| 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 | |