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/occlusion_node.h" |
18 | |
19 | #include <cmath> |
20 | |
21 | #include "base/logging.h" |
22 | #include "base/spherical_angle.h" |
23 | |
24 | #include "dsp/occlusion_calculator.h" |
25 | |
26 | namespace vraudio { |
27 | |
28 | namespace { |
29 | |
30 | // Low pass filter coefficient for smoothing the applied occlusion. This avoids |
31 | // sudden unrealistic changes in the volume of a sound object. Range [0, 1]. |
32 | // The value below has been calculated empirically. |
33 | const float kOcclusionSmoothingCoefficient = 0.75f; |
34 | |
35 | // This function provides first order low-pass filtering. It is used to smooth |
36 | // the occlusion parameter. |
37 | float Interpolate(float coefficient, float previous_value, float target_value) { |
38 | return target_value + coefficient * (previous_value - target_value); |
39 | } |
40 | |
41 | } // namespace |
42 | |
43 | OcclusionNode::OcclusionNode(SourceId source_id, |
44 | const SystemSettings& system_settings) |
45 | : system_settings_(system_settings), |
46 | low_pass_filter_(0.0f), |
47 | current_occlusion_(0.0f), |
48 | output_buffer_(kNumMonoChannels, system_settings.GetFramesPerBuffer()) { |
49 | output_buffer_.Clear(); |
50 | output_buffer_.set_source_id(source_id); |
51 | } |
52 | |
53 | const AudioBuffer* OcclusionNode::AudioProcess(const NodeInput& input) { |
54 | |
55 | const AudioBuffer* input_buffer = input.GetSingleInput(); |
56 | DCHECK(input_buffer); |
57 | DCHECK_EQ(input_buffer->source_id(), output_buffer_.source_id()); |
58 | |
59 | const auto source_parameters = |
60 | system_settings_.GetSourceParameters(source_id: input_buffer->source_id()); |
61 | if (source_parameters == nullptr) { |
62 | LOG(WARNING) << "Could not find source parameters" ; |
63 | return nullptr; |
64 | } |
65 | |
66 | const WorldPosition& listener_position = system_settings_.GetHeadPosition(); |
67 | const WorldRotation& listener_rotation = system_settings_.GetHeadRotation(); |
68 | const ObjectTransform& source_transform = source_parameters->object_transform; |
69 | // Compute the relative listener/source direction in spherical angles. |
70 | WorldPosition relative_direction; |
71 | GetRelativeDirection(from_position: listener_position, from_rotation: listener_rotation, |
72 | to_position: source_transform.position, relative_direction: &relative_direction); |
73 | const SphericalAngle listener_direction = |
74 | SphericalAngle::FromWorldPosition(world_position: relative_direction); |
75 | |
76 | GetRelativeDirection(from_position: source_transform.position, from_rotation: source_transform.rotation, |
77 | to_position: listener_position, relative_direction: &relative_direction); |
78 | const SphericalAngle source_direction = |
79 | SphericalAngle::FromWorldPosition(world_position: relative_direction); |
80 | // Calculate low-pass filter coefficient based on listener/source directivity |
81 | // and occlusion values. |
82 | const float listener_directivity = CalculateDirectivity( |
83 | alpha: source_parameters->listener_directivity_alpha, |
84 | order: source_parameters->listener_directivity_order, spherical_angle: listener_direction); |
85 | const float source_directivity = CalculateDirectivity( |
86 | alpha: source_parameters->directivity_alpha, |
87 | order: source_parameters->directivity_order, spherical_angle: source_direction); |
88 | current_occlusion_ = |
89 | Interpolate(coefficient: kOcclusionSmoothingCoefficient, previous_value: current_occlusion_, |
90 | target_value: source_parameters->occlusion_intensity); |
91 | const float filter_coefficient = CalculateOcclusionFilterCoefficient( |
92 | directivity: listener_directivity * source_directivity, occlusion_intensity: current_occlusion_); |
93 | low_pass_filter_.SetCoefficient(filter_coefficient); |
94 | if (!low_pass_filter_.Filter(input: (*input_buffer)[0], output: &output_buffer_[0])) { |
95 | return input_buffer; |
96 | } |
97 | // Copy buffer parameters. |
98 | return &output_buffer_; |
99 | } |
100 | |
101 | } // namespace vraudio |
102 | |