first cut at new version of audio refelctor

This commit is contained in:
ZappoMan 2014-04-13 19:09:28 -07:00
parent a37921c1d5
commit 38dbc56d1a
2 changed files with 445 additions and 13 deletions

View file

@ -17,15 +17,22 @@ const float DEFAULT_MS_DELAY_PER_METER = 3.0f;
const float MINIMUM_ATTENUATION_TO_REFLECT = 1.0f / 256.0f;
const float DEFAULT_DISTANCE_SCALING_FACTOR = 2.0f;
const float MAXIMUM_DELAY_MS = 1000.0 * 20.0f; // stop reflecting after path is this long
const int DEFAULT_DIFFUSION_FANOUT = 2;
const int DEFAULT_DIFFUSION_FANOUT = 5;
const int ABSOLUTE_MAXIMUM_BOUNCE_COUNT = 10;
const float SLIGHTLY_SHORT = 0.999f; // slightly inside the distance so we're on the inside of the reflection point
const float DEFAULT_ABSORPTION_RATIO = 0.125; // 12.5% is absorbed
const float DEFAULT_DIFFUSION_RATIO = 0.125; // 12.5% is diffused
AudioReflector::AudioReflector(QObject* parent) :
QObject(parent),
_preDelay(DEFAULT_PRE_DELAY),
_soundMsPerMeter(DEFAULT_MS_DELAY_PER_METER),
_distanceAttenuationScalingFactor(DEFAULT_DISTANCE_SCALING_FACTOR),
_diffusionFanout(DEFAULT_DIFFUSION_FANOUT)
_diffusionFanout(DEFAULT_DIFFUSION_FANOUT),
_absorptionRatio(DEFAULT_ABSORPTION_RATIO),
_diffusionRatio(DEFAULT_DIFFUSION_RATIO)
{
reset();
}
@ -37,7 +44,7 @@ void AudioReflector::render() {
}
if (_audio->getProcessSpatialAudio()) {
drawRays();
newDrawRays();
}
}
@ -187,7 +194,8 @@ void AudioReflector::calculateAllReflections() {
_origin = _myAvatar->getHead()->getPosition();
glm::vec3 averageEarPosition = _myAvatar->getHead()->getPosition();
_listenerPosition = averageEarPosition;
qDebug() << "_listenerPosition:" << _listenerPosition.x << "," << _listenerPosition.y << "," << _listenerPosition.z;
_orientation = orientation;
glm::vec3 right = glm::normalize(_orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(_orientation * IDENTITY_UP);
@ -340,13 +348,6 @@ QVector<glm::vec3> AudioReflector::calculateReflections(const glm::vec3& earPosi
direction = glm::normalize(glm::reflect(direction,faceNormal));
start = end;
bounceCount++;
// handle diffusion here
if (_diffusionFanout > 0) {
glm::vec3 thisReflection = end;
calculateDiffusions(earPosition, origin, end, totalDistance,
currentAttenuation, bounceCount, face, reflectionPoints);
}
}
} else {
currentAttenuation = 0.0f;
@ -478,6 +479,10 @@ void AudioReflector::processLocalAudio(unsigned int sampleTime, const QByteArray
}
void AudioReflector::processInboundAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
return; //
// DO NOTHING....
//quint64 start = usecTimestampNow();
_maxDelay = 0;
@ -650,3 +655,353 @@ void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, co
glEnable(GL_LIGHTING); // ??
}
AudioPath::AudioPath(const glm::vec3& origin, const glm::vec3& direction, float attenuation, float delay, int bounceCount) :
startPoint(origin),
startDirection(direction),
startDelay(delay),
startAttenuation(attenuation),
lastPoint(origin),
lastDirection(direction),
lastDistance(0.0f),
lastDelay(delay),
lastAttenuation(attenuation),
bounceCount(bounceCount),
finalized(false),
reflections()
{
}
void AudioReflector::addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection,
float initialAttenuation, float initialDelay) {
AudioPath* path = new AudioPath(origin, initialDirection, initialAttenuation, initialDelay, 0);
_audioPaths.push_back(path);
}
void AudioReflector::newCalculateAllReflections() {
// only recalculate when we've moved...
// TODO: what about case where new voxels are added in front of us???
bool wantHeadOrientation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingHeadOriented);
glm::quat orientation = wantHeadOrientation ? _myAvatar->getHead()->getFinalOrientation() : _myAvatar->getOrientation();
glm::vec3 origin = _myAvatar->getHead()->getPosition();
glm::vec3 listenerPosition = _myAvatar->getHead()->getPosition();
bool shouldRecalc = _audiblePoints.size() == 0
|| !isSimilarPosition(origin, _origin)
|| !isSimilarOrientation(orientation, _orientation)
|| !isSimilarPosition(listenerPosition, _listenerPosition);
if (shouldRecalc) {
/*
qDebug() << "_audiblePoints.size()=" << _audiblePoints.size();
qDebug() << "isSimilarPosition(origin, _origin)=" << isSimilarPosition(origin, _origin);
qDebug() << "isSimilarPosition(listenerPosition, _listenerPosition)=" << isSimilarPosition(listenerPosition, _listenerPosition);
qDebug() << "isSimilarOrientation(orientation, _orientation)=" << isSimilarOrientation(orientation, _orientation);
if (!isSimilarOrientation(orientation, _orientation)) {
qDebug() << " orientation=" << orientation.x << "," << orientation.y << ","
<< orientation.y << "," << orientation.w;
qDebug() << " _orientation=" << _orientation.x << "," << _orientation.y << ","
<< _orientation.y << "," << _orientation.w;
}
*/
QMutexLocker locker(&_mutex);
quint64 start = usecTimestampNow();
_origin = origin;
_orientation = orientation;
_listenerPosition = listenerPosition;
anylizePaths(); // actually does the work
quint64 end = usecTimestampNow();
//reset();
}
}
void AudioReflector::newDrawRays() {
newCalculateAllReflections();
const glm::vec3 RED(1,0,0);
const glm::vec3 GREEN(0,1,0);
int diffusionNumber = 0;
QMutexLocker locker(&_mutex);
foreach(AudioPath* const& path, _audioPaths) {
// if this is an original reflection, draw it in RED
if (path->startPoint == _origin) {
drawPath(path, RED);
} else {
diffusionNumber++;
//qDebug() << "drawing diffusion path:" << diffusionNumber << "length:" << path->reflections.size();
drawPath(path, GREEN);
}
}
}
void AudioReflector::drawPath(AudioPath* path, const glm::vec3& originalColor) {
glm::vec3 start = path->startPoint;
glm::vec3 color = originalColor;
const float COLOR_ADJUST_PER_BOUNCE = 0.75f;
foreach (glm::vec3 end, path->reflections) {
drawVector(start, end, color);
start = end;
color = color * COLOR_ADJUST_PER_BOUNCE;
}
}
void AudioReflector::anylizePaths() {
qDebug() << "AudioReflector::anylizePaths()...";
// clear our _audioPaths
foreach(AudioPath* const& path, _audioPaths) {
delete path;
}
_audioPaths.clear();
_audiblePoints.clear(); // clear our audible points
// add our initial paths
glm::vec3 averageEarPosition = _myAvatar->getHead()->getPosition();
glm::vec3 right = glm::normalize(_orientation * IDENTITY_RIGHT);
glm::vec3 up = glm::normalize(_orientation * IDENTITY_UP);
glm::vec3 front = glm::normalize(_orientation * IDENTITY_FRONT);
glm::vec3 left = -right;
glm::vec3 down = -up;
glm::vec3 back = -front;
glm::vec3 frontRightUp = glm::normalize(front + right + up);
glm::vec3 frontLeftUp = glm::normalize(front + left + up);
glm::vec3 backRightUp = glm::normalize(back + right + up);
glm::vec3 backLeftUp = glm::normalize(back + left + up);
glm::vec3 frontRightDown = glm::normalize(front + right + down);
glm::vec3 frontLeftDown = glm::normalize(front + left + down);
glm::vec3 backRightDown = glm::normalize(back + right + down);
glm::vec3 backLeftDown = glm::normalize(back + left + down);
float initialAttenuation = 1.0f;
addSoundSource(_origin, right, initialAttenuation, _preDelay);
addSoundSource(_origin, front, initialAttenuation, _preDelay);
addSoundSource(_origin, up, initialAttenuation, _preDelay);
addSoundSource(_origin, down, initialAttenuation, _preDelay);
addSoundSource(_origin, back, initialAttenuation, _preDelay);
addSoundSource(_origin, left, initialAttenuation, _preDelay);
addSoundSource(_origin, frontRightUp, initialAttenuation, _preDelay);
addSoundSource(_origin, frontLeftUp, initialAttenuation, _preDelay);
addSoundSource(_origin, backRightUp, initialAttenuation, _preDelay);
addSoundSource(_origin, backLeftUp, initialAttenuation, _preDelay);
addSoundSource(_origin, frontRightDown, initialAttenuation, _preDelay);
addSoundSource(_origin, frontLeftDown, initialAttenuation, _preDelay);
addSoundSource(_origin, backRightDown, initialAttenuation, _preDelay);
addSoundSource(_origin, backLeftDown, initialAttenuation, _preDelay);
// loop through all our
int steps = 0;
int acitvePaths = _audioPaths.size(); // when we start, all paths are active
while(acitvePaths > 0) {
acitvePaths = anylizePathsSingleStep();
steps++;
qDebug() << "acitvePaths=" << acitvePaths << "steps=" << steps << "_audioPaths.size()=" << _audioPaths.size();
}
}
int AudioReflector::anylizePathsSingleStep() {
// iterate all the active sound paths, calculate one step per active path
int activePaths = 0;
foreach(AudioPath* const& path, _audioPaths) {
bool isDiffusion = (path->startPoint != _origin);
/*
qDebug() << "ray intersection... "
<< " startPoint=[" << path->startPoint.x << "," << path->startPoint.y << "," << path->startPoint.z << "]"
<< " _origin=[" << _origin.x << "," << _origin.y << "," << _origin.z << "]"
<< " bouceCount= " << path->bounceCount
<< " isDiffusion=" << isDiffusion;
*/
glm::vec3 start = path->lastPoint;
glm::vec3 direction = path->lastDirection;
OctreeElement* elementHit; // output from findRayIntersection
float distance; // output from findRayIntersection
BoxFace face; // output from findRayIntersection
float currentAttenuation = path->lastAttenuation;
float currentDelay = path->lastDelay; // start with our delay so far
float pathDistance = path->lastDistance;
float totalDelay = path->lastDelay; // start with our delay so far
unsigned int bounceCount = path->bounceCount;
if (!path->finalized) {
activePaths++;
// quick hack to stop early reflections right away...
//if (!isDiffusion && path->bounceCount > 1) {
// path->finalized = true;
// qDebug() << "stopping reflections on first bounce!";
//} else
if (path->bounceCount > ABSOLUTE_MAXIMUM_BOUNCE_COUNT) {
path->finalized = true;
if (isDiffusion) {
qDebug() << "diffusion bounceCount too high!";
}
} else if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
pathDistance += glm::distance(start, end);
/*
qDebug() << "ray intersection... "
<< " startPoint=[" << path->startPoint.x << "," << path->startPoint.y << "," << path->startPoint.z << "]"
<< " bouceCount= " << path->bounceCount
<< " end=[" << end.x << "," << end.y << "," << end.z << "]"
<< " pathDistance=" << pathDistance;
*/
// We aren't using this... should we be????
float toListenerDistance = glm::distance(end, _listenerPosition);
float totalDistance = toListenerDistance + pathDistance;
// adjust our current delay by just the delay from the most recent ray
currentDelay += getDelayFromDistance(distance);
// adjust our previous attenuation based on the distance traveled in last ray
currentAttenuation *= getDistanceAttenuationCoefficient(distance);
// now we know the current attenuation for the "perfect" reflection case, but we now incorporate
// our surface materials to determine how much of this ray is absorbed, reflected, and diffused
SurfaceCharacteristics material = getSurfaceCharacteristics(elementHit);
float reflectiveAttenuation = currentAttenuation * material.reflectiveRatio;
float totalDiffusionAttenuation = currentAttenuation * material.diffusionRatio;
float partialDiffusionAttenuation = totalDiffusionAttenuation / _diffusionFanout;
// total delay includes the bounce back to listener
totalDelay = getDelayFromDistance(totalDistance);
float toListenerAttenuation = getDistanceAttenuationCoefficient(toListenerDistance);
//qDebug() << "toListenerDistance=" << toListenerDistance;
//qDebug() << "toListenerAttenuation=" << toListenerAttenuation;
// if our resulting partial diffusion attenuation, is still above our minimum attenuation
// then we add new paths for each diffusion point
if ((partialDiffusionAttenuation * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
&& totalDelay < MAXIMUM_DELAY_MS) {
// add sound sources for the normal
glm::vec3 faceNormal = getFaceNormal(face);
addSoundSource(end, faceNormal, partialDiffusionAttenuation, currentDelay);
// diffusions fan out from random places on the semisphere of the collision point
for(int i = 1; i < _diffusionFanout; i++) {
glm::vec3 randomDirection;
float surfaceRandomness = randFloatInRange(0.5f,1.0f);
float surfaceRemainder = (1.0f - surfaceRandomness)/2.0f;
float altRemainderSignA = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
float altRemainderSignB = (randFloatInRange(-1.0f,1.0f) < 0.0f) ? -1.0 : 1.0;
if (face == MIN_X_FACE) {
randomDirection = glm::vec3(-surfaceRandomness, surfaceRemainder * altRemainderSignA, surfaceRemainder * altRemainderSignB);
} else if (face == MAX_X_FACE) {
randomDirection = glm::vec3(surfaceRandomness, surfaceRemainder * altRemainderSignA, surfaceRemainder * altRemainderSignB);
} else if (face == MIN_Y_FACE) {
randomDirection = glm::vec3(surfaceRemainder * altRemainderSignA, -surfaceRandomness, surfaceRemainder * altRemainderSignB);
} else if (face == MAX_Y_FACE) {
randomDirection = glm::vec3(surfaceRemainder * altRemainderSignA, surfaceRandomness, surfaceRemainder * altRemainderSignB);
} else if (face == MIN_Z_FACE) {
randomDirection = glm::vec3(surfaceRemainder * altRemainderSignA, surfaceRemainder * altRemainderSignB, -surfaceRandomness);
} else if (face == MAX_Z_FACE) {
randomDirection = glm::vec3(surfaceRemainder * altRemainderSignA, surfaceRemainder * altRemainderSignB, surfaceRandomness);
}
randomDirection = glm::normalize(randomDirection);
/*
qDebug() << "DIFFUSION... addSoundSource()... partialDiffusionAttenuation=" << partialDiffusionAttenuation << "\n" <<
" MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT << "\n" <<
" previous direction=[" << direction.x << "," << direction.y << "," << direction.z << "]" << "\n" <<
" randomDirection=[" << randomDirection.x << "," << randomDirection.y << "," << randomDirection.z << "]" << "\n" <<
" end=[" << end.x << "," << end.y << "," << end.z << "]";
*/
// add sound sources for these diffusions
addSoundSource(end, randomDirection, partialDiffusionAttenuation, currentDelay);
}
}
// if our reflective attenuation is above our minimum, then add our reflection point and
// allow our path to continue
if (isDiffusion) {
qDebug() << "checking diffusion";
qDebug() << "reflectiveAttenuation=" << reflectiveAttenuation;
qDebug() << "totalDiffusionAttenuation=" << totalDiffusionAttenuation;
qDebug() << "toListenerAttenuation=" << toListenerAttenuation;
qDebug() << "(reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation=" << ((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation);
}
if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) > MINIMUM_ATTENUATION_TO_REFLECT
&& totalDelay < MAXIMUM_DELAY_MS) {
// add this location, as the reflective attenuation as well as the total diffusion attenuation
AudioPoint point = { end, totalDelay, reflectiveAttenuation + totalDiffusionAttenuation };
_audiblePoints.push_back(point);
// add this location to the path points, so we can visualize it
path->reflections.push_back(end);
// now, if our reflective attenuation is over our minimum then keep going...
if (reflectiveAttenuation * toListenerAttenuation > MINIMUM_ATTENUATION_TO_REFLECT) {
glm::vec3 faceNormal = getFaceNormal(face);
path->lastDirection = glm::normalize(glm::reflect(direction,faceNormal));
path->lastPoint = end;
path->lastAttenuation = reflectiveAttenuation;
path->lastDelay = currentDelay;
path->lastDistance = pathDistance;
path->bounceCount++;
//qDebug() << "whichPath=" << activePaths << "path->lastAttenuation=" << path->lastAttenuation << "path->lastDistance=" << path->lastDistance;
} else {
path->finalized = true; // if we're too quiet, then we're done
}
} else {
path->finalized = true; // if we're too quiet, then we're done
if (isDiffusion) {
qDebug() << "diffusion too quiet!";
}
}
} else {
//qDebug() << "whichPath=" << activePaths << "path->bounceCount=" << path->bounceCount << "ray missed...";
path->finalized = true; // if it doesn't intersect, then it is finished
if (isDiffusion) {
qDebug() << "diffusion doesn't intersect!";
}
}
}
}
return activePaths;
}
SurfaceCharacteristics AudioReflector::getSurfaceCharacteristics(OctreeElement* elementHit) {
float reflectiveRatio = (1.0f - (_absorptionRatio + _diffusionRatio));
SurfaceCharacteristics result = { reflectiveRatio, _absorptionRatio, _diffusionRatio };
return result;
}

View file

@ -16,6 +16,41 @@
#include "Audio.h"
#include "avatar/MyAvatar.h"
class AudioPath {
public:
AudioPath(const glm::vec3& origin = glm::vec3(0), const glm::vec3& direction = glm::vec3(0), float attenuation = 1.0f,
float delay = 0.0f, int bounceCount = 0);
glm::vec3 startPoint;
glm::vec3 startDirection;
float startDelay;
float startAttenuation;
glm::vec3 lastPoint;
glm::vec3 lastDirection;
float lastDistance;
float lastDelay;
float lastAttenuation;
unsigned int bounceCount;
bool finalized;
QVector<glm::vec3> reflections;
};
class AudioPoint {
public:
glm::vec3 location;
float delay;
float attenuation;
};
class SurfaceCharacteristics {
public:
float reflectiveRatio;
float absorptionRatio;
float diffusionRatio;
};
class AudioReflector : public QObject {
Q_OBJECT
public:
@ -58,40 +93,51 @@ private:
MyAvatar* _myAvatar; // access to listener
Audio* _audio; // access to audio API
// Helpers for drawing
void drawRays();
void drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color);
// OLD helper for playing audio
void echoReflections(const glm::vec3& origin, const QVector<glm::vec3>& reflections, const QByteArray& samples,
unsigned int sampleTime, int sampleRate);
// OLD helper for calculating reflections
QVector<glm::vec3> calculateReflections(const glm::vec3& earPosition, const glm::vec3& origin, const glm::vec3& originalDirection);
void calculateDiffusions(const glm::vec3& earPosition, const glm::vec3& origin,
const glm::vec3& thisReflection, float thisDistance, float thisAttenuation, int thisBounceCount,
BoxFace thisReflectionFace, QVector<glm::vec3> reflectionPoints);
// OLD helper for drawing refections
void drawReflections(const glm::vec3& origin, const glm::vec3& originalColor, const QVector<glm::vec3>& reflections);
// OLD helper for calculating reflections
void calculateAllReflections();
// resets statistics
void reset();
// helper for generically calculating attenuation based on distance
float getDistanceAttenuationCoefficient(float distance);
// statistics
int _reflections;
int _delayCount;
float _totalDelay;
float _averageDelay;
float _maxDelay;
float _minDelay;
int _attenuationCount;
float _totalAttenuation;
float _averageAttenuation;
float _maxAttenuation;
float _minAttenuation;
glm::vec3 _listenerPosition;
glm::vec3 _origin;
glm::quat _orientation;
// old way of doing this...
QVector<glm::vec3> _frontRightUpReflections;
QVector<glm::vec3> _frontLeftUpReflections;
QVector<glm::vec3> _backRightUpReflections;
@ -107,6 +153,32 @@ private:
QVector<glm::vec3> _upReflections;
QVector<glm::vec3> _downReflections;
// NOTE: Here's the new way, we will have an array of AudioPaths, we will loop on all of our currently calculating audio
// paths, and calculate one ray per path. If that ray doesn't reflect, or reaches a max distance/attenuation, then it
// is considered finalized.
// If the ray hits a surface, then, based on the characteristics of that surface, it will create calculate the new
// attenuation, path length, and delay for the primary path. For surfaces that have diffusion, it will also create
// fanout number of new paths, those new paths will have an origin of the reflection point, and an initial attenuation
// of their diffusion ratio. Those new paths will be added to the active audio paths, and be analyzed for the next loop.
QVector<AudioPath*> _audioPaths;
QVector<AudioPoint> _audiblePoints;
// adds a sound source to begin an audio path trace, these can be the initial sound sources with their directional properties,
// as well as diffusion sound sources
void addSoundSource(const glm::vec3& origin, const glm::vec3& initialDirection, float initialAttenuation, float initialDelay);
// helper that handles audioPath analysis
int anylizePathsSingleStep();
void anylizePaths();
void newDrawRays();
void drawPath(AudioPath* path, const glm::vec3& originalColor);
void newCalculateAllReflections();
// return the surface characteristics of the element we hit
SurfaceCharacteristics getSurfaceCharacteristics(OctreeElement* elementHit);
QMutex _mutex;
float _preDelay;
@ -114,6 +186,11 @@ private:
float _distanceAttenuationScalingFactor;
int _diffusionFanout; // number of points of diffusion from each reflection point
// all elements have the same material for now...
float _absorptionRatio;
float _diffusionRatio;
float _reflectiveRatio;
};