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reverb/
reverb.rs

1use rg3d_sound::engine::SoundEngine;
2use rg3d_sound::futures::executor::block_on;
3use rg3d_sound::{
4    algebra::{Point3, UnitQuaternion, Vector3},
5    buffer::{DataSource, SoundBufferResource},
6    context::{self, SoundContext},
7    effects::{reverb::Reverb, BaseEffect, Effect, EffectInput},
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    let hrir_sphere =
19        HrirSphere::from_file("examples/data/IRC_1002_C.bin", context::SAMPLE_RATE).unwrap();
20
21    // Initialize sound engine with default output device.
22    let engine = SoundEngine::new();
23
24    // Initialize new sound context.
25    let context = SoundContext::new();
26
27    engine.lock().unwrap().add_context(context.clone());
28
29    // Set HRTF renderer instead of default for binaural sound.
30    context
31        .state()
32        .set_renderer(Renderer::HrtfRenderer(HrtfRenderer::new(hrir_sphere)));
33
34    let base_effect = BaseEffect::default();
35
36    // Create reverb effect and set its decay time.
37    let mut reverb = Reverb::new(base_effect);
38    reverb.set_decay_time(Duration::from_secs_f32(10.0));
39    let reverb_handle = context.state().add_effect(Effect::Reverb(reverb));
40
41    // Create some sounds.
42    let sound_buffer = SoundBufferResource::new_generic(
43        block_on(DataSource::from_file("examples/data/door_open.wav")).unwrap(),
44    )
45    .unwrap();
46    let source = SpatialSourceBuilder::new(
47        GenericSourceBuilder::new()
48            .with_buffer(sound_buffer)
49            .with_status(Status::Playing)
50            .build()
51            .unwrap(),
52    )
53    .build_source();
54    let door_sound = context.state().add_source(source);
55
56    // Each sound source must be attached to effect, otherwise sound won't be passed to effect
57    // and you'll hear sound without any difference.
58    context
59        .state()
60        .effect_mut(reverb_handle)
61        .add_input(EffectInput::direct(door_sound));
62
63    let sound_buffer = SoundBufferResource::new_generic(
64        block_on(DataSource::from_file("examples/data/drop.wav")).unwrap(),
65    )
66    .unwrap();
67    let source = SpatialSourceBuilder::new(
68        GenericSourceBuilder::new()
69            .with_buffer(sound_buffer)
70            .with_status(Status::Playing)
71            .with_looping(true)
72            .build()
73            .unwrap(),
74    )
75    .build_source();
76    let drop_sound_handle = context.state().add_source(source);
77
78    context
79        .state()
80        .effect_mut(reverb_handle)
81        .add_input(EffectInput::direct(drop_sound_handle));
82
83    // Move sound around listener for some time.
84    let start_time = time::Instant::now();
85    let mut angle = 0.0f32;
86    while (time::Instant::now() - start_time).as_secs() < 360 {
87        if let SoundSource::Spatial(sound) = context.state().source_mut(drop_sound_handle) {
88            let axis = Vector3::y_axis();
89            let rotation_matrix =
90                UnitQuaternion::from_axis_angle(&axis, angle.to_radians()).to_homogeneous();
91            sound.set_position(
92                rotation_matrix
93                    .transform_point(&Point3::new(0.0, 0.0, 1.0))
94                    .coords,
95            );
96        }
97
98        angle += 1.6;
99
100        println!(
101            "Sound render time {:?}",
102            context.state().full_render_duration()
103        );
104
105        // Limit rate of context updates.
106        thread::sleep(Duration::from_millis(100));
107    }
108}