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hrtf/
hrtf.rs

1use rg3d_core::algebra::Point3;
2use rg3d_sound::{
3    algebra::{UnitQuaternion, Vector3},
4    buffer::{DataSource, SoundBufferResource},
5    context::{self, SoundContext},
6    engine::SoundEngine,
7    futures::executor::block_on,
8    hrtf::HrirSphere,
9    renderer::{hrtf::HrtfRenderer, Renderer},
10    source::{generic::GenericSourceBuilder, spatial::SpatialSourceBuilder, SoundSource, Status},
11};
12use std::{
13    thread,
14    time::{self, Duration},
15};
16
17fn main() {
18    // Initialize sound engine with default output device.
19    let engine = SoundEngine::new();
20
21    let hrir_sphere =
22        HrirSphere::from_file("examples/data/IRC_1002_C.bin", context::SAMPLE_RATE).unwrap();
23
24    // Initialize new sound context with default output device.
25    let context = SoundContext::new();
26
27    engine.lock().unwrap().add_context(context.clone());
28
29    // Set HRTF renderer instead of default.
30    context
31        .state()
32        .set_renderer(Renderer::HrtfRenderer(HrtfRenderer::new(hrir_sphere)));
33
34    // Create some sounds.
35    let sound_buffer = SoundBufferResource::new_generic(
36        block_on(DataSource::from_file("examples/data/door_open.wav")).unwrap(),
37    )
38    .unwrap();
39    let source = SpatialSourceBuilder::new(
40        GenericSourceBuilder::new()
41            .with_buffer(sound_buffer)
42            .with_status(Status::Playing)
43            .build()
44            .unwrap(),
45    )
46    .build_source();
47    context.state().add_source(source);
48
49    let sound_buffer = SoundBufferResource::new_generic(
50        block_on(DataSource::from_file("examples/data/helicopter.wav")).unwrap(),
51    )
52    .unwrap();
53    let source = SpatialSourceBuilder::new(
54        GenericSourceBuilder::new()
55            .with_buffer(sound_buffer)
56            .with_status(Status::Playing)
57            .with_looping(true)
58            .build()
59            .unwrap(),
60    )
61    .build_source();
62    let source_handle = context.state().add_source(source);
63
64    // Move source sound around listener for some time.
65    let start_time = time::Instant::now();
66    let mut angle = 0.0f32;
67    while (time::Instant::now() - start_time).as_secs() < 360 {
68        // Separate scope for update to make sure that mutex lock will be released before
69        // thread::sleep will be called so context can actually work in background thread.
70        {
71            if let SoundSource::Spatial(spatial) = context.state().source_mut(source_handle) {
72                let axis = Vector3::y_axis();
73                let rotation_matrix =
74                    UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
75                spatial.set_position(
76                    rotation_matrix
77                        .transform_point(&Point3::new(0.0, 0.0, 3.0))
78                        .coords,
79                );
80            }
81
82            angle += 1.6;
83
84            println!(
85                "Sound render time {:?}",
86                context.state().full_render_duration()
87            );
88        }
89
90        // Limit rate of updates.
91        thread::sleep(Duration::from_millis(100));
92    }
93}