| 1 | /* | 
| 2 | Copyright 2018 Google Inc. All Rights Reserved. | 
| 3 |  | 
| 4 | Licensed under the Apache License, Version 2.0 (the "License"); | 
| 5 | you may not use this file except in compliance with the License. | 
| 6 | You may obtain a copy of the License at | 
| 7 |  | 
| 8 |     http://www.apache.org/licenses/LICENSE-2.0 | 
| 9 |  | 
| 10 | Unless required by applicable law or agreed to in writing, software | 
| 11 | distributed under the License is distributed on an "AS-IS" BASIS, | 
| 12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
| 13 | See the License for the specific language governing permissions and | 
| 14 | limitations under the License. | 
| 15 | */ | 
| 16 |  | 
| 17 | #include "graph/near_field_effect_node.h" | 
| 18 |  | 
| 19 | #include <algorithm> | 
| 20 | #include <cmath> | 
| 21 |  | 
| 22 | #include "base/logging.h" | 
| 23 | #include "base/spherical_angle.h" | 
| 24 |  | 
| 25 | #include "dsp/distance_attenuation.h" | 
| 26 | #include "dsp/gain.h" | 
| 27 | #include "dsp/stereo_panner.h" | 
| 28 |  | 
| 29 | namespace vraudio { | 
| 30 |  | 
| 31 | NearFieldEffectNode::NearFieldEffectNode(SourceId source_id, | 
| 32 |                                          const SystemSettings& system_settings) | 
| 33 |     : pan_gains_({0.0f, 0.0f}), | 
| 34 |       near_field_processor_(system_settings.GetSampleRateHz(), | 
| 35 |                             system_settings.GetFramesPerBuffer()), | 
| 36 |       system_settings_(system_settings), | 
| 37 |       output_buffer_(kNumStereoChannels, system_settings.GetFramesPerBuffer()) { | 
| 38 |   output_buffer_.set_source_id(source_id); | 
| 39 | } | 
| 40 |  | 
| 41 | const AudioBuffer* NearFieldEffectNode::AudioProcess(const NodeInput& input) { | 
| 42 |  | 
| 43 |  | 
| 44 |   const AudioBuffer* input_buffer = input.GetSingleInput(); | 
| 45 |   DCHECK(input_buffer); | 
| 46 |   DCHECK_EQ(input_buffer->num_channels(), 1U); | 
| 47 |   DCHECK_EQ(input_buffer->source_id(), output_buffer_.source_id()); | 
| 48 |  | 
| 49 |   const auto source_parameters = | 
| 50 |       system_settings_.GetSourceParameters(source_id: input_buffer->source_id()); | 
| 51 |   if (source_parameters == nullptr) { | 
| 52 |     LOG(WARNING) << "Could not find source parameters" ; | 
| 53 |     return nullptr; | 
| 54 |   } | 
| 55 |  | 
| 56 |  | 
| 57 |   DCHECK_EQ(pan_gains_.size(), kNumStereoChannels); | 
| 58 |   const float near_field_gain = source_parameters->near_field_gain; | 
| 59 |   if (near_field_gain > 0.0f) { | 
| 60 |     const auto& listener_position = system_settings_.GetHeadPosition(); | 
| 61 |     const auto& listener_rotation = system_settings_.GetHeadRotation(); | 
| 62 |     const auto& source_transform = source_parameters->object_transform; | 
| 63 |     // Compute the relative source direction in spherical angles to calculate | 
| 64 |     // the left and right panner gains. | 
| 65 |     WorldPosition relative_direction; | 
| 66 |     GetRelativeDirection(from_position: listener_position, from_rotation: listener_rotation, | 
| 67 |                          to_position: source_transform.position, relative_direction: &relative_direction); | 
| 68 |     const auto source_direction = | 
| 69 |         SphericalAngle::FromWorldPosition(world_position: relative_direction); | 
| 70 |     CalculateStereoPanGains(source_direction, stereo_gains: &pan_gains_); | 
| 71 |     // Combine pan gains with per-source near field gain. | 
| 72 |     const float total_near_field_gain = | 
| 73 |         ComputeNearFieldEffectGain(listener_position, | 
| 74 |                                    source_position: source_transform.position) * | 
| 75 |         near_field_gain / kMaxNearFieldEffectGain; | 
| 76 |     for (size_t i = 0; i < pan_gains_.size(); ++i) { | 
| 77 |       pan_gains_[i] *= total_near_field_gain; | 
| 78 |     } | 
| 79 |   } else { | 
| 80 |     // Disable near field effect if |near_field_gain| is zero. | 
| 81 |     std::fill(first: pan_gains_.begin(), last: pan_gains_.end(), value: 0.0f); | 
| 82 |   } | 
| 83 |  | 
| 84 |   const float left_current_gain = left_panner_.GetGain(); | 
| 85 |   const float right_current_gain = right_panner_.GetGain(); | 
| 86 |   const float left_target_gain = pan_gains_[0]; | 
| 87 |   const float right_target_gain = pan_gains_[1]; | 
| 88 |   const bool is_left_zero_gain = | 
| 89 |       IsGainNearZero(gain: left_current_gain) && IsGainNearZero(gain: left_target_gain); | 
| 90 |   const bool is_right_zero_gain = | 
| 91 |       IsGainNearZero(gain: right_current_gain) && IsGainNearZero(gain: right_target_gain); | 
| 92 |  | 
| 93 |   if (is_left_zero_gain && is_right_zero_gain) { | 
| 94 |     // Make sure gain processors are initialized. | 
| 95 |     left_panner_.Reset(gain: 0.0f); | 
| 96 |     right_panner_.Reset(gain: 0.0f); | 
| 97 |     // Both channels go to zero, there is no need for further processing. | 
| 98 |     return nullptr; | 
| 99 |   } | 
| 100 |  | 
| 101 |   const auto& input_channel = (*input_buffer)[0]; | 
| 102 |   auto* left_output_channel = &output_buffer_[0]; | 
| 103 |   auto* right_output_channel = &output_buffer_[1]; | 
| 104 |   // Apply bass boost and delay compensation (if necessary) to the input signal | 
| 105 |   // and place it temporarily in the right output channel. This way we avoid | 
| 106 |   // allocating a temporary buffer. | 
| 107 |   near_field_processor_.Process(input: input_channel, output: right_output_channel, | 
| 108 |                                 enable_hrtf: source_parameters->enable_hrtf); | 
| 109 |   left_panner_.ApplyGain(target_gain: left_target_gain, input: *right_output_channel, | 
| 110 |                          output: left_output_channel, /*accumulate_output=*/false); | 
| 111 |   right_panner_.ApplyGain(target_gain: right_target_gain, input: *right_output_channel, | 
| 112 |                           output: right_output_channel, /*accumulate_output=*/false); | 
| 113 |  | 
| 114 |   return &output_buffer_; | 
| 115 | } | 
| 116 |  | 
| 117 | }  // namespace vraudio | 
| 118 |  |