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use alloc::{boxed::Box, sync::Arc};
use core::{
ops::{Index, IndexMut},
sync::atomic::{AtomicBool, Ordering},
};
use crate::{
math::{add, dot, invert_quat, mix, norm, rotate, scale, sub, Float},
ring::Ring,
set::{set, Set, SetHandle},
swap, Sample, Seek, Signal,
};
type ErasedSpatialBuffered = Box<SpatialSignalBuffered<dyn Signal<Frame = Sample> + Send>>;
type ErasedSpatial = Box<SpatialSignal<dyn Seek<Frame = Sample> + Send>>;
/// An individual buffered spatialized signal
struct SpatialSignalBuffered<T: ?Sized> {
rate: u32,
max_delay: f32,
common: Common,
/// Delay queue of sound propagating through the medium
///
/// Accounts only for the source's velocity. Listener velocity and attenuation are handled at
/// output time.
queue: Ring,
inner: T,
}
impl<T> SpatialSignalBuffered<T> {
fn new(
rate: u32,
inner: T,
position: mint::Point3<f32>,
velocity: mint::Vector3<f32>,
max_delay: f32,
radius: f32,
) -> (swap::Sender<Motion>, Arc<AtomicBool>, Self) {
let mut queue = Ring::new((max_delay * rate as f32).ceil() as usize + 1);
queue.delay(
rate,
(norm(position.into()) / SPEED_OF_SOUND).min(max_delay),
);
let (send, finished, recv) = Common::new(radius, position, velocity);
(
send,
finished,
Self {
rate,
max_delay,
common: recv,
queue,
inner,
},
)
}
}
/// An individual seekable spatialized signal
struct SpatialSignal<T: ?Sized> {
common: Common,
inner: T,
}
impl<T> SpatialSignal<T> {
fn new(
inner: T,
position: mint::Point3<f32>,
velocity: mint::Vector3<f32>,
radius: f32,
) -> (swap::Sender<Motion>, Arc<AtomicBool>, Self) {
let (send, finished, recv) = Common::new(radius, position, velocity);
(
send,
finished,
Self {
common: recv,
inner,
},
)
}
}
struct Common {
radius: f32,
motion: swap::Receiver<Motion>,
state: State,
/// How long ago the signal finished, if it did
finished_for: Option<f32>,
stopped: Arc<AtomicBool>,
}
impl Common {
fn new(
radius: f32,
position: mint::Point3<f32>,
velocity: mint::Vector3<f32>,
) -> (swap::Sender<Motion>, Arc<AtomicBool>, Self) {
let finished = Arc::new(AtomicBool::new(false));
let (send, recv) = swap::swap(|| Motion {
position,
velocity,
discontinuity: false,
});
(
send,
finished.clone(),
Self {
radius,
motion: recv,
state: State::new(position),
finished_for: None,
stopped: finished,
},
)
}
}
/// Control for updating the motion of a spatial signal
pub struct Spatial {
motion: swap::Sender<Motion>,
finished: Arc<AtomicBool>,
}
impl Spatial {
/// Update the position and velocity of the signal
///
/// Coordinates should be in world space, translated such that the listener is at the origin,
/// but not rotated, with velocity relative to the listener. Units are meters and meters per
/// second.
///
/// Set `discontinuity` when the signal or listener has teleported. This prevents inference of a
/// very high velocity, with associated intense Doppler effects.
///
/// If your sounds seem to be lagging behind their intended position by about half a second,
/// make sure you're providing an accurate `velocity`!
pub fn set_motion(
&mut self,
position: mint::Point3<f32>,
velocity: mint::Vector3<f32>,
discontinuity: bool,
) {
*self.motion.pending() = Motion {
position,
velocity,
discontinuity,
};
self.motion.flush();
}
/// Whether the signal has completed and can no longer be heard
///
/// Accounts for signals still audible due to propagation delay.
pub fn is_finished(&self) -> bool {
self.finished.load(Ordering::Relaxed)
}
}
/// [`Signal`] for stereo output from a spatial scene
pub struct SpatialScene {
rot: swap::Receiver<mint::Quaternion<f32>>,
recv_buffered: Set<ErasedSpatialBuffered>,
recv: Set<ErasedSpatial>,
}
impl SpatialScene {
/// Create a [`Signal`] for spatializing mono signals for stereo output
///
/// Samples its component signals at `rate`.
pub fn new() -> (SpatialSceneControl, Self) {
let (seek_handle, seek_set) = set();
let (buffered_handle, buffered_set) = set();
let (rot_send, rot_recv) = swap::swap(|| mint::Quaternion {
s: 1.0,
v: [0.0; 3].into(),
});
let control = SpatialSceneControl {
rot: rot_send,
seek: seek_handle,
buffered: buffered_handle,
};
let signal = SpatialScene {
rot: rot_recv,
recv_buffered: buffered_set,
recv: seek_set,
};
(control, signal)
}
}
fn walk_set<T, U>(
set: &mut Set<Box<T>>,
get_common: impl Fn(&mut T) -> &mut Common,
get_inner: impl Fn(&T) -> &U,
prev_rot: &mint::Quaternion<f32>,
rot: &mint::Quaternion<f32>,
elapsed: f32,
mut mix_signal: impl FnMut(&mut T, mint::Point3<f32>, mint::Point3<f32>),
) where
T: ?Sized,
U: Signal + ?Sized,
{
set.update();
for i in (0..set.len()).rev() {
let signal = &mut set[i];
let common = get_common(signal);
let prev_position;
let next_position;
{
// Compute the signal's smoothed start/end positions over the sampled period
// TODO: Use historical positions
let state = &mut common.state;
// Update motion
let orig_next = *common.motion.received();
if common.motion.refresh() {
state.prev_position = if common.motion.received().discontinuity {
common.motion.received().position
} else {
state.smoothed_position(0.0, &orig_next)
};
state.dt = 0.0;
} else {
debug_assert_eq!(orig_next.position, common.motion.received().position);
}
prev_position = rotate(
prev_rot,
&state.smoothed_position(0.0, common.motion.received()),
);
next_position = rotate(
rot,
&state.smoothed_position(elapsed, common.motion.received()),
);
// Set up for next time
state.dt += elapsed;
}
// Discard finished sources. If a source is moving away faster than the speed of sound, you
// might get a pop.
let distance = norm(prev_position.into());
match common.finished_for {
Some(t) => {
if t > distance / SPEED_OF_SOUND {
common.stopped.store(true, Ordering::Relaxed);
} else {
common.finished_for = Some(t + elapsed);
}
}
None => {
if get_inner(signal).is_finished() {
get_common(signal).finished_for = Some(elapsed);
}
}
}
if get_common(signal).stopped.load(Ordering::Relaxed) {
set.remove(i);
continue;
}
mix_signal(signal, prev_position, next_position);
}
}
/// Control for modifying a [`SpatialScene`]
pub struct SpatialSceneControl {
rot: swap::Sender<mint::Quaternion<f32>>,
seek: SetHandle<ErasedSpatial>,
buffered: SetHandle<ErasedSpatialBuffered>,
}
impl SpatialSceneControl {
/// Begin playing `signal`
///
/// Note that `signal` must be single-channel. Signals in a spatial scene are modeled as
/// isotropic point sources, and cannot sensibly emit multichannel audio.
///
/// Coordinates should be in world space, translated such that the listener is at the origin,
/// but not rotated, with velocity relative to the listener. Units are meters and meters per
/// second.
///
/// Returns a handle that can be used to adjust the signal's movement in the future, pause or
/// stop it, and access other controls.
///
/// The type of signal given determines what additional controls can be used. See the
/// examples for a detailed guide.
pub fn play<S>(&mut self, signal: S, options: SpatialOptions) -> Spatial
where
S: Seek<Frame = Sample> + Send + 'static,
{
let (send, finished, recv) =
SpatialSignal::new(signal, options.position, options.velocity, options.radius);
let signal = Box::new(recv);
let handle = Spatial {
motion: send,
finished,
};
self.seek.insert(signal);
handle
}
/// Like [`play`](Self::play), but supports propagation delay for sources which do not implement `Seek` by
/// buffering.
///
/// `max_distance` dictates the amount of propagation delay to allocate a buffer for; larger
/// values consume more memory. To avoid glitching, the signal should be inaudible at
/// `max_distance`. `signal` is sampled at `rate` before resampling based on motion.
///
/// Sampling the scene for more than `buffer_duration` seconds at once may produce audible
/// glitches when the signal exceeds `max_distance` from the listener. If in doubt, 0.1 is a
/// reasonable guess.
pub fn play_buffered<S>(
&mut self,
signal: S,
options: SpatialOptions,
max_distance: f32,
rate: u32,
buffer_duration: f32,
) -> Spatial
where
S: Signal<Frame = Sample> + Send + 'static,
{
let (send, finished, recv) = SpatialSignalBuffered::new(
rate,
signal,
options.position,
options.velocity,
max_distance / SPEED_OF_SOUND + buffer_duration,
options.radius,
);
let signal = Box::new(recv);
let handle = Spatial {
motion: send,
finished,
};
self.buffered.insert(signal);
handle
}
/// Set the listener's rotation
///
/// An unrotated listener faces -Z, with +X to the right and +Y up.
pub fn set_listener_rotation(&mut self, rotation: mint::Quaternion<f32>) {
let signal_rotation = invert_quat(&rotation);
*self.rot.pending() = signal_rotation;
self.rot.flush();
}
}
/// Passed to [`SpatialSceneControl::play`]
#[derive(Debug, Copy, Clone)]
pub struct SpatialOptions {
/// Initial position
pub position: mint::Point3<f32>,
/// Initial velocity
pub velocity: mint::Vector3<f32>,
/// Distance of zero attenuation. Approaching closer does not increase volume.
pub radius: f32,
}
impl Default for SpatialOptions {
fn default() -> Self {
Self {
position: [0.0; 3].into(),
velocity: [0.0; 3].into(),
radius: 0.1,
}
}
}
impl Signal for SpatialScene {
type Frame = [Sample; 2];
fn sample(&mut self, interval: f32, out: &mut [[Sample; 2]]) {
let set = &mut self.recv_buffered;
// Update set contents
set.update();
// Update listener rotation
let (prev_rot, rot) = {
let prev = *self.rot.received();
self.rot.refresh();
(prev, *self.rot.received())
};
// Zero output in preparation for mixing
for frame in &mut *out {
*frame = [0.0; 2];
}
let mut buf = [0.0; 256];
let elapsed = interval * out.len() as f32;
walk_set(
set,
|signal| &mut signal.common,
|signal| &signal.inner,
&prev_rot,
&rot,
elapsed,
|signal, prev_position, next_position| {
debug_assert!(signal.max_delay >= elapsed);
// Extend delay queue with new data
signal.queue.write(&mut signal.inner, signal.rate, elapsed);
// Mix into output
for &ear in &[Ear::Left, Ear::Right] {
let prev_state = EarState::new(prev_position, ear, signal.common.radius);
let next_state = EarState::new(next_position, ear, signal.common.radius);
// Clamp into the max length of the delay queue
let prev_offset = (prev_state.offset - elapsed).max(-signal.max_delay);
let next_offset = next_state.offset.max(-signal.max_delay);
let dt = (next_offset - prev_offset) / out.len() as f32;
let d_gain = (next_state.gain - prev_state.gain) / out.len() as f32;
let mut i = 0;
let queue = &mut signal.queue;
for chunk in out.chunks_mut(buf.len()) {
let t = prev_offset + i as f32 * dt;
queue.sample(signal.rate, t, dt, &mut buf[..chunk.len()]);
for (s, o) in buf.iter().copied().zip(chunk) {
let gain = prev_state.gain + i as f32 * d_gain;
o[ear as usize] += s * gain;
i += 1;
}
}
}
},
);
let set = &mut self.recv;
// Update set contents
set.update();
walk_set(
set,
|signal| &mut signal.common,
|signal| &signal.inner,
&prev_rot,
&rot,
elapsed,
|signal, prev_position, next_position| {
for &ear in &[Ear::Left, Ear::Right] {
let prev_state = EarState::new(prev_position, ear, signal.common.radius);
let next_state = EarState::new(next_position, ear, signal.common.radius);
signal.inner.seek(prev_state.offset); // Initial real time -> Initial delayed
let effective_elapsed = (elapsed + next_state.offset) - prev_state.offset;
let dt = effective_elapsed / out.len() as f32;
let d_gain = (next_state.gain - prev_state.gain) / out.len() as f32;
let mut i = 0;
for chunk in out.chunks_mut(buf.len()) {
signal.inner.sample(dt, &mut buf[..chunk.len()]);
for (s, o) in buf.iter().copied().zip(chunk) {
let gain = prev_state.gain + i as f32 * d_gain;
o[ear as usize] += s * gain;
i += 1;
}
}
// Final delayed -> Initial real time
signal.inner.seek(-effective_elapsed - prev_state.offset);
}
// Initial real time -> Final real time
signal.inner.seek(elapsed);
},
);
}
#[inline]
fn is_finished(&self) -> bool {
false
}
}
#[derive(Copy, Clone)]
struct Motion {
position: mint::Point3<f32>,
velocity: mint::Vector3<f32>,
discontinuity: bool,
}
struct State {
/// Smoothed position estimate when position/vel were updated
prev_position: mint::Point3<f32>,
/// Seconds since position/vel were updated
dt: f32,
}
impl State {
fn new(position: mint::Point3<f32>) -> Self {
Self {
prev_position: position,
dt: 0.0,
}
}
fn smoothed_position(&self, dt: f32, next: &Motion) -> mint::Point3<f32> {
let dt = self.dt + dt;
let position_change = scale(next.velocity, dt);
let naive_position = add(self.prev_position, position_change);
let intended_position = add(next.position, position_change);
mix(
naive_position,
intended_position,
(dt / POSITION_SMOOTHING_PERIOD).min(1.0),
)
}
}
/// Seconds over which to smooth position discontinuities
///
/// Discontinuities arise because we only process commands at discrete intervals, and because the
/// caller probably isn't running at perfectly even intervals either. If smoothed over too short a
/// period, discontinuities will cause abrupt changes in effective velocity, which are distinctively
/// audible due to the doppler effect.
const POSITION_SMOOTHING_PERIOD: f32 = 0.5;
#[derive(Debug, Clone)]
struct EarState {
/// Time offset at which this sound was most recently sampled
offset: f32,
/// Gain most recently applied
gain: f32,
}
impl EarState {
fn new(position_wrt_listener: mint::Point3<f32>, ear: Ear, radius: f32) -> Self {
let distance = norm(sub(position_wrt_listener, ear.pos()));
let offset = distance * (-1.0 / SPEED_OF_SOUND);
let distance_gain = radius / distance.max(radius);
// 1.0 when ear faces source directly; 0.5 when perpendicular; 0 when opposite
let stereo_gain = 0.5
+ if distance < 1e-3 {
0.5
} else {
dot(
ear.dir(),
scale(position_wrt_listener.into(), 0.5 / distance),
)
};
Self {
offset,
gain: stereo_gain * distance_gain,
}
}
}
#[derive(Debug, Copy, Clone)]
enum Ear {
Left,
Right,
}
impl<T> Index<Ear> for [T] {
type Output = T;
fn index(&self, x: Ear) -> &T {
&self[x as usize]
}
}
impl<T> IndexMut<Ear> for [T] {
fn index_mut(&mut self, x: Ear) -> &mut T {
&mut self[x as usize]
}
}
impl Ear {
/// Location of the ear wrt a head facing -Z
fn pos(self) -> mint::Point3<f32> {
[
match self {
Ear::Left => -HEAD_RADIUS,
Ear::Right => HEAD_RADIUS,
},
0.0,
0.0,
]
.into()
}
/// Unit vector along which sound is least attenuated
fn dir(self) -> mint::Vector3<f32> {
// [+-4, 0, -1] normalized
[
match self {
Ear::Left => -1.0,
Ear::Right => 1.0,
} * 4.0
/ 17.0f32.sqrt(),
0.0,
-1.0 / 17.0f32.sqrt(),
]
.into()
}
}
/// Rate sound travels from signals to listeners (m/s)
const SPEED_OF_SOUND: f32 = 343.0;
/// Distance from center of head to an ear (m)
const HEAD_RADIUS: f32 = 0.1075;
#[cfg(test)]
mod tests {
use super::*;
struct FinishedSignal;
impl Signal for FinishedSignal {
type Frame = f32;
fn sample(&mut self, _: f32, out: &mut [Self::Frame]) {
out.fill(0.0);
}
fn is_finished(&self) -> bool {
true
}
}
impl Seek for FinishedSignal {
fn seek(&mut self, _: f32) {}
}
/// Verify that a signal is dropped only after accounting for propagation delay
#[test]
fn signal_finished() {
let (mut control, mut scene) = SpatialScene::new();
control.play(
FinishedSignal,
SpatialOptions {
// Exactly one second of propagation delay
position: [SPEED_OF_SOUND, 0.0, 0.0].into(),
..SpatialOptions::default()
},
);
scene.sample(0.0, &mut []);
assert_eq!(
scene.recv.len(),
1,
"signal remains after no time has passed"
);
scene.sample(0.6, &mut [[0.0; 2]]);
assert_eq!(
scene.recv.len(),
1,
"signal remains partway through propagation"
);
scene.sample(0.6, &mut [[0.0; 2]]);
assert_eq!(
scene.recv.len(),
1,
"signal remains immediately after propagation delay expires"
);
scene.sample(0.0, &mut []);
assert_eq!(
scene.recv.len(),
0,
"signal dropped on first past after propagation delay expires"
);
}
}