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//! Head-Related Transfer Function (HRTF) renderer.
//!
//! # Overview
//!
//! HRTF stands for [Head-Related Transfer Function](https://en.wikipedia.org/wiki/Head-related_transfer_function)
//! and can work only with spatial sounds. For each of such sound source after it was processed by HRTF you can
//! definitely tell from which location sound came from. In other words HRTF improves perception of sound to
//! the level of real life.
//!
//! # HRIR Spheres
//!
//! This crate uses Head-Related Impulse Response (HRIR) spheres to create HRTF spheres. HRTF sphere is a set of
//! points in 3D space which are connected into a mesh forming triangulated sphere. Each point contains spectrum
//! for left and right ears which will be used to modify samples from each spatial sound source to create binaural
//! sound. HRIR spheres can be found [here](https://github.com/mrDIMAS/hrir_sphere_builder/tree/master/hrtf_base/IRCAM).
//! HRIR spheres from the base are recorded in 44100 Hz sample rate, this crate performs **automatic** resampling to your
//! sample rate.
//!
//! # Performance
//!
//! HRTF is **heavy**, this is essential because HRTF requires some heavy math (fast Fourier transform, convolution,
//! etc.) and lots of memory copying.
//!
//! # Known problems
//!
//! This renderer still suffers from small audible clicks in very fast moving sounds, clicks sounds more like
//! "buzzing" - it is due the fact that hrtf is different from frame to frame which gives "bumps" in amplitude
//! of signal because of phase shift each impulse response have. This can be fixed by short cross fade between
//! small amount of samples from previous frame with same amount of frames of current as proposed in
//! [here](http://csoundjournal.com/issue9/newHRTFOpcodes.html)
//!
//! Clicks can be reproduced by using clean sine wave of 440 Hz on some source moving around listener.
//!
//! # Algorithm
//!
//! This crate uses overlap-save convolution to perform operations in frequency domain. Check
//! [this link](https://en.wikipedia.org/wiki/Overlap%E2%80%93save_method) for more info.
#![allow(clippy::len_without_is_empty)]
#![allow(clippy::many_single_char_names)]
#![allow(clippy::manual_range_contains)]
#![forbid(unsafe_code)]
#![warn(missing_docs)]
// Fast Fourier transform.
extern crate rustfft;
// File reading.
extern crate byteorder;
// Resampling.
extern crate rubato;
use byteorder::{LittleEndian, ReadBytesExt};
use rubato::Resampler;
use rustfft::{num_complex::Complex, num_traits::Zero, Fft, FftPlanner};
use std::fmt::{Debug, Formatter};
use std::ops::{Add, Sub};
use std::path::PathBuf;
use std::sync::Arc;
use std::{
fs::File,
io::{BufReader, Error, Read},
path::Path,
};
/// Simple 3d vector.
#[derive(Copy, Clone, Debug)]
pub struct Vec3 {
/// X component.
pub x: f32,
/// Y component.
pub y: f32,
/// Z component.
pub z: f32,
}
impl Vec3 {
/// Initializes new vector.
pub fn new(x: f32, y: f32, z: f32) -> Self {
Self { x, y, z }
}
fn dot(self, other: Self) -> f32 {
self.x * other.x + self.y * other.y + self.z * other.z
}
fn cross(self, other: Self) -> Vec3 {
Self {
x: self.y * other.z - self.z * other.y,
y: self.z * other.x - self.x * other.z,
z: self.x * other.y - self.y * other.x,
}
}
fn normalize(self) -> Vec3 {
let i = 1.0 / self.dot(self).sqrt();
Vec3 {
x: self.x * i,
y: self.y * i,
z: self.z * i,
}
}
fn scale(self, k: f32) -> Self {
Self {
x: self.x * k,
y: self.y * k,
z: self.z * k,
}
}
fn lerp(self, other: Self, t: f32) -> Self {
Self {
x: lerpf(self.x, other.x, t),
y: lerpf(self.y, other.y, t),
z: lerpf(self.z, other.z, t),
}
}
}
impl Add for Vec3 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
impl Sub for Vec3 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
z: self.z - rhs.z,
}
}
}
fn lerpf(a: f32, b: f32, t: f32) -> f32 {
a + (b - a) * t
}
#[derive(Debug)]
struct BaryCoords {
u: f32,
v: f32,
w: f32,
}
impl BaryCoords {
fn inside(&self) -> bool {
// The epsilons are required because sometimes due to inaccuracies when searching for
// the hit face, the neighboring face can be returned for rays intersecting close
// to the edge.
(self.u >= -f32::EPSILON)
&& (self.v >= -f32::EPSILON)
&& (self.u + self.v <= 1.0 + f32::EPSILON)
}
}
fn get_barycentric_coords(p: Vec3, a: Vec3, b: Vec3, c: Vec3) -> BaryCoords {
let v0 = b - a;
let v1 = c - a;
let v2 = p - a;
let d00 = v0.dot(v0);
let d01 = v0.dot(v1);
let d11 = v1.dot(v1);
let d20 = v2.dot(v0);
let d21 = v2.dot(v1);
let denom = d00 * d11 - d01 * d01;
let v = (d11 * d20 - d01 * d21) / denom;
let w = (d00 * d21 - d01 * d20) / denom;
let u = 1.0 - v - w;
BaryCoords { u, v, w }
}
fn ray_triangle_intersection(origin: Vec3, dir: Vec3, vertices: &[Vec3; 3]) -> Option<BaryCoords> {
let ba = vertices[1] - vertices[0];
let ca = vertices[2] - vertices[0];
let normal = ba.cross(ca).normalize();
let d = -vertices[0].dot(normal);
let u = -(origin.dot(normal) + d);
let v = dir.dot(normal);
let t = u / v;
if t >= 0.0 && t <= 1.0 {
let point = origin + dir.scale(t);
let bary = get_barycentric_coords(point, vertices[0], vertices[1], vertices[2]);
if bary.inside() {
return Some(bary);
}
}
None
}
/// All possible error that can occur during HRIR sphere loading.
#[derive(Debug)]
pub enum HrtfError {
/// An io error has occurred (file does not exists, etc.)
IoError(std::io::Error),
/// It is not valid HRIR sphere file.
InvalidFileFormat,
/// HRIR has invalid length (zero).
InvalidLength(usize),
}
impl From<std::io::Error> for HrtfError {
fn from(io_err: Error) -> Self {
HrtfError::IoError(io_err)
}
}
#[derive(Copy, Clone, Debug)]
struct Face {
a: usize,
b: usize,
c: usize,
}
/// See module docs.
#[derive(Clone)]
pub struct HrtfSphere {
length: usize,
points: Vec<HrtfPoint>,
face_bsp: FaceBsp,
source: PathBuf,
}
fn make_hrtf(
hrir: Vec<f32>,
pad_length: usize,
planner: &mut FftPlanner<f32>,
) -> Vec<Complex<f32>> {
let mut hrir = hrir
.into_iter()
.map(|s| Complex::new(s, 0.0))
.collect::<Vec<Complex<f32>>>();
for _ in hrir.len()..pad_length {
// Pad with zeros to length of context's output buffer.
hrir.push(Complex::zero());
}
planner.plan_fft_forward(pad_length).process(hrir.as_mut());
hrir
}
fn read_hrir(reader: &mut dyn Read, len: usize) -> Result<Vec<f32>, HrtfError> {
let mut hrir = Vec::with_capacity(len);
for _ in 0..len {
hrir.push(reader.read_f32::<LittleEndian>()?);
}
Ok(hrir)
}
fn resample_hrir(hrir: Vec<f32>, resampler: Option<&mut rubato::SincFixedIn<f32>>) -> Vec<f32> {
match resampler {
None => hrir,
Some(r) => {
r.reset();
let result = r.process(&[hrir], None).unwrap();
result.into_iter().next().unwrap()
}
}
}
fn read_faces(reader: &mut dyn Read, index_count: usize) -> Result<Vec<Face>, HrtfError> {
let mut indices = Vec::with_capacity(index_count);
for _ in 0..index_count {
indices.push(reader.read_u32::<LittleEndian>()?);
}
let faces = indices
.chunks(3)
.map(|f| Face {
a: f[0] as usize,
b: f[1] as usize,
c: f[2] as usize,
})
.collect();
Ok(faces)
}
/// Single point of HRIR sphere. See module docs for more info.
#[derive(Clone)]
pub struct HrirPoint {
/// Position of point in cartesian coordinate space.
pub pos: Vec3,
left_hrir: Vec<f32>,
right_hrir: Vec<f32>,
}
impl HrirPoint {
/// Returns shared reference to spectrum for left ear.
pub fn left_hrir(&self) -> &[f32] {
&self.left_hrir
}
/// Returns shared reference to spectrum for right ear.
pub fn right_hrir(&self) -> &[f32] {
&self.right_hrir
}
}
/// HRIR (Head-Related Impulse Response) spheres is a 3d mesh whose points contains impulse
/// responses for left and right ears. It is used for interpolation of impulse responses.
#[derive(Clone)]
pub struct HrirSphere {
length: usize,
points: Vec<HrirPoint>,
faces: Vec<Face>,
source: PathBuf,
}
impl HrirSphere {
/// Tries to load a sphere from a file.
pub fn from_file<P: AsRef<Path>>(path: P, device_sample_rate: u32) -> Result<Self, HrtfError> {
let mut sphere = Self::new(
BufReader::new(File::open(path.as_ref())?),
device_sample_rate,
)?;
sphere.source = path.as_ref().to_owned();
Ok(sphere)
}
/// Loads HRIR sphere from given source.
///
/// # Coordinate system
///
/// Hrtf spheres made in *right-handed* coordinate system. This fact can give weird positioning issues
/// if your application uses *left-handed* coordinate system. However this can be fixed very easily:
/// iterate over every point and invert X coordinate of it.
///
/// # Sample rate
///
/// HRIR spheres from [this](https://github.com/mrDIMAS/hrir_sphere_builder/tree/master/hrtf_base/IRCAM)
/// base recorded in 44100 Hz sample rate. If your output device uses different sample rate, you have to
/// resample initial set of .wav files and regenerate HRIR spheres. There could
pub fn new<R: Read>(mut reader: R, device_sample_rate: u32) -> Result<Self, HrtfError> {
let mut magic = [0; 4];
reader.read_exact(&mut magic)?;
if magic[0] != b'H' && magic[1] != b'R' && magic[2] != b'I' && magic[3] != b'R' {
return Err(HrtfError::InvalidFileFormat);
}
let sample_rate = reader.read_u32::<LittleEndian>()?;
let length = reader.read_u32::<LittleEndian>()? as usize;
if length == 0 {
return Err(HrtfError::InvalidLength(length));
}
let vertex_count = reader.read_u32::<LittleEndian>()? as usize;
let index_count = reader.read_u32::<LittleEndian>()? as usize;
let faces = read_faces(&mut reader, index_count)?;
let ratio = sample_rate as f64 / device_sample_rate as f64;
let mut resampler = if ratio == 1.0 {
None
} else {
let params = rubato::SincInterpolationParameters {
sinc_len: 256,
f_cutoff: 0.95,
oversampling_factor: 160,
interpolation: rubato::SincInterpolationType::Cubic,
window: rubato::WindowFunction::BlackmanHarris2,
};
Some(rubato::SincFixedIn::<f32>::new(ratio, 1.0, params, length, 1).unwrap())
};
let mut points = Vec::with_capacity(vertex_count);
for _ in 0..vertex_count {
let x = reader.read_f32::<LittleEndian>()?;
let y = reader.read_f32::<LittleEndian>()?;
let z = reader.read_f32::<LittleEndian>()?;
let left_hrir = resample_hrir(read_hrir(&mut reader, length)?, resampler.as_mut());
let right_hrir = resample_hrir(read_hrir(&mut reader, length)?, resampler.as_mut());
points.push(HrirPoint {
pos: Vec3 { x, y, z },
left_hrir,
right_hrir,
});
}
Ok(Self {
points,
length,
faces,
source: Default::default(),
})
}
/// Applies specified transform to each point in sphere. Can be used to rotate or scale sphere.
/// Transform shouldn't have translation part, otherwise result of bilinear sampling is undefined.
pub fn transform(&mut self, matrix: &[f32; 16]) {
for pt in self.points.iter_mut() {
let x = pt.pos.x * matrix[0] + pt.pos.y * matrix[4] + pt.pos.z * matrix[8] + matrix[12];
let y = pt.pos.x * matrix[1] + pt.pos.y * matrix[5] + pt.pos.z * matrix[9] + matrix[13];
let z =
pt.pos.x * matrix[2] + pt.pos.y * matrix[6] + pt.pos.z * matrix[10] + matrix[14];
pt.pos.x = x;
pt.pos.y = y;
pt.pos.z = z;
}
}
/// Returns shared reference to sphere points array.
pub fn points(&self) -> &[HrirPoint] {
&self.points
}
/// Returns mutable reference to sphere points array.
pub fn points_mut(&mut self) -> &mut [HrirPoint] {
&mut self.points
}
/// Returns length of impulse response. It is same across all points in the sphere.
pub fn len(&self) -> usize {
self.length
}
/// Returns source file name (if any).
pub fn source(&self) -> &Path {
&self.source
}
}
// FaceBsp is a data structure for quickly finding the face of the convex hull which the ray
// starting from point (0, 0, 0) inside of the hull hits. The space is partitioned by planes
// passing through edges of each face of the hull and (0, 0, 0). The resulting tree is stored
// as an array.
#[derive(Clone)]
struct FaceBsp {
nodes: Vec<FaceBspNode>,
}
#[derive(Clone, Debug)]
enum FaceBspNode {
// All planes pass through (0, 0, 0), so only normal is required. left_idx and right_idx
// are indices into nodes, vec is in the left subspace if normal.dot(vec) > 0
Split {
normal: Vec3,
left_idx: u32,
right_idx: u32,
},
Leaf {
face: Option<Face>,
},
}
impl FaceBsp {
fn new(vertices: &[Vec3], faces: &[Face]) -> Self {
let edges = Self::edges_for_faces(faces);
let mut nodes = vec![];
Self::build(&mut nodes, &edges, faces, vertices);
Self { nodes }
}
fn build(
nodes: &mut Vec<FaceBspNode>,
mut edges: &[(usize, usize)],
faces: &[Face],
vertices: &[Vec3],
) {
// All vertices are in [-1.0, 1.0] range, so use the appropriate epsilon.
const EPS: f32 = f32::EPSILON * 4.0;
loop {
let split_by = edges[0];
edges = &edges[1..];
// The plane passes through by split_by and (0, 0, 0).
let normal = vertices[split_by.0].cross(vertices[split_by.1]);
// Split faces into subspaces.
let mut left_faces = vec![];
let mut right_faces = vec![];
for face in faces.iter().copied() {
if normal.dot(vertices[face.a]) > EPS
|| normal.dot(vertices[face.b]) > EPS
|| normal.dot(vertices[face.c]) > EPS
{
left_faces.push(face);
}
if normal.dot(vertices[face.a]) < -EPS
|| normal.dot(vertices[face.b]) < -EPS
|| normal.dot(vertices[face.c]) < -EPS
{
right_faces.push(face);
}
}
if left_faces.is_empty()
|| left_faces.len() == faces.len()
|| right_faces.is_empty()
|| right_faces.len() == faces.len()
{
// No reason to add a split, continue to the next edge.
assert!(
!edges.is_empty(),
"No more remaining edges,\nnodes: {:?},\nfaces: {:?}",
nodes,
faces
);
continue;
}
// We need to process only edges from left faces in left subspace.
let left_edges = Self::edges_for_faces(&left_faces);
let right_edges = Self::edges_for_faces(&right_faces);
// Left node is always the next one, leave the right one for now.
let cur_idx = nodes.len();
let left_idx = (nodes.len() + 1) as u32;
nodes.push(FaceBspNode::Split {
normal,
left_idx,
right_idx: 0,
});
// Process left subspace.
Self::build_child(nodes, &left_edges, &left_faces, vertices);
// Process right subspace and fill in the right node index.
let next_idx = nodes.len() as u32;
if let FaceBspNode::Split {
ref mut right_idx, ..
} = nodes[cur_idx]
{
*right_idx = next_idx;
}
Self::build_child(nodes, &right_edges, &right_faces, vertices);
break;
}
}
fn edges_for_faces(faces: &[Face]) -> Vec<(usize, usize)> {
let mut edges: Vec<_> = faces
.iter()
.flat_map(|face| {
[
(face.a.min(face.b), face.a.max(face.b)),
(face.a.min(face.c), face.a.max(face.c)),
(face.b.min(face.c), face.b.max(face.c)),
]
})
.collect();
edges.sort_unstable();
edges.dedup();
// We always sort edges and then choose the first one for splitting, but randomly choosing
// the splitting plane is more optimal. Here is the simplest LCG random generator. The
// parameters were copied from Numerical Recipes.
let first_idx = ((edges.len() as u32).overflowing_mul(1664525).0 + 1013904223)
% edges.len() as u32;
edges.swap(0, first_idx as usize);
edges
}
fn build_child(
nodes: &mut Vec<FaceBspNode>,
edges: &[(usize, usize)],
faces: &[Face],
vertices: &[Vec3],
) {
// We should have at most one remaining face if there are no remaining edges. This is not
// true either due to a bug, or when the source data is incorrect (either the sphere is not
// convex or the (0, 0, 0) is not inside the sphere).
if faces.is_empty() {
nodes.push(FaceBspNode::Leaf { face: None })
} else if faces.len() == 1 {
nodes.push(FaceBspNode::Leaf {
face: Some(faces[0]),
})
} else {
assert!(
!edges.is_empty(),
"No more remaining edges,\nnodes: {:?},\nfaces: {:?}",
nodes,
faces
);
Self::build(nodes, edges, faces, vertices);
}
}
fn query(&self, dir: Vec3) -> Option<Face> {
if self.nodes.is_empty() {
return None;
}
let mut idx = 0;
loop {
match self.nodes[idx] {
FaceBspNode::Split {
normal,
left_idx,
right_idx,
} => {
if normal.dot(dir) > 0.0 {
idx = left_idx as usize;
} else {
idx = right_idx as usize;
}
}
FaceBspNode::Leaf { face } => {
return face;
}
}
}
}
}
#[derive(Clone)]
struct HrtfPoint {
pos: Vec3,
left_hrtf: Vec<Complex<f32>>,
right_hrtf: Vec<Complex<f32>>,
}
impl HrtfSphere {
fn new(hrir_sphere: HrirSphere, block_len: usize) -> Self {
let mut planner = FftPlanner::new();
let pad_length = get_pad_len(hrir_sphere.length, block_len);
let vertices: Vec<_> = hrir_sphere.points.iter().map(|p| p.pos).collect();
let points = hrir_sphere
.points
.into_iter()
.map(|p| {
let left_hrtf = make_hrtf(p.left_hrir, pad_length, &mut planner);
let right_hrtf = make_hrtf(p.right_hrir, pad_length, &mut planner);
HrtfPoint {
pos: p.pos,
left_hrtf,
right_hrtf,
}
})
.collect();
let face_bsp = FaceBsp::new(&vertices, &hrir_sphere.faces);
Self {
points,
length: hrir_sphere.length,
face_bsp,
source: hrir_sphere.source,
}
}
/// Returns a path to resource from which HrtfSphere was created.
pub fn source(&self) -> &Path {
&self.source
}
/// Sampling with bilinear interpolation. See more info here http://www02.smt.ufrj.br/~diniz/conf/confi117.pdf
fn sample_bilinear(
&self,
left_hrtf: &mut Vec<Complex<f32>>,
right_hrtf: &mut Vec<Complex<f32>>,
dir: Vec3,
) {
let dir = dir.scale(10.0);
let face = self.face_bsp.query(dir).unwrap();
let a = self.points.get(face.a).unwrap();
let b = self.points.get(face.b).unwrap();
let c = self.points.get(face.c).unwrap();
if let Some(bary) =
ray_triangle_intersection(Vec3::new(0.0, 0.0, 0.0), dir, &[a.pos, b.pos, c.pos])
{
let len = a.left_hrtf.len();
left_hrtf.resize(len, Complex::zero());
for (((t, u), v), w) in left_hrtf
.iter_mut()
.zip(a.left_hrtf.iter())
.zip(b.left_hrtf.iter())
.zip(c.left_hrtf.iter())
{
*t = *u * bary.u + *v * bary.v + *w * bary.w;
}
right_hrtf.resize(len, Complex::zero());
for (((t, u), v), w) in right_hrtf
.iter_mut()
.zip(a.right_hrtf.iter())
.zip(b.right_hrtf.iter())
.zip(c.right_hrtf.iter())
{
*t = *u * bary.u + *v * bary.v + *w * bary.w;
}
}
}
}
#[inline]
fn copy_replace(prev_samples: &mut Vec<f32>, raw_buffer: &mut [Complex<f32>], segment_len: usize) {
if prev_samples.len() != segment_len {
*prev_samples = vec![0.0; segment_len];
}
// Copy samples from previous iteration in the beginning of the buffer.
for (prev_sample, raw_sample) in prev_samples.iter().zip(&mut raw_buffer[..segment_len]) {
*raw_sample = Complex::new(*prev_sample, 0.0);
}
// Replace last samples by samples from end of the buffer for next iteration.
let last_start = raw_buffer.len() - segment_len;
for (prev_sample, raw_sample) in prev_samples.iter_mut().zip(&mut raw_buffer[last_start..]) {
*prev_sample = raw_sample.re;
}
}
// Overlap-save convolution. See more info here:
// https://en.wikipedia.org/wiki/Overlap%E2%80%93save_method
//
// # Notes
//
// It is much faster than direct convolution (in case for long impulse responses
// and signals). Check table here: https://ccrma.stanford.edu/~jos/ReviewFourier/FFT_Convolution_vs_Direct.html
//
// I measured performance and direct convolution was 8-10 times slower than overlap-save convolution with impulse
// response length of 512 and signal length of 3545 samples.
#[inline]
fn convolve_overlap_save(
in_buffer: &mut [Complex<f32>],
scratch_buffer: &mut [Complex<f32>],
hrtf: &[Complex<f32>],
hrtf_len: usize,
prev_samples: &mut Vec<f32>,
fft: &dyn Fft<f32>,
ifft: &dyn Fft<f32>,
) {
assert_eq!(hrtf.len(), in_buffer.len());
copy_replace(prev_samples, in_buffer, hrtf_len);
fft.process_with_scratch(in_buffer, scratch_buffer);
// Multiply HRIR and input signal in frequency domain.
for (s, h) in in_buffer.iter_mut().zip(hrtf.iter()) {
*s *= *h;
}
ifft.process_with_scratch(in_buffer, scratch_buffer);
}
#[inline]
fn get_pad_len(hrtf_len: usize, block_len: usize) -> usize {
// Total length for each temporary buffer.
// The value defined by overlap-add convolution method:
//
// pad_length = M + N - 1,
//
// where M - signal length, N - hrtf length
block_len + hrtf_len - 1
}
/// See module docs.
pub struct HrtfProcessor {
hrtf_sphere: HrtfSphere,
left_in_buffer: Vec<Complex<f32>>,
right_in_buffer: Vec<Complex<f32>>,
scratch_buffer: Vec<Complex<f32>>,
fft: Arc<dyn Fft<f32>>,
ifft: Arc<dyn Fft<f32>>,
left_hrtf: Vec<Complex<f32>>,
right_hrtf: Vec<Complex<f32>>,
block_len: usize,
interpolation_steps: usize,
}
impl Debug for HrtfProcessor {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
writeln!(f, "HrtfProcessor")
}
}
impl Clone for HrtfProcessor {
fn clone(&self) -> Self {
Self {
hrtf_sphere: self.hrtf_sphere.clone(),
left_in_buffer: self.left_in_buffer.clone(),
right_in_buffer: self.right_in_buffer.clone(),
scratch_buffer: self.scratch_buffer.clone(),
fft: self.fft.clone(),
ifft: self.ifft.clone(),
left_hrtf: self.left_hrtf.clone(),
right_hrtf: self.right_hrtf.clone(),
block_len: self.block_len,
interpolation_steps: self.interpolation_steps,
}
}
}
/// Provides unified way of extracting single channel (left) from any set of interleaved samples
/// (LLLLL..., LRLRLRLR..., etc).
pub trait InterleavedSamples {
/// Returns first sample from set of interleaved samples.
fn left(&self) -> f32;
}
impl InterleavedSamples for f32 {
fn left(&self) -> f32 {
*self
}
}
impl InterleavedSamples for (f32, f32) {
fn left(&self) -> f32 {
self.0
}
}
#[inline]
fn get_raw_samples<T: InterleavedSamples>(
source: &[T],
left: &mut [Complex<f32>],
right: &mut [Complex<f32>],
offset: usize,
) {
assert_eq!(left.len(), right.len());
for ((left, right), samples) in left.iter_mut().zip(right.iter_mut()).zip(&source[offset..]) {
// Ignore all channels except left. Only mono sounds can be processed by HRTF.
let sample = Complex::new(samples.left(), 0.0);
*left = sample;
*right = sample;
}
}
/// Contains all input parameters for HRTF signal processing.
pub struct HrtfContext<'a, 'b, 'c, T: InterleavedSamples> {
/// Source of interleaved samples to be processed. HRTF works **only** with mono sources, so source
/// must implement InterleavedSamples trait which must provide sample from left channel only.
/// Source must have `interpolation_steps * block_len` length!
pub source: &'a [T],
/// An output buffer to write processed samples to. It must be **stereo** buffer, processed samples
/// will be mixed with samples in output buffer.
pub output: &'b mut [(f32, f32)],
/// New sampling vector. It must be a vector from a sound source position to a listener. If your
/// listener has orientation, then you should transform this vector into a listener space first.
pub new_sample_vector: Vec3,
/// Sampling vector from previous frame.
pub prev_sample_vector: Vec3,
/// Left channel samples from last frame. It is used for continuous convolution. It must point to
/// unique buffer which associated with a single sound source.
pub prev_left_samples: &'c mut Vec<f32>,
/// Right channel samples from last frame. It is used for continuous convolution. It must point to
/// unique buffer which associated with a single sound source.
pub prev_right_samples: &'c mut Vec<f32>,
/// New distance gain for given slice. It is used to interpolate gain so output signal will have
/// smooth transition from frame to frame. It is very important for click-free processing.
pub new_distance_gain: f32,
/// Distance gain from previous frame. It is used to interpolate gain so output signal will have
/// smooth transition from frame to frame. It is very important for click-free processing.
pub prev_distance_gain: f32,
}
impl HrtfProcessor {
/// Creates new HRTF processor using specified HRTF sphere. See module docs for more info.
///
/// `interpolation_steps` is the amount of slices to cut source to.
/// `block_len` is the length of each slice.
pub fn new(hrir_sphere: HrirSphere, interpolation_steps: usize, block_len: usize) -> Self {
let hrtf_sphere = HrtfSphere::new(hrir_sphere, block_len);
let pad_length = get_pad_len(hrtf_sphere.length, block_len);
// Acquire default HRTFs for left and right channels.
let pt = hrtf_sphere.points.first().unwrap();
let left_hrtf = pt.left_hrtf.clone();
let right_hrtf = pt.right_hrtf.clone();
let mut planner = FftPlanner::new();
Self {
hrtf_sphere,
left_in_buffer: vec![Complex::zero(); pad_length],
right_in_buffer: vec![Complex::zero(); pad_length],
scratch_buffer: vec![Complex::zero(); pad_length],
fft: planner.plan_fft_forward(pad_length),
ifft: planner.plan_fft_inverse(pad_length),
left_hrtf,
right_hrtf,
block_len,
interpolation_steps,
}
}
/// Returns shared reference to current hrtf sphere.
pub fn hrtf_sphere(&self) -> &HrtfSphere {
&self.hrtf_sphere
}
/// Processes given input samples and sums processed signal with output buffer. This method designed
/// to be used in a loop, it requires some info from previous frame. Check `HrtfContext` for more info.
///
/// # Example
///
/// ```no_run
/// use hrtf::{HrirSphere, HrtfContext, HrtfProcessor, Vec3};
/// let hrir_sphere = HrirSphere::from_file("your_file", 44100).unwrap();
///
/// let mut processor = HrtfProcessor::new(hrir_sphere, 8, 128);
///
/// let source = vec![0.; 1024]; // Fill with something useful.
/// let mut output = vec![(0.0, 0.0); 1024];
/// let mut prev_left_samples = vec![];
/// let mut prev_right_samples = vec![];
///
/// let context = HrtfContext {
/// source: &source,
/// output: &mut output,
/// new_sample_vector: Vec3{x: 0.0, y: 0.0, z: 1.0},
/// prev_sample_vector: Vec3{x: 0.0, y: 0.0, z: 1.0},
/// prev_left_samples: &mut prev_left_samples,
/// prev_right_samples: &mut prev_right_samples,
/// // For simplicity, keep gain at 1.0 so there will be no interpolation.
/// new_distance_gain: 1.0,
/// prev_distance_gain: 1.0
/// };
///
/// processor.process_samples(context);
/// ```
pub fn process_samples<T: InterleavedSamples>(&mut self, context: HrtfContext<T>) {
let HrtfContext {
source,
output,
new_sample_vector: sample_vector,
prev_sample_vector,
prev_left_samples,
prev_right_samples,
prev_distance_gain,
new_distance_gain,
} = context;
let expected_len = self.interpolation_steps * self.block_len;
assert_eq!(expected_len, source.len());
assert!(output.len() >= expected_len);
let new_sampling_vector = sample_vector;
let prev_sampling_vector = prev_sample_vector;
let pad_length = get_pad_len(self.hrtf_sphere.length, self.block_len);
// Overlap-save convolution with HRTF interpolation.
// It divides given output buffer into N parts, fetches samples from source,
// performs convolution and writes processed samples to output buffer. Output
// buffer divided into parts because of HRTF interpolation which significantly
// reduces distortion in output signal.
for step in 0..self.interpolation_steps {
let next = step + 1;
let out = &mut output[(step * self.block_len)..(next * self.block_len)];
let t = next as f32 / self.interpolation_steps as f32;
let sampling_vector = prev_sampling_vector.lerp(new_sampling_vector, t);
self.hrtf_sphere.sample_bilinear(
&mut self.left_hrtf,
&mut self.right_hrtf,
sampling_vector,
);
let hrtf_len = self.hrtf_sphere.length - 1;
get_raw_samples(
source,
&mut self.left_in_buffer[hrtf_len..],
&mut self.right_in_buffer[hrtf_len..],
step * self.block_len,
);
convolve_overlap_save(
&mut self.left_in_buffer,
&mut self.scratch_buffer,
&self.left_hrtf,
hrtf_len,
prev_left_samples,
&*self.fft,
&*self.ifft,
);
convolve_overlap_save(
&mut self.right_in_buffer,
&mut self.scratch_buffer,
&self.right_hrtf,
hrtf_len,
prev_right_samples,
&*self.fft,
&*self.ifft,
);
// Mix samples into output buffer with rescaling and apply distance gain.
let distance_gain = lerpf(prev_distance_gain, new_distance_gain, t);
let k = distance_gain / (pad_length as f32);
let left_payload = &self.left_in_buffer[hrtf_len..];
let right_payload = &self.right_in_buffer[hrtf_len..];
for ((out_left, out_right), (processed_left, processed_right)) in
out.iter_mut().zip(left_payload.iter().zip(right_payload))
{
*out_left += processed_left.re * k;
*out_right += processed_right.re * k;
}
}
}
}