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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 "third_party/blink/renderer/platform/audio/cone_effect.h"
#include "third_party/blink/renderer/platform/wtf/math_extras.h"
namespace blink {
ConeEffect::ConeEffect()
: inner_angle_(360.0), outer_angle_(360.0), outer_gain_(0.0) {}
double ConeEffect::Gain(FloatPoint3D source_position,
FloatPoint3D source_orientation,
FloatPoint3D listener_position) {
if (source_orientation.IsZero() ||
((inner_angle_ == 360.0) && (outer_angle_ == 360.0)))
return 1.0; // no cone specified - unity gain
// Source-listener vector
FloatPoint3D source_to_listener = listener_position - source_position;
// Angle between the source orientation vector and the source-listener vector
double angle = rad2deg(source_to_listener.AngleBetween(source_orientation));
double abs_angle = fabs(angle);
// Divide by 2.0 here since API is entire angle (not half-angle)
double abs_inner_angle = fabs(inner_angle_) / 2.0;
double abs_outer_angle = fabs(outer_angle_) / 2.0;
double gain = 1.0;
if (abs_angle <= abs_inner_angle) {
// No attenuation
gain = 1.0;
} else if (abs_angle >= abs_outer_angle) {
// Max attenuation
gain = outer_gain_;
} else {
// Between inner and outer cones
// inner -> outer, x goes from 0 -> 1
double x =
(abs_angle - abs_inner_angle) / (abs_outer_angle - abs_inner_angle);
gain = (1.0 - x) + outer_gain_ * x;
}
return gain;
}
} // namespace blink