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/*
* Copyright (C) 2010 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if ENABLE(WEB_AUDIO)
#include "platform/audio/Cone.h"
#include "wtf/MathExtras.h"
namespace blink {
ConeEffect::ConeEffect()
: m_innerAngle(360.0)
, m_outerAngle(360.0)
, m_outerGain(0.0)
{
}
double ConeEffect::gain(FloatPoint3D sourcePosition, FloatPoint3D sourceOrientation, FloatPoint3D listenerPosition)
{
if (sourceOrientation.isZero() || ((m_innerAngle == 360.0) && (m_outerAngle == 360.0)))
return 1.0; // no cone specified - unity gain
// Normalized source-listener vector
FloatPoint3D sourceToListener = listenerPosition - sourcePosition;
sourceToListener.normalize();
FloatPoint3D normalizedSourceOrientation = sourceOrientation;
normalizedSourceOrientation.normalize();
// Angle between the source orientation vector and the source-listener vector
double dotProduct = sourceToListener.dot(normalizedSourceOrientation);
double angle = 180.0 * acos(dotProduct) / piDouble;
double absAngle = fabs(angle);
// Divide by 2.0 here since API is entire angle (not half-angle)
double absInnerAngle = fabs(m_innerAngle) / 2.0;
double absOuterAngle = fabs(m_outerAngle) / 2.0;
double gain = 1.0;
if (absAngle <= absInnerAngle)
// No attenuation
gain = 1.0;
else if (absAngle >= absOuterAngle)
// Max attenuation
gain = m_outerGain;
else {
// Between inner and outer cones
// inner -> outer, x goes from 0 -> 1
double x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle);
gain = (1.0 - x) + m_outerGain * x;
}
return gain;
}
} // namespace blink
#endif // ENABLE(WEB_AUDIO)