root/PannerNode.h
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#ifndef PannerNode_h
#define PannerNode_h
#include "core/platform/audio/AudioBus.h"
#include "core/platform/audio/Cone.h"
#include "core/platform/audio/Distance.h"
#include "core/platform/audio/Panner.h"
#include "core/platform/graphics/FloatPoint3D.h"
#include "modules/webaudio/AudioListener.h"
#include "modules/webaudio/AudioNode.h"
#include "modules/webaudio/AudioParam.h"
#include "wtf/OwnPtr.h"
namespace WebCore {
// PannerNode 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 PannerNode : 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,
};
// These must be defined as in the .idl file and must match those
// in the DistanceEffect class.
enum {
LINEAR_DISTANCE = 0,
INVERSE_DISTANCE = 1,
EXPONENTIAL_DISTANCE = 2,
};
static PassRefPtr<PannerNode> create(AudioContext* context, float sampleRate)
{
return adoptRef(new PannerNode(context, sampleRate));
}
virtual ~PannerNode();
// 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
String panningModel() const;
bool setPanningModel(unsigned); // Returns true on success.
void setPanningModel(const String&);
// 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
String distanceModel() const;
bool setDistanceModel(unsigned); // Returns true on success.
void setDistanceModel(const String&);
double refDistance() { return m_distanceEffect.refDistance(); }
void setRefDistance(double refDistance) { m_distanceEffect.setRefDistance(refDistance); }
double maxDistance() { return m_distanceEffect.maxDistance(); }
void setMaxDistance(double maxDistance) { m_distanceEffect.setMaxDistance(maxDistance); }
double rolloffFactor() { return m_distanceEffect.rolloffFactor(); }
void setRolloffFactor(double rolloffFactor) { m_distanceEffect.setRolloffFactor(rolloffFactor); }
// Sound cones - angles in degrees
double coneInnerAngle() const { return m_coneEffect.innerAngle(); }
void setConeInnerAngle(double angle) { m_coneEffect.setInnerAngle(angle); }
double coneOuterAngle() const { return m_coneEffect.outerAngle(); }
void setConeOuterAngle(double angle) { m_coneEffect.setOuterAngle(angle); }
double coneOuterGain() const { return m_coneEffect.outerGain(); }
void setConeOuterGain(double angle) { m_coneEffect.setOuterGain(angle); }
void getAzimuthElevation(double* outAzimuth, double* outElevation);
float dopplerRate();
// Accessors for dynamically calculated gain values.
AudioParam* distanceGain() { return m_distanceGain.get(); }
AudioParam* coneGain() { return m_coneGain.get(); }
virtual double tailTime() const OVERRIDE { return m_panner ? m_panner->tailTime() : 0; }
virtual double latencyTime() const OVERRIDE { return m_panner ? m_panner->latencyTime() : 0; }
private:
PannerNode(AudioContext*, float 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<AudioParam> m_distanceGain;
RefPtr<AudioParam> m_coneGain;
DistanceEffect m_distanceEffect;
ConeEffect m_coneEffect;
float m_lastGain;
unsigned m_connectionCount;
// Synchronize process() and setPanningModel() which can change the panner.
mutable Mutex m_pannerLock;
};
} // namespace WebCore
#endif // PannerNode_h