overte/interface/src/AudioReflector.cpp
2014-04-17 08:46:41 -07:00

762 lines
35 KiB
C++

//
// AudioReflector.cpp
// interface
//
// Created by Brad Hefta-Gaub on 4/2/2014
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
#include <QMutexLocker>
#include "AudioReflector.h"
#include "Menu.h"
const float DEFAULT_PRE_DELAY = 20.0f; // this delay in msecs will always be added to all reflections
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 = 5;
const int ABSOLUTE_MAXIMUM_BOUNCE_COUNT = 10;
const float DEFAULT_LOCAL_ATTENUATION_FACTOR = 0.125;
const float DEFAULT_COMB_FILTER_WINDOW = 0.05f; //ms delay differential to avoid
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),
_localAudioAttenuationFactor(DEFAULT_LOCAL_ATTENUATION_FACTOR),
_combFilterWindow(DEFAULT_COMB_FILTER_WINDOW),
_diffusionFanout(DEFAULT_DIFFUSION_FANOUT),
_absorptionRatio(DEFAULT_ABSORPTION_RATIO),
_diffusionRatio(DEFAULT_DIFFUSION_RATIO),
_withDiffusion(false),
_lastPreDelay(DEFAULT_PRE_DELAY),
_lastSoundMsPerMeter(DEFAULT_MS_DELAY_PER_METER),
_lastDistanceAttenuationScalingFactor(DEFAULT_DISTANCE_SCALING_FACTOR),
_lastLocalAudioAttenuationFactor(DEFAULT_LOCAL_ATTENUATION_FACTOR),
_lastDiffusionFanout(DEFAULT_DIFFUSION_FANOUT),
_lastAbsorptionRatio(DEFAULT_ABSORPTION_RATIO),
_lastDiffusionRatio(DEFAULT_DIFFUSION_RATIO)
{
_reflections = 0;
_diffusionPathCount = 0;
_averageAttenuation = 0.0f;
_maxAttenuation = 0.0f;
_minAttenuation = 0.0f;
_averageDelay = 0;
_maxDelay = 0;
_minDelay = 0;
}
bool AudioReflector::haveAttributesChanged() {
bool withDiffusion = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
bool attributesChange = (_withDiffusion != withDiffusion
|| _lastPreDelay != _preDelay
|| _lastSoundMsPerMeter != _soundMsPerMeter
|| _lastDistanceAttenuationScalingFactor != _distanceAttenuationScalingFactor
|| _lastDiffusionFanout != _diffusionFanout
|| _lastAbsorptionRatio != _absorptionRatio
|| _lastDiffusionRatio != _diffusionRatio);
if (attributesChange) {
_withDiffusion = withDiffusion;
_lastPreDelay = _preDelay;
_lastSoundMsPerMeter = _soundMsPerMeter;
_lastDistanceAttenuationScalingFactor = _distanceAttenuationScalingFactor;
_lastDiffusionFanout = _diffusionFanout;
_lastAbsorptionRatio = _absorptionRatio;
_lastDiffusionRatio = _diffusionRatio;
}
return attributesChange;
}
void AudioReflector::render() {
// if we're not set up yet, or we're not processing spatial audio, then exit early
if (!_myAvatar || !_audio->getProcessSpatialAudio()) {
return;
}
// use this oportunity to calculate our reflections
calculateAllReflections();
// only render if we've been asked to do so
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingRenderPaths)) {
drawRays();
}
}
// delay = 1ms per foot
// = 3ms per meter
float AudioReflector::getDelayFromDistance(float distance) {
float delay = (_soundMsPerMeter * distance);
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay)) {
delay += _preDelay;
}
return delay;
}
// attenuation = from the Audio Mixer
float AudioReflector::getDistanceAttenuationCoefficient(float distance) {
const float DISTANCE_SCALE = 2.5f;
const float GEOMETRIC_AMPLITUDE_SCALAR = 0.3f;
const float DISTANCE_LOG_BASE = 2.5f;
const float DISTANCE_SCALE_LOG = logf(DISTANCE_SCALE) / logf(DISTANCE_LOG_BASE);
float distanceSquareToSource = distance * distance;
// calculate the distance coefficient using the distance to this node
float distanceCoefficient = powf(GEOMETRIC_AMPLITUDE_SCALAR,
DISTANCE_SCALE_LOG +
(0.5f * logf(distanceSquareToSource) / logf(DISTANCE_LOG_BASE)) - 1);
distanceCoefficient = std::min(1.0f, distanceCoefficient * getDistanceAttenuationScalingFactor());
return distanceCoefficient;
}
glm::vec3 AudioReflector::getFaceNormal(BoxFace face) {
bool wantSlightRandomness = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSlightlyRandomSurfaces);
glm::vec3 faceNormal;
const float MIN_RANDOM_LENGTH = 0.99f;
const float MAX_RANDOM_LENGTH = 1.0f;
const float NON_RANDOM_LENGTH = 1.0f;
float normalLength = wantSlightRandomness ? randFloatInRange(MIN_RANDOM_LENGTH, MAX_RANDOM_LENGTH) : NON_RANDOM_LENGTH;
float remainder = (1.0f - normalLength)/2.0f;
float remainderSignA = randomSign();
float remainderSignB = randomSign();
if (face == MIN_X_FACE) {
faceNormal = glm::vec3(-normalLength, remainder * remainderSignA, remainder * remainderSignB);
} else if (face == MAX_X_FACE) {
faceNormal = glm::vec3(normalLength, remainder * remainderSignA, remainder * remainderSignB);
} else if (face == MIN_Y_FACE) {
faceNormal = glm::vec3(remainder * remainderSignA, -normalLength, remainder * remainderSignB);
} else if (face == MAX_Y_FACE) {
faceNormal = glm::vec3(remainder * remainderSignA, normalLength, remainder * remainderSignB);
} else if (face == MIN_Z_FACE) {
faceNormal = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -normalLength);
} else if (face == MAX_Z_FACE) {
faceNormal = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, normalLength);
}
return faceNormal;
}
// set up our buffers for our attenuated and delayed samples
const int NUMBER_OF_CHANNELS = 2;
void AudioReflector::injectAudiblePoint(AudioSource source, const AudiblePoint& audiblePoint,
const QByteArray& samples, unsigned int sampleTime, int sampleRate) {
bool wantEarSeparation = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingSeparateEars);
bool wantStereo = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingStereoSource);
glm::vec3 rightEarPosition = wantEarSeparation ? _myAvatar->getHead()->getRightEarPosition() :
_myAvatar->getHead()->getPosition();
glm::vec3 leftEarPosition = wantEarSeparation ? _myAvatar->getHead()->getLeftEarPosition() :
_myAvatar->getHead()->getPosition();
int totalNumberOfSamples = samples.size() / sizeof(int16_t);
int totalNumberOfStereoSamples = samples.size() / (sizeof(int16_t) * NUMBER_OF_CHANNELS);
const int16_t* originalSamplesData = (const int16_t*)samples.constData();
QByteArray attenuatedLeftSamples;
QByteArray attenuatedRightSamples;
attenuatedLeftSamples.resize(samples.size());
attenuatedRightSamples.resize(samples.size());
int16_t* attenuatedLeftSamplesData = (int16_t*)attenuatedLeftSamples.data();
int16_t* attenuatedRightSamplesData = (int16_t*)attenuatedRightSamples.data();
// calculate the distance to the ears
float rightEarDistance = glm::distance(audiblePoint.location, rightEarPosition);
float leftEarDistance = glm::distance(audiblePoint.location, leftEarPosition);
float rightEarDelayMsecs = getDelayFromDistance(rightEarDistance) + audiblePoint.delay;
float leftEarDelayMsecs = getDelayFromDistance(leftEarDistance) + audiblePoint.delay;
float averageEarDelayMsecs = (leftEarDelayMsecs + rightEarDelayMsecs) / 2.0f;
bool safeToInject = true; // assume the best
// check to see if this new injection point would be within the comb filter
// suppression window for any of the existing known delays
QMap<float, float>& knownDelays = (source == INBOUND_AUDIO) ? _inboundAudioDelays : _localAudioDelays;
QMap<float, float>::const_iterator lowerBound = knownDelays.lowerBound(averageEarDelayMsecs - _combFilterWindow);
if (lowerBound != knownDelays.end()) {
float closestFound = lowerBound.value();
float deltaToClosest = (averageEarDelayMsecs - closestFound);
if (deltaToClosest > -_combFilterWindow && deltaToClosest < _combFilterWindow) {
safeToInject = false;
}
}
// keep track of any of our suppressed echoes so we can report them in our statistics
if (!safeToInject) {
QVector<float>& suppressedEchoes = (source == INBOUND_AUDIO) ? _inboundEchoesSuppressed : _localEchoesSuppressed;
suppressedEchoes << averageEarDelayMsecs;
} else {
knownDelays[averageEarDelayMsecs] = averageEarDelayMsecs;
_totalDelay += rightEarDelayMsecs + leftEarDelayMsecs;
_delayCount += 2;
_maxDelay = std::max(_maxDelay,rightEarDelayMsecs);
_maxDelay = std::max(_maxDelay,leftEarDelayMsecs);
_minDelay = std::min(_minDelay,rightEarDelayMsecs);
_minDelay = std::min(_minDelay,leftEarDelayMsecs);
int rightEarDelay = rightEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
int leftEarDelay = leftEarDelayMsecs * sampleRate / MSECS_PER_SECOND;
float rightEarAttenuation = audiblePoint.attenuation *
getDistanceAttenuationCoefficient(rightEarDistance + audiblePoint.distance);
float leftEarAttenuation = audiblePoint.attenuation *
getDistanceAttenuationCoefficient(leftEarDistance + audiblePoint.distance);
_totalAttenuation += rightEarAttenuation + leftEarAttenuation;
_attenuationCount += 2;
_maxAttenuation = std::max(_maxAttenuation,rightEarAttenuation);
_maxAttenuation = std::max(_maxAttenuation,leftEarAttenuation);
_minAttenuation = std::min(_minAttenuation,rightEarAttenuation);
_minAttenuation = std::min(_minAttenuation,leftEarAttenuation);
// run through the samples, and attenuate them
for (int sample = 0; sample < totalNumberOfStereoSamples; sample++) {
int16_t leftSample = originalSamplesData[sample * NUMBER_OF_CHANNELS];
int16_t rightSample = leftSample;
if (wantStereo) {
rightSample = originalSamplesData[(sample * NUMBER_OF_CHANNELS) + 1];
}
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS] = leftSample * leftEarAttenuation;
attenuatedLeftSamplesData[sample * NUMBER_OF_CHANNELS + 1] = 0;
attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS] = 0;
attenuatedRightSamplesData[sample * NUMBER_OF_CHANNELS + 1] = rightSample * rightEarAttenuation;
}
// now inject the attenuated array with the appropriate delay
unsigned int sampleTimeLeft = sampleTime + leftEarDelay;
unsigned int sampleTimeRight = sampleTime + rightEarDelay;
_audio->addSpatialAudioToBuffer(sampleTimeLeft, attenuatedLeftSamples, totalNumberOfSamples);
_audio->addSpatialAudioToBuffer(sampleTimeRight, attenuatedRightSamples, totalNumberOfSamples);
}
}
void AudioReflector::processLocalAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
const int NUM_CHANNELS_INPUT = 1;
const int NUM_CHANNELS_OUTPUT = 2;
const int EXPECTED_SAMPLE_RATE = 24000;
if (format.channelCount() == NUM_CHANNELS_INPUT && format.sampleRate() == EXPECTED_SAMPLE_RATE) {
QAudioFormat outputFormat = format;
outputFormat.setChannelCount(NUM_CHANNELS_OUTPUT);
QByteArray stereoInputData(samples.size() * NUM_CHANNELS_OUTPUT, 0);
int numberOfSamples = (samples.size() / sizeof(int16_t));
int16_t* monoSamples = (int16_t*)samples.data();
int16_t* stereoSamples = (int16_t*)stereoInputData.data();
for (int i = 0; i < numberOfSamples; i++) {
stereoSamples[i* NUM_CHANNELS_OUTPUT] = monoSamples[i] * _localAudioAttenuationFactor;
stereoSamples[(i * NUM_CHANNELS_OUTPUT) + 1] = monoSamples[i] * _localAudioAttenuationFactor;
}
_localAudioDelays.clear();
_localEchoesSuppressed.clear();
echoAudio(LOCAL_AUDIO, sampleTime, stereoInputData, outputFormat);
}
}
}
void AudioReflector::processInboundAudio(unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
_inboundAudioDelays.clear();
_inboundEchoesSuppressed.clear();
echoAudio(INBOUND_AUDIO, sampleTime, samples, format);
}
void AudioReflector::echoAudio(AudioSource source, unsigned int sampleTime, const QByteArray& samples, const QAudioFormat& format) {
_maxDelay = 0;
_maxAttenuation = 0.0f;
_minDelay = std::numeric_limits<int>::max();
_minAttenuation = std::numeric_limits<float>::max();
_totalDelay = 0.0f;
_delayCount = 0;
_totalAttenuation = 0.0f;
_attenuationCount = 0;
QMutexLocker locker(&_mutex);
// depending on if we're processing local or external audio, pick the correct points vector
QVector<AudiblePoint>& audiblePoints = source == INBOUND_AUDIO ? _inboundAudiblePoints : _localAudiblePoints;
foreach(const AudiblePoint& audiblePoint, audiblePoints) {
injectAudiblePoint(source, audiblePoint, samples, sampleTime, format.sampleRate());
}
_averageDelay = _delayCount == 0 ? 0 : _totalDelay / _delayCount;
_averageAttenuation = _attenuationCount == 0 ? 0 : _totalAttenuation / _attenuationCount;
if (_reflections == 0) {
_minDelay = 0.0f;
_minAttenuation = 0.0f;
}
}
void AudioReflector::drawVector(const glm::vec3& start, const glm::vec3& end, const glm::vec3& color) {
glDisable(GL_LIGHTING);
glLineWidth(2.0);
// Draw the vector itself
glBegin(GL_LINES);
glColor3f(color.x,color.y,color.z);
glVertex3f(start.x, start.y, start.z);
glVertex3f(end.x, end.y, end.z);
glEnd();
glEnable(GL_LIGHTING);
}
AudioPath::AudioPath(AudioSource source, const glm::vec3& origin, const glm::vec3& direction,
float attenuation, float delay, float distance,bool isDiffusion, int bounceCount) :
source(source),
isDiffusion(isDiffusion),
startPoint(origin),
startDirection(direction),
startDelay(delay),
startAttenuation(attenuation),
lastPoint(origin),
lastDirection(direction),
lastDistance(distance),
lastDelay(delay),
lastAttenuation(attenuation),
bounceCount(bounceCount),
finalized(false),
reflections()
{
}
void AudioReflector::addAudioPath(AudioSource source, const glm::vec3& origin, const glm::vec3& initialDirection,
float initialAttenuation, float initialDelay, float initialDistance, bool isDiffusion) {
AudioPath* path = new AudioPath(source, origin, initialDirection, initialAttenuation, initialDelay,
initialDistance, isDiffusion, 0);
QVector<AudioPath*>& audioPaths = source == INBOUND_AUDIO ? _inboundAudioPaths : _localAudioPaths;
audioPaths.push_back(path);
}
void AudioReflector::calculateAllReflections() {
// only recalculate when we've moved, or if the attributes have changed
// 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 = _reflections == 0
|| !isSimilarPosition(origin, _origin)
|| !isSimilarOrientation(orientation, _orientation)
|| !isSimilarPosition(listenerPosition, _listenerPosition)
|| haveAttributesChanged();
if (shouldRecalc) {
QMutexLocker locker(&_mutex);
quint64 start = usecTimestampNow();
_origin = origin;
_orientation = orientation;
_listenerPosition = listenerPosition;
analyzePaths(); // actually does the work
quint64 end = usecTimestampNow();
const bool wantDebugging = false;
if (wantDebugging) {
qDebug() << "newCalculateAllReflections() elapsed=" << (end - start);
}
}
}
void AudioReflector::drawRays() {
const glm::vec3 RED(1,0,0);
const glm::vec3 GREEN(0,1,0);
const glm::vec3 BLUE(0,0,1);
const glm::vec3 CYAN(0,1,1);
int diffusionNumber = 0;
QMutexLocker locker(&_mutex);
// draw the paths for inbound audio
foreach(AudioPath* const& path, _inboundAudioPaths) {
// if this is an original reflection, draw it in RED
if (path->isDiffusion) {
diffusionNumber++;
drawPath(path, GREEN);
} else {
drawPath(path, RED);
}
}
if (Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingProcessLocalAudio)) {
// draw the paths for local audio
foreach(AudioPath* const& path, _localAudioPaths) {
// if this is an original reflection, draw it in RED
if (path->isDiffusion) {
diffusionNumber++;
drawPath(path, CYAN);
} else {
drawPath(path, BLUE);
}
}
}
}
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::clearPaths() {
// clear our inbound audio paths
foreach(AudioPath* const& path, _inboundAudioPaths) {
delete path;
}
_inboundAudioPaths.clear();
_inboundAudiblePoints.clear(); // clear our inbound audible points
// clear our local audio paths
foreach(AudioPath* const& path, _localAudioPaths) {
delete path;
}
_localAudioPaths.clear();
_localAudiblePoints.clear(); // clear our local audible points
}
// Here's how this works: we have an array of AudioPaths, we 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 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.
void AudioReflector::analyzePaths() {
clearPaths();
// add our initial paths
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;
float preDelay = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingPreDelay) ? _preDelay : 0.0f;
// NOTE: we're still calculating our initial paths based on the listeners position. But the analysis code has been
// updated to support individual sound sources (which is how we support diffusion), we can use this new paradigm to
// add support for individual sound sources, and more directional sound sources
addAudioPath(INBOUND_AUDIO, _origin, front, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, right, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, up, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, down, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, back, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, left, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, frontRightUp, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, frontLeftUp, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, backRightUp, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, backLeftUp, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, frontRightDown, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, frontLeftDown, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, backRightDown, initialAttenuation, preDelay);
addAudioPath(INBOUND_AUDIO, _origin, backLeftDown, initialAttenuation, preDelay);
// the original paths for the local audio are directional to the front of the origin
addAudioPath(LOCAL_AUDIO, _origin, front, initialAttenuation, preDelay);
addAudioPath(LOCAL_AUDIO, _origin, frontRightUp, initialAttenuation, preDelay);
addAudioPath(LOCAL_AUDIO, _origin, frontLeftUp, initialAttenuation, preDelay);
addAudioPath(LOCAL_AUDIO, _origin, frontRightDown, initialAttenuation, preDelay);
addAudioPath(LOCAL_AUDIO, _origin, frontLeftDown, initialAttenuation, preDelay);
// loop through all our audio paths and keep analyzing them until they complete
int steps = 0;
int acitvePaths = _inboundAudioPaths.size() + _localAudioPaths.size(); // when we start, all paths are active
while(acitvePaths > 0) {
acitvePaths = analyzePathsSingleStep();
steps++;
}
_reflections = _inboundAudiblePoints.size() + _localAudiblePoints.size();
_diffusionPathCount = countDiffusionPaths();
}
int AudioReflector::countDiffusionPaths() {
int diffusionCount = 0;
foreach(AudioPath* const& path, _inboundAudioPaths) {
if (path->isDiffusion) {
diffusionCount++;
}
}
foreach(AudioPath* const& path, _localAudioPaths) {
if (path->isDiffusion) {
diffusionCount++;
}
}
return diffusionCount;
}
int AudioReflector::analyzePathsSingleStep() {
// iterate all the active sound paths, calculate one step per active path
int activePaths = 0;
QVector<AudioPath*>* pathsLists[] = { &_inboundAudioPaths, &_localAudioPaths };
for(unsigned int i = 0; i < sizeof(pathsLists) / sizeof(pathsLists[0]); i++) {
QVector<AudioPath*>& pathList = *pathsLists[i];
foreach(AudioPath* const& path, pathList) {
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
if (!path->finalized) {
activePaths++;
if (path->bounceCount > ABSOLUTE_MAXIMUM_BOUNCE_COUNT) {
path->finalized = true;
} else if (_voxels->findRayIntersection(start, direction, elementHit, distance, face)) {
// TODO: we need to decide how we want to handle locking on the ray intersection, if we force lock,
// we get an accurate picture, but it could prevent rendering of the voxels. If we trylock (default),
// we might not get ray intersections where they may exist, but we can't really detect that case...
// add last parameter of Octree::Lock to force locking
handlePathPoint(path, distance, elementHit, face);
} else {
// If we didn't intersect, but this was a diffusion ray, then we will go ahead and cast a short ray out
// from our last known point, in the last known direction, and leave that sound source hanging there
if (path->isDiffusion) {
const float MINIMUM_RANDOM_DISTANCE = 0.25f;
const float MAXIMUM_RANDOM_DISTANCE = 0.5f;
float distance = randFloatInRange(MINIMUM_RANDOM_DISTANCE, MAXIMUM_RANDOM_DISTANCE);
handlePathPoint(path, distance, NULL, UNKNOWN_FACE);
} else {
path->finalized = true; // if it doesn't intersect, then it is finished
}
}
}
}
}
return activePaths;
}
void AudioReflector::handlePathPoint(AudioPath* path, float distance, OctreeElement* elementHit, BoxFace face) {
glm::vec3 start = path->lastPoint;
glm::vec3 direction = path->lastDirection;
glm::vec3 end = start + (direction * (distance * SLIGHTLY_SHORT));
float currentReflectiveAttenuation = path->lastAttenuation; // only the reflective components
float currentDelay = path->lastDelay; // start with our delay so far
float pathDistance = path->lastDistance;
pathDistance += glm::distance(start, end);
float toListenerDistance = glm::distance(end, _listenerPosition);
// adjust our current delay by just the delay from the most recent ray
currentDelay += getDelayFromDistance(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 = currentReflectiveAttenuation * material.reflectiveRatio;
float totalDiffusionAttenuation = currentReflectiveAttenuation * material.diffusionRatio;
bool wantDiffusions = Menu::getInstance()->isOptionChecked(MenuOption::AudioSpatialProcessingWithDiffusions);
int fanout = wantDiffusions ? _diffusionFanout : 0;
float partialDiffusionAttenuation = fanout < 1 ? 0.0f : totalDiffusionAttenuation / (float)fanout;
// total delay includes the bounce back to listener
float totalDelay = currentDelay + getDelayFromDistance(toListenerDistance);
float toListenerAttenuation = getDistanceAttenuationCoefficient(toListenerDistance + pathDistance);
// 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) {
// diffusions fan out from random places on the semisphere of the collision point
for(int i = 0; i < fanout; i++) {
glm::vec3 diffusion;
// We're creating a random normal here. But we want it to be relatively dramatic compared to how we handle
// our slightly random surface normals.
const float MINIMUM_RANDOM_LENGTH = 0.5f;
const float MAXIMUM_RANDOM_LENGTH = 1.0f;
float randomness = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
float remainder = (1.0f - randomness)/2.0f;
float remainderSignA = randomSign();
float remainderSignB = randomSign();
if (face == MIN_X_FACE) {
diffusion = glm::vec3(-randomness, remainder * remainderSignA, remainder * remainderSignB);
} else if (face == MAX_X_FACE) {
diffusion = glm::vec3(randomness, remainder * remainderSignA, remainder * remainderSignB);
} else if (face == MIN_Y_FACE) {
diffusion = glm::vec3(remainder * remainderSignA, -randomness, remainder * remainderSignB);
} else if (face == MAX_Y_FACE) {
diffusion = glm::vec3(remainder * remainderSignA, randomness, remainder * remainderSignB);
} else if (face == MIN_Z_FACE) {
diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, -randomness);
} else if (face == MAX_Z_FACE) {
diffusion = glm::vec3(remainder * remainderSignA, remainder * remainderSignB, randomness);
} else if (face == UNKNOWN_FACE) {
float randomnessX = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
float randomnessY = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
float randomnessZ = randFloatInRange(MINIMUM_RANDOM_LENGTH, MAXIMUM_RANDOM_LENGTH);
diffusion = glm::vec3(direction.x * randomnessX, direction.y * randomnessY, direction.z * randomnessZ);
}
diffusion = glm::normalize(diffusion);
// add new audio path for these diffusions, the new path's source is the same as the original source
addAudioPath(path->source, end, diffusion, partialDiffusionAttenuation, currentDelay, pathDistance, true);
}
} else {
const bool wantDebugging = false;
if (wantDebugging) {
if ((partialDiffusionAttenuation * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
qDebug() << "too quiet to diffuse";
qDebug() << " partialDiffusionAttenuation=" << partialDiffusionAttenuation;
qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
qDebug() << " result=" << (partialDiffusionAttenuation * toListenerAttenuation);
qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
}
if (totalDelay > MAXIMUM_DELAY_MS) {
qDebug() << "too delayed to diffuse";
qDebug() << " totalDelay=" << totalDelay;
qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
}
}
}
// if our reflective attenuation is above our minimum, then add our reflection point and
// allow our path to continue
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
// NOTE: we add the delay to the audible point, not back to the listener. The additional delay
// and attenuation to the listener is recalculated at the point where we actually inject the
// audio so that it can be adjusted to ear position
AudiblePoint point = {end, currentDelay, (reflectiveAttenuation + totalDiffusionAttenuation), pathDistance};
QVector<AudiblePoint>& audiblePoints = path->source == INBOUND_AUDIO ? _inboundAudiblePoints : _localAudiblePoints;
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++;
} else {
path->finalized = true; // if we're too quiet, then we're done
}
} else {
const bool wantDebugging = false;
if (wantDebugging) {
if (((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation) <= MINIMUM_ATTENUATION_TO_REFLECT) {
qDebug() << "too quiet to add audible point";
qDebug() << " reflectiveAttenuation + totalDiffusionAttenuation=" << (reflectiveAttenuation + totalDiffusionAttenuation);
qDebug() << " toListenerAttenuation=" << toListenerAttenuation;
qDebug() << " result=" << ((reflectiveAttenuation + totalDiffusionAttenuation) * toListenerAttenuation);
qDebug() << " MINIMUM_ATTENUATION_TO_REFLECT=" << MINIMUM_ATTENUATION_TO_REFLECT;
}
if (totalDelay > MAXIMUM_DELAY_MS) {
qDebug() << "too delayed to add audible point";
qDebug() << " totalDelay=" << totalDelay;
qDebug() << " MAXIMUM_DELAY_MS=" << MAXIMUM_DELAY_MS;
}
}
path->finalized = true; // if we're too quiet, then we're done
}
}
// TODO: eventually we will add support for different surface characteristics based on the element
// that is hit, which is why we pass in the elementHit to this helper function. But for now, all
// surfaces have the same characteristics
SurfaceCharacteristics AudioReflector::getSurfaceCharacteristics(OctreeElement* elementHit) {
SurfaceCharacteristics result = { getReflectiveRatio(), _absorptionRatio, _diffusionRatio };
return result;
}
void AudioReflector::setReflectiveRatio(float ratio) {
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
float currentReflectiveRatio = (1.0f - (_absorptionRatio + _diffusionRatio));
float halfDifference = (safeRatio - currentReflectiveRatio) / 2.0f;
// evenly distribute the difference between the two other ratios
_absorptionRatio -= halfDifference;
_diffusionRatio -= halfDifference;
}
void AudioReflector::setAbsorptionRatio(float ratio) {
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
_absorptionRatio = safeRatio;
const float MAX_COMBINED_RATIO = 1.0f;
if (_absorptionRatio + _diffusionRatio > MAX_COMBINED_RATIO) {
_diffusionRatio = MAX_COMBINED_RATIO - _absorptionRatio;
}
}
void AudioReflector::setDiffusionRatio(float ratio) {
float safeRatio = std::max(0.0f, std::min(ratio, 1.0f));
_diffusionRatio = safeRatio;
const float MAX_COMBINED_RATIO = 1.0f;
if (_absorptionRatio + _diffusionRatio > MAX_COMBINED_RATIO) {
_absorptionRatio = MAX_COMBINED_RATIO - _diffusionRatio;
}
}