示例#1
0
double ConeEffect::gain(FloatPoint3D sourcePosition, FloatPoint3D sourceOrientation, FloatPoint3D listenerPosition)
{
    if (sourceOrientation.isZero() || ((m_innerAngle == 360.0) && (m_outerAngle == 360.0)))
        return 1.0; // no cone specified - unity gain

    // Normalized source-listener vector
    FloatPoint3D sourceToListener = listenerPosition - sourcePosition;
    sourceToListener.normalize();

    FloatPoint3D normalizedSourceOrientation = sourceOrientation;
    normalizedSourceOrientation.normalize();

    // Angle between the source orientation vector and the source-listener vector
    double dotProduct = sourceToListener.dot(normalizedSourceOrientation);
    double angle = 180.0 * acos(dotProduct) / piDouble;
    double absAngle = fabs(angle);

    // Divide by 2.0 here since API is entire angle (not half-angle)
    double absInnerAngle = fabs(m_innerAngle) / 2.0;
    double absOuterAngle = fabs(m_outerAngle) / 2.0;
    double gain = 1.0;

    if (absAngle <= absInnerAngle)
        // No attenuation
        gain = 1.0;
    else if (absAngle >= absOuterAngle)
        // Max attenuation
        gain = m_outerGain;
    else {
        // Between inner and outer cones
        // inner -> outer, x goes from 0 -> 1
        double x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle);
        gain = (1.0 - x) + m_outerGain * x;
    }

    return gain;
}
示例#2
0
void PannerNode::getAzimuthElevation(double* outAzimuth, double* outElevation)
{
    // FIXME: we should cache azimuth and elevation (if possible), so we only re-calculate if a change has been made.

    double azimuth = 0.0;

    // Calculate the source-listener vector
    FloatPoint3D listenerPosition = listener()->position();
    FloatPoint3D sourceListener = m_position - listenerPosition;

    if (sourceListener.isZero()) {
        // degenerate case if source and listener are at the same point
        *outAzimuth = 0.0;
        *outElevation = 0.0;
        return;
    }

    sourceListener.normalize();

    // Align axes
    FloatPoint3D listenerFront = listener()->orientation();
    FloatPoint3D listenerUp = listener()->upVector();
    FloatPoint3D listenerRight = listenerFront.cross(listenerUp);
    listenerRight.normalize();

    FloatPoint3D listenerFrontNorm = listenerFront;
    listenerFrontNorm.normalize();

    FloatPoint3D up = listenerRight.cross(listenerFrontNorm);

    float upProjection = sourceListener.dot(up);

    FloatPoint3D projectedSource = sourceListener - upProjection * up;
    projectedSource.normalize();

    azimuth = 180.0 * acos(projectedSource.dot(listenerRight)) / piDouble;
    fixNANs(azimuth); // avoid illegal values

    // Source  in front or behind the listener
    double frontBack = projectedSource.dot(listenerFrontNorm);
    if (frontBack < 0.0)
        azimuth = 360.0 - azimuth;

    // Make azimuth relative to "front" and not "right" listener vector
    if ((azimuth >= 0.0) && (azimuth <= 270.0))
        azimuth = 90.0 - azimuth;
    else
        azimuth = 450.0 - azimuth;

    // Elevation
    double elevation = 90.0 - 180.0 * acos(sourceListener.dot(up)) / piDouble;
    fixNANs(elevation); // avoid illegal values

    if (elevation > 90.0)
        elevation = 180.0 - elevation;
    else if (elevation < -90.0)
        elevation = -180.0 - elevation;

    if (outAzimuth)
        *outAzimuth = azimuth;
    if (outElevation)
        *outElevation = elevation;
}