/*
* 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
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* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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#ifndef AudioPannerNode_h
#define AudioPannerNode_h
#include "AudioBus.h"
#include "AudioGain.h"
#include "AudioListener.h"
#include "AudioNode.h"
#include "Cone.h"
#include "Distance.h"
#include "FloatPoint3D.h"
#include "Panner.h"
#include <wtf/OwnPtr.h>
namespace WebCore {
// AudioPannerNode is an AudioNode with one input and one output.
// It positions a sound in 3D space, with the exact effect dependent on the panning model.
// It has a position and an orientation in 3D space which is relative to the position and orientation of the context's AudioListener.
// A distance effect will attenuate the gain as the position moves away from the listener.
// A cone effect will attenuate the gain as the orientation moves away from the listener.
// All of these effects follow the OpenAL specification very closely.
class AudioPannerNode : public AudioNode {
public:
// These must be defined as in the .idl file and must match those in the Panner class.
enum {
EQUALPOWER = 0,
HRTF = 1,
SOUNDFIELD = 2,
};
static PassRefPtr<AudioPannerNode> create(AudioContext* context, double sampleRate)
{
return adoptRef(new AudioPannerNode(context, sampleRate));
}
virtual ~AudioPannerNode();
// AudioNode
virtual void process(size_t framesToProcess);
virtual void pullInputs(size_t framesToProcess);
virtual void reset();
virtual void initialize();
virtual void uninitialize();
// Listener
AudioListener* listener();
// Panning model
unsigned short panningModel() const { return m_panningModel; }
void setPanningModel(unsigned short);
// Position
FloatPoint3D position() const { return m_position; }
void setPosition(float x, float y, float z) { m_position = FloatPoint3D(x, y, z); }
// Orientation
FloatPoint3D orientation() const { return m_position; }
void setOrientation(float x, float y, float z) { m_orientation = FloatPoint3D(x, y, z); }
// Velocity
FloatPoint3D velocity() const { return m_velocity; }
void setVelocity(float x, float y, float z) { m_velocity = FloatPoint3D(x, y, z); }
// Distance parameters
unsigned short distanceModel() { return m_distanceEffect.model(); }
void setDistanceModel(unsigned short model) { m_distanceEffect.setModel(static_cast<DistanceEffect::ModelType>(model), true); }
float refDistance() { return static_cast<float>(m_distanceEffect.refDistance()); }
void setRefDistance(float refDistance) { m_distanceEffect.setRefDistance(refDistance); }
float maxDistance() { return static_cast<float>(m_distanceEffect.maxDistance()); }
void setMaxDistance(float maxDistance) { m_distanceEffect.setMaxDistance(maxDistance); }
float rolloffFactor() { return static_cast<float>(m_distanceEffect.rolloffFactor()); }
void setRolloffFactor(float rolloffFactor) { m_distanceEffect.setRolloffFactor(rolloffFactor); }
// Sound cones - angles in degrees
float coneInnerAngle() const { return static_cast<float>(m_coneEffect.innerAngle()); }
void setConeInnerAngle(float angle) { m_coneEffect.setInnerAngle(angle); }
float coneOuterAngle() const { return static_cast<float>(m_coneEffect.outerAngle()); }
void setConeOuterAngle(float angle) { m_coneEffect.setOuterAngle(angle); }
float coneOuterGain() const { return static_cast<float>(m_coneEffect.outerGain()); }
void setConeOuterGain(float angle) { m_coneEffect.setOuterGain(angle); }
void getAzimuthElevation(double* outAzimuth, double* outElevation);
float dopplerRate();
// Accessors for dynamically calculated gain values.
AudioGain* distanceGain() { return m_distanceGain.get(); }
AudioGain* coneGain() { return m_coneGain.get(); }
private:
AudioPannerNode(AudioContext*, double sampleRate);
// Returns the combined distance and cone gain attenuation.
float distanceConeGain();
// Notifies any AudioBufferSourceNodes connected to us either directly or indirectly about our existence.
// This is in order to handle the pitch change necessary for the doppler shift.
void notifyAudioSourcesConnectedToNode(AudioNode*);
OwnPtr<Panner> m_panner;
unsigned m_panningModel;
FloatPoint3D m_position;
FloatPoint3D m_orientation;
FloatPoint3D m_velocity;
// Gain
RefPtr<AudioGain> m_distanceGain;
RefPtr<AudioGain> m_coneGain;
DistanceEffect m_distanceEffect;
ConeEffect m_coneEffect;
double m_lastGain;
unsigned m_connectionCount;
};
} // namespace WebCore
#endif // AudioPannerNode_h