Пример #1
0
float computeGain(const AudioMixerClientData& listenerNodeData, const AvatarAudioStream& listeningNodeStream,
        const PositionalAudioStream& streamToAdd, const glm::vec3& relativePosition, bool isEcho) {
    float gain = 1.0f;

    // injector: apply attenuation
    if (streamToAdd.getType() == PositionalAudioStream::Injector) {
        gain *= reinterpret_cast<const InjectedAudioStream*>(&streamToAdd)->getAttenuationRatio();

    // avatar: apply fixed off-axis attenuation to make them quieter as they turn away
    } else if (!isEcho && (streamToAdd.getType() == PositionalAudioStream::Microphone)) {
        glm::vec3 rotatedListenerPosition = glm::inverse(streamToAdd.getOrientation()) * relativePosition;

        // source directivity is based on angle of emission, in local coordinates
        glm::vec3 direction = glm::normalize(rotatedListenerPosition);
        float angleOfDelivery = fastAcosf(glm::clamp(-direction.z, -1.0f, 1.0f));   // UNIT_NEG_Z is "forward"

        const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
        const float OFF_AXIS_ATTENUATION_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
        float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION + (angleOfDelivery * (OFF_AXIS_ATTENUATION_STEP / PI_OVER_TWO));

        gain *= offAxisCoefficient;

        // apply master gain, only to avatars
        gain *= listenerNodeData.getMasterAvatarGain();
    }

    auto& audioZones = AudioMixer::getAudioZones();
    auto& zoneSettings = AudioMixer::getZoneSettings();

    // find distance attenuation coefficient
    float attenuationPerDoublingInDistance = AudioMixer::getAttenuationPerDoublingInDistance();
    for (int i = 0; i < zoneSettings.length(); ++i) {
        if (audioZones[zoneSettings[i].source].contains(streamToAdd.getPosition()) &&
            audioZones[zoneSettings[i].listener].contains(listeningNodeStream.getPosition())) {
            attenuationPerDoublingInDistance = zoneSettings[i].coefficient;
            break;
        }
    }

    // distance attenuation
    const float ATTENUATION_START_DISTANCE = 1.0f;
    float distance = glm::length(relativePosition);
    assert(ATTENUATION_START_DISTANCE > EPSILON);
    if (distance >= ATTENUATION_START_DISTANCE) {

        // translate the zone setting to gain per log2(distance)
        float g = 1.0f - attenuationPerDoublingInDistance;
        g = glm::clamp(g, EPSILON, 1.0f);

        // calculate the distance coefficient using the distance to this node
        float distanceCoefficient = fastExp2f(fastLog2f(g) * fastLog2f(distance/ATTENUATION_START_DISTANCE));

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

    return gain;
}
Пример #2
0
float AudioMixer::gainForSource(const PositionalAudioStream& streamToAdd,
                                const AvatarAudioStream& listeningNodeStream, const glm::vec3& relativePosition, bool isEcho) {
    float gain = 1.0f;

    float distanceBetween = glm::length(relativePosition);

    if (distanceBetween < EPSILON) {
        distanceBetween = EPSILON;
    }

    if (streamToAdd.getType() == PositionalAudioStream::Injector) {
        gain *= reinterpret_cast<const InjectedAudioStream*>(&streamToAdd)->getAttenuationRatio();
    }

    if (!isEcho && (streamToAdd.getType() == PositionalAudioStream::Microphone)) {
        //  source is another avatar, apply fixed off-axis attenuation to make them quieter as they turn away from listener
        glm::vec3 rotatedListenerPosition = glm::inverse(streamToAdd.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
        gain *= offAxisCoefficient;
    }

    float attenuationPerDoublingInDistance = _attenuationPerDoublingInDistance;
    for (int i = 0; i < _zonesSettings.length(); ++i) {
        if (_audioZones[_zonesSettings[i].source].contains(streamToAdd.getPosition()) &&
            _audioZones[_zonesSettings[i].listener].contains(listeningNodeStream.getPosition())) {
            attenuationPerDoublingInDistance = _zonesSettings[i].coefficient;
            break;
        }
    }

    if (distanceBetween >= ATTENUATION_BEGINS_AT_DISTANCE) {

        // translate the zone setting to gain per log2(distance)
        float g = 1.0f - attenuationPerDoublingInDistance;
        g = (g < EPSILON) ? EPSILON : g;
        g = (g > 1.0f) ? 1.0f : g;

        // calculate the distance coefficient using the distance to this node
        float distanceCoefficient = exp2f(log2f(g) * log2f(distanceBetween/ATTENUATION_BEGINS_AT_DISTANCE));

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

    return gain;
}
Пример #3
0
float computeGain(float masterListenerGain, const AvatarAudioStream& listeningNodeStream,
        const PositionalAudioStream& streamToAdd, const glm::vec3& relativePosition, float distance, bool isEcho) {
    float gain = 1.0f;

    // injector: apply attenuation
    if (streamToAdd.getType() == PositionalAudioStream::Injector) {
        gain *= reinterpret_cast<const InjectedAudioStream*>(&streamToAdd)->getAttenuationRatio();

    // avatar: apply fixed off-axis attenuation to make them quieter as they turn away
    } else if (!isEcho && (streamToAdd.getType() == PositionalAudioStream::Microphone)) {
        glm::vec3 rotatedListenerPosition = glm::inverse(streamToAdd.getOrientation()) * relativePosition;

        // source directivity is based on angle of emission, in local coordinates
        glm::vec3 direction = glm::normalize(rotatedListenerPosition);
        float angleOfDelivery = fastAcosf(glm::clamp(-direction.z, -1.0f, 1.0f));   // UNIT_NEG_Z is "forward"

        const float MAX_OFF_AXIS_ATTENUATION = 0.2f;
        const float OFF_AXIS_ATTENUATION_STEP = (1 - MAX_OFF_AXIS_ATTENUATION) / 2.0f;
        float offAxisCoefficient = MAX_OFF_AXIS_ATTENUATION + (angleOfDelivery * (OFF_AXIS_ATTENUATION_STEP / PI_OVER_TWO));

        gain *= offAxisCoefficient;

        // apply master gain, only to avatars
        gain *= masterListenerGain;
    }

    auto& audioZones = AudioMixer::getAudioZones();
    auto& zoneSettings = AudioMixer::getZoneSettings();

    // find distance attenuation coefficient
    float attenuationPerDoublingInDistance = AudioMixer::getAttenuationPerDoublingInDistance();
    for (const auto& settings : zoneSettings) {
        if (audioZones[settings.source].area.contains(streamToAdd.getPosition()) &&
            audioZones[settings.listener].area.contains(listeningNodeStream.getPosition())) {
            attenuationPerDoublingInDistance = settings.coefficient;
            break;
        }
    }

    if (attenuationPerDoublingInDistance < 0.0f) {
        // translate a negative zone setting to distance limit
        const float MIN_DISTANCE_LIMIT = ATTN_DISTANCE_REF + 1.0f;  // silent after 1m
        float distanceLimit = std::max(-attenuationPerDoublingInDistance, MIN_DISTANCE_LIMIT);

        // calculate the LINEAR attenuation using the distance to this node
        // reference attenuation of 0dB at distance = ATTN_DISTANCE_REF
        float d = distance - ATTN_DISTANCE_REF;
        gain *= std::max(1.0f - d / (distanceLimit - ATTN_DISTANCE_REF), 0.0f);
        gain = std::min(gain, ATTN_GAIN_MAX);

    } else {
        // translate a positive zone setting to gain per log2(distance)
        const float MIN_ATTENUATION_COEFFICIENT = 0.001f;   // -60dB per log2(distance)
        float g = glm::clamp(1.0f - attenuationPerDoublingInDistance, MIN_ATTENUATION_COEFFICIENT, 1.0f);

        // calculate the LOGARITHMIC attenuation using the distance to this node
        // reference attenuation of 0dB at distance = ATTN_DISTANCE_REF
        float d = (1.0f / ATTN_DISTANCE_REF) * std::max(distance, HRTF_NEARFIELD_MIN);
        gain *= fastExp2f(fastLog2f(g) * fastLog2f(d));
        gain = std::min(gain, ATTN_GAIN_MAX);
    }

    return gain;
}