAdd->getPosition() - listeningNodeBuffer->getPosition();
        glm::quat inverseOrientation = glm::inverse(listeningNodeBuffer->getOrientation());

        float distanceSquareToSource = glm::dot(relativePosition, relativePosition);
        float radius = 0.0f;

        if (bufferToAdd->getType() == PositionalAudioRingBuffer::Injector) {
            InjectedAudioRingBuffer* injectedBuffer = (InjectedAudioRingBuffer*) bufferToAdd;
            radius = injectedBuffer->getRadius();
            attenuationCoefficient *= injectedBuffer->getAttenuationRatio();
        }

        if (radius == 0 || (distanceSquareToSource > radius * radius)) {
            // this is either not a spherical source, or the listener is outside the sphere

            if (radius > 0) {
                // this is a spherical source - the distance used for the coefficient
                // needs to be the closest point on the boundary to the source

                // ovveride the distance to the node with the distance to the point on the
                // boundary of the sphere
                distanceSquareToSource -= (radius * radius);

            } else {
                // calculate the angle delivery for off-axis attenuation
                glm::vec3 rotatedListenerPosition = glm::inverse(bufferToAdd->getOrientation()) * relativePosition;

                float angleOfDelivery = glm::angle(glm::vec3(0.0f, 0.0f, -1.0f),
                                                   glm::normalize(rotatedListenerPosition));

                const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
                const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;

                float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
                    (OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / 90.0f));

                // multiply the current attenuation coefficient by the calculated off axis coefficient
                attenuationCoefficient *= offAxisCoefficient;
            }

            glm::vec3 rotatedSourcePosition = inverseOrientation * relativePosition;

            const float DISTANCE_SCALE = 2.5f;
            const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
            const float DISTANCE_LOG_BASE = 2.5f;
            const float DISTANCE_SCALE_LOG = logf(DISTANCE_SCALE) / logf(DISTANCE_LOG_BASE);

            // calculate the distance coefficient using the distance to this node
            float distanceCoefficient = powf(GEOMETRIC_AMPLITUDE_SCALAR,
                                             DISTANCE_SCALE_LOG +
                                             (0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
            distanceCoefficient = std::min(1.0f, distanceCoefficient);

            // multiply the current attenuation coefficient by the distance coefficient
            attenuationCoefficient *= distanceCoefficient;

            // project the rotated source position vector onto the XZ plane
            rotatedSourcePosition.y = 0.0f;

            // produce an oriented angle about the y-axis
            bearingRelativeAngleToSource = glm::orientedAngle(glm::vec3(0.0f, 0.0f, -1.0f),
                                                              glm::normalize(rotatedSourcePosition),
                                                              glm::vec3(0.0f, 1.0f, 0.0f));

            const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5;

            // figure out the number of samples of delay and the ratio of the amplitude
            // in the weak channel for audio spatialization
            float sinRatio = fabsf(sinf(glm::radians(bearingRelativeAngleToSource)));
            numSamplesDelay = PHASE_DELAY_AT_90 * sinRatio;
            weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
        }
    }

    // if the bearing relative angle to source is > 0 then the delayed channel is the right one
    int delayedChannelOffset = (bearingRelativeAngleToSource > 0.0f) ? 1 : 0;
    int goodChannelOffset = delayedChannelOffset == 0 ? 1 : 0;

    for (int s = 0; s < NETWORK_BUFFER_LENGTH_SAMPLES_STEREO; s += 2) {
        if ((s / 2) < numSamplesDelay) {
            // pull the earlier sample for the delayed channel
            int earlierSample = (*bufferToAdd)[(s / 2) - numSamplesDelay] * attenuationCoefficient * weakChannelAmplitudeRatio;
            _clientSamples[s + delayedChannelOffset] = glm::clamp(_clientSamples[s + delayedChannelOffset] + earlierSample,
                                                                    MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
        }

        // pull the current sample for the good channel
        int16_t currentSample = (*bufferToAdd)[s / 2] * attenuationCoefficient;
        _clientSamples[s + goodChannelOffset] = glm::clamp(_clientSamples[s + goodChannelOffset] + currentSample,
                                                           MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);

        if ((s / 2) + numSamplesDelay < NETWORK_BUFFER_LENGTH_SAMPLES_PER_CHANNEL) {
            // place the current sample at the right spot in the delayed channel
            int16_t clampedSample = glm::clamp((int) (_clientSamples[s + (numSamplesDelay * 2) + delayedChannelOffset]
                                               + (currentSample * weakChannelAmplitudeRatio)),
                                               MIN_SAMPLE_VALUE, MAX_SAMPLE_VALUE);
            _clientSamples[s + (numSamplesDelay * 2) + delayedChannelOffset] = clampedSample;
        }
    }
}
Exemple #2
0
void AudioMixer::addBufferToMixForListeningNodeWithBuffer(PositionalAudioRingBuffer* bufferToAdd,
                                                          AvatarAudioRingBuffer* listeningNodeBuffer) {
    float bearingRelativeAngleToSource = 0.0f;
    float attenuationCoefficient = 1.0f;
    int numSamplesDelay = 0;
    float weakChannelAmplitudeRatio = 1.0f;
    
    if (bufferToAdd != listeningNodeBuffer) {
        // if the two buffer pointers do not match then these are different buffers

        glm::vec3 relativePosition = bufferToAdd->getPosition() - listeningNodeBuffer->getPosition();
        glm::quat inverseOrientation = glm::inverse(listeningNodeBuffer->getOrientation());

        float distanceSquareToSource = glm::dot(relativePosition, relativePosition);
        float radius = 0.0f;

        if (bufferToAdd->getType() == PositionalAudioRingBuffer::Injector) {
            InjectedAudioRingBuffer* injectedBuffer = (InjectedAudioRingBuffer*) bufferToAdd;
            radius = injectedBuffer->getRadius();
            attenuationCoefficient *= injectedBuffer->getAttenuationRatio();
        }

        if (radius == 0 || (distanceSquareToSource > radius * radius)) {
            // this is either not a spherical source, or the listener is outside the sphere

            if (radius > 0) {
                // this is a spherical source - the distance used for the coefficient
                // needs to be the closest point on the boundary to the source

                // ovveride the distance to the node with the distance to the point on the
                // boundary of the sphere
                distanceSquareToSource -= (radius * radius);

            } else {
                // calculate the angle delivery for off-axis attenuation
                glm::vec3 rotatedListenerPosition = glm::inverse(bufferToAdd->getOrientation()) * relativePosition;

                float angleOfDelivery = glm::angle(glm::vec3(0.0f, 0.0f, -1.0f),
                                                   glm::normalize(rotatedListenerPosition));

                const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
                const float OFF_AXIS_ATTENUATION_FORMULA_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;

                float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION +
                    (OFF_AXIS_ATTENUATION_FORMULA_STEP * (angleOfDelivery / PI_OVER_TWO));

                // multiply the current attenuation coefficient by the calculated off axis coefficient
                attenuationCoefficient *= offAxisCoefficient;
            }

            glm::vec3 rotatedSourcePosition = inverseOrientation * relativePosition;

            const float DISTANCE_SCALE = 2.5f;
            const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
            const float DISTANCE_LOG_BASE = 2.5f;
            const float DISTANCE_SCALE_LOG = logf(DISTANCE_SCALE) / logf(DISTANCE_LOG_BASE);

            // calculate the distance coefficient using the distance to this node
            float distanceCoefficient = powf(GEOMETRIC_AMPLITUDE_SCALAR,
                                             DISTANCE_SCALE_LOG +
                                             (0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
            distanceCoefficient = std::min(1.0f, distanceCoefficient);

            // multiply the current attenuation coefficient by the distance coefficient
            attenuationCoefficient *= distanceCoefficient;

            // project the rotated source position vector onto the XZ plane
            rotatedSourcePosition.y = 0.0f;

            // produce an oriented angle about the y-axis
            bearingRelativeAngleToSource = glm::orientedAngle(glm::vec3(0.0f, 0.0f, -1.0f),
                                                              glm::normalize(rotatedSourcePosition),
                                                              glm::vec3(0.0f, 1.0f, 0.0f));

            const float PHASE_AMPLITUDE_RATIO_AT_90 = 0.5;

            // figure out the number of samples of delay and the ratio of the amplitude
            // in the weak channel for audio spatialization
            float sinRatio = fabsf(sinf(bearingRelativeAngleToSource));
            numSamplesDelay = SAMPLE_PHASE_DELAY_AT_90 * sinRatio;
            weakChannelAmplitudeRatio = 1 - (PHASE_AMPLITUDE_RATIO_AT_90 * sinRatio);
        }
    }

    // if the bearing relative angle to source is > 0 then the delayed channel is the right one
    int delayedChannelOffset = (bearingRelativeAngleToSource > 0.0f) ? 1 : 0;
    int goodChannelOffset = delayedChannelOffset == 0 ? 1 : 0;
    
    const int16_t* nextOutputStart = bufferToAdd->getNextOutput();
   
    const int16_t* bufferStart = bufferToAdd->getBuffer();
    int ringBufferSampleCapacity = bufferToAdd->getSampleCapacity();

    int16_t correctBufferSample[2], delayBufferSample[2];
    int delayedChannelIndex = 0;
    
    const int SINGLE_STEREO_OFFSET = 2;
    
    for (int s = 0; s < NETWORK_BUFFER_LENGTH_SAMPLES_STEREO; s += 4) {
        
        // setup the int16_t variables for the two sample sets
        correctBufferSample[0] = nextOutputStart[s / 2] * attenuationCoefficient;
        correctBufferSample[1] = nextOutputStart[(s / 2) + 1] * attenuationCoefficient;
        
        delayedChannelIndex = s + (numSamplesDelay * 2) + delayedChannelOffset;
        
        delayBufferSample[0] = correctBufferSample[0] * weakChannelAmplitudeRatio;
        delayBufferSample[1] = correctBufferSample[1] * weakChannelAmplitudeRatio;
        
        __m64 bufferSamples = _mm_set_pi16(_clientSamples[s + goodChannelOffset],
                                           _clientSamples[s + goodChannelOffset + SINGLE_STEREO_OFFSET],
                                           _clientSamples[delayedChannelIndex],
                                           _clientSamples[delayedChannelIndex + SINGLE_STEREO_OFFSET]);
        __m64 addedSamples = _mm_set_pi16(correctBufferSample[0], correctBufferSample[1],
                                         delayBufferSample[0], delayBufferSample[1]);
        
        // perform the MMX add (with saturation) of two correct and delayed samples
        __m64 mmxResult = _mm_adds_pi16(bufferSamples, addedSamples);
        int16_t* shortResults = reinterpret_cast<int16_t*>(&mmxResult);
        
        // assign the results from the result of the mmx arithmetic
        _clientSamples[s + goodChannelOffset] = shortResults[3];
        _clientSamples[s + goodChannelOffset + SINGLE_STEREO_OFFSET] = shortResults[2];
        _clientSamples[delayedChannelIndex] = shortResults[1];
        _clientSamples[delayedChannelIndex + SINGLE_STEREO_OFFSET] = shortResults[0];
    }
    
    // The following code is pretty gross and redundant, but AFAIK it's the best way to avoid
    // too many conditionals in handling the delay samples at the beginning of _clientSamples.
    // Basically we try to take the samples in batches of four, and then handle the remainder
    // conditionally to get rid of the rest.
    
    const int DOUBLE_STEREO_OFFSET = 4;
    const int TRIPLE_STEREO_OFFSET = 6;
    
    if (numSamplesDelay > 0) {
        // if there was a sample delay for this buffer, we need to pull samples prior to the nextOutput
        // to stick at the beginning
        float attenuationAndWeakChannelRatio = attenuationCoefficient * weakChannelAmplitudeRatio;
        const int16_t* delayNextOutputStart = nextOutputStart - numSamplesDelay;
        if (delayNextOutputStart < bufferStart) {
            delayNextOutputStart = bufferStart + ringBufferSampleCapacity - numSamplesDelay;
        }
        
        int i = 0;
        
        while (i + 3 < numSamplesDelay) {
            // handle the first cases where we can MMX add four samples at once
            int parentIndex = i * 2;
            __m64 bufferSamples = _mm_set_pi16(_clientSamples[parentIndex + delayedChannelOffset],
                                               _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset],
                                               _clientSamples[parentIndex + DOUBLE_STEREO_OFFSET + delayedChannelOffset],
                                               _clientSamples[parentIndex + TRIPLE_STEREO_OFFSET + delayedChannelOffset]);
            __m64 addSamples = _mm_set_pi16(delayNextOutputStart[i] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 1] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 2] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 3] * attenuationAndWeakChannelRatio);
            __m64 mmxResult = _mm_adds_pi16(bufferSamples, addSamples);
            int16_t* shortResults = reinterpret_cast<int16_t*>(&mmxResult);
            
            _clientSamples[parentIndex + delayedChannelOffset] = shortResults[3];
            _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[2];
            _clientSamples[parentIndex + DOUBLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[1];
            _clientSamples[parentIndex + TRIPLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[0];
            
            // push the index
            i += 4;
        }
        
        int parentIndex = i * 2;
        
        if (i + 2 < numSamplesDelay) {
            // MMX add only three delayed samples
            
            __m64 bufferSamples = _mm_set_pi16(_clientSamples[parentIndex + delayedChannelOffset],
                                               _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset],
                                               _clientSamples[parentIndex + DOUBLE_STEREO_OFFSET + delayedChannelOffset],
                                               0);
            __m64 addSamples = _mm_set_pi16(delayNextOutputStart[i] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 1] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 2] * attenuationAndWeakChannelRatio,
                                            0);
            __m64 mmxResult = _mm_adds_pi16(bufferSamples, addSamples);
            int16_t* shortResults = reinterpret_cast<int16_t*>(&mmxResult);
            
            _clientSamples[parentIndex + delayedChannelOffset] = shortResults[3];
            _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[2];
            _clientSamples[parentIndex + DOUBLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[1];
            
        } else if (i + 1 < numSamplesDelay) {
            // MMX add two delayed samples
            __m64 bufferSamples = _mm_set_pi16(_clientSamples[parentIndex + delayedChannelOffset],
                                               _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset], 0, 0);
            __m64 addSamples = _mm_set_pi16(delayNextOutputStart[i] * attenuationAndWeakChannelRatio,
                                            delayNextOutputStart[i + 1] * attenuationAndWeakChannelRatio, 0, 0);
            
            __m64 mmxResult = _mm_adds_pi16(bufferSamples, addSamples);
            int16_t* shortResults = reinterpret_cast<int16_t*>(&mmxResult);
            
            _clientSamples[parentIndex + delayedChannelOffset] = shortResults[3];
            _clientSamples[parentIndex + SINGLE_STEREO_OFFSET + delayedChannelOffset] = shortResults[2];
            
        } else if (i < numSamplesDelay) {
            // MMX add a single delayed sample
            __m64 bufferSamples = _mm_set_pi16(_clientSamples[parentIndex + delayedChannelOffset], 0, 0, 0);
            __m64 addSamples = _mm_set_pi16(delayNextOutputStart[i] * attenuationAndWeakChannelRatio, 0, 0, 0);
            
            __m64 mmxResult = _mm_adds_pi16(bufferSamples, addSamples);
            int16_t* shortResults = reinterpret_cast<int16_t*>(&mmxResult);
            
            _clientSamples[parentIndex + delayedChannelOffset] = shortResults[3];
        }
    }
}