feat(audio): add 3D audio spatial functions (distance attenuation, stereo panning)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -4,3 +4,4 @@ version = "0.1.0"
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edition = "2021"
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[dependencies]
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voltex_math.workspace = true
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@@ -4,8 +4,10 @@ pub mod mixing;
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#[cfg(target_os = "windows")]
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pub mod wasapi;
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pub mod audio_system;
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pub mod spatial;
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pub use audio_clip::AudioClip;
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pub use wav::{parse_wav, generate_wav_bytes};
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pub use mixing::{PlayingSound, mix_sounds};
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pub use audio_system::AudioSystem;
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pub use spatial::{Listener, SpatialParams, distance_attenuation, stereo_pan, compute_spatial_gains};
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162
crates/voltex_audio/src/spatial.rs
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162
crates/voltex_audio/src/spatial.rs
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@@ -0,0 +1,162 @@
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use voltex_math::Vec3;
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use std::f32::consts::PI;
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/// Represents the listener in 3D space.
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#[derive(Debug, Clone)]
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pub struct Listener {
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pub position: Vec3,
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pub forward: Vec3,
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pub right: Vec3,
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}
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impl Default for Listener {
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fn default() -> Self {
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Self {
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position: Vec3::ZERO,
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forward: Vec3::new(0.0, 0.0, -1.0),
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right: Vec3::X,
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}
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}
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}
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/// Parameters for a 3D audio emitter.
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#[derive(Debug, Clone)]
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pub struct SpatialParams {
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pub position: Vec3,
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pub min_distance: f32,
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pub max_distance: f32,
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}
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impl SpatialParams {
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/// Create with explicit parameters.
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pub fn new(position: Vec3, min_distance: f32, max_distance: f32) -> Self {
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Self { position, min_distance, max_distance }
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}
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/// Create at a position with default distances (1.0 min, 100.0 max).
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pub fn at(position: Vec3) -> Self {
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Self { position, min_distance: 1.0, max_distance: 100.0 }
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}
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}
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/// Inverse-distance attenuation model.
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/// Returns 1.0 when distance <= min_dist, 0.0 when distance >= max_dist,
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/// otherwise min_dist / distance clamped to [0, 1].
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pub fn distance_attenuation(distance: f32, min_dist: f32, max_dist: f32) -> f32 {
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if distance <= min_dist {
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1.0
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} else if distance >= max_dist {
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0.0
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} else {
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(min_dist / distance).clamp(0.0, 1.0)
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}
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}
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/// Equal-power stereo panning based on listener orientation and emitter position.
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/// Returns (left_gain, right_gain).
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/// If the emitter is at the same position as the listener, returns (1.0, 1.0).
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pub fn stereo_pan(listener: &Listener, emitter_pos: Vec3) -> (f32, f32) {
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let diff = emitter_pos - listener.position;
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let distance = diff.length();
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const EPSILON: f32 = 1e-6;
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if distance < EPSILON {
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return (1.0, 1.0);
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}
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let direction = diff * (1.0 / distance);
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let pan = direction.dot(listener.right).clamp(-1.0, 1.0);
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// Map pan [-1, 1] to angle [0, PI/2] via angle = pan * PI/4 + PI/4
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let angle = pan * (PI / 4.0) + (PI / 4.0);
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let left = angle.cos();
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let right = angle.sin();
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(left, right)
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}
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/// Convenience function combining distance attenuation and stereo panning.
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/// Returns (attenuation, left_gain, right_gain).
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pub fn compute_spatial_gains(listener: &Listener, spatial: &SpatialParams) -> (f32, f32, f32) {
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let diff = spatial.position - listener.position;
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let distance = diff.length();
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let attenuation = distance_attenuation(distance, spatial.min_distance, spatial.max_distance);
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let (left, right) = stereo_pan(listener, spatial.position);
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(attenuation, left, right)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use voltex_math::Vec3;
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#[test]
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fn attenuation_at_min() {
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// distance <= min_distance should return 1.0
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assert_eq!(distance_attenuation(0.5, 1.0, 10.0), 1.0);
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assert_eq!(distance_attenuation(1.0, 1.0, 10.0), 1.0);
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}
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#[test]
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fn attenuation_at_max() {
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// distance >= max_distance should return 0.0
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assert_eq!(distance_attenuation(10.0, 1.0, 10.0), 0.0);
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assert_eq!(distance_attenuation(50.0, 1.0, 10.0), 0.0);
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}
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#[test]
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fn attenuation_between() {
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// inverse: min_dist / distance
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let result = distance_attenuation(5.0, 1.0, 10.0);
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let expected = 1.0_f32 / 5.0_f32;
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assert!((result - expected).abs() < 1e-6, "expected {expected}, got {result}");
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}
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#[test]
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fn pan_right() {
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// Emitter to the right (+X) should give right > left
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let listener = Listener::default();
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let emitter = Vec3::new(10.0, 0.0, 0.0);
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let (left, right) = stereo_pan(&listener, emitter);
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assert!(right > left, "expected right > left for +X emitter, got left={left}, right={right}");
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}
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#[test]
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fn pan_left() {
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// Emitter to the left (-X) should give left > right
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let listener = Listener::default();
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let emitter = Vec3::new(-10.0, 0.0, 0.0);
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let (left, right) = stereo_pan(&listener, emitter);
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assert!(left > right, "expected left > right for -X emitter, got left={left}, right={right}");
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}
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#[test]
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fn pan_front() {
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// Emitter directly in front (-Z) should give roughly equal gains
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let listener = Listener::default();
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let emitter = Vec3::new(0.0, 0.0, -10.0);
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let (left, right) = stereo_pan(&listener, emitter);
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assert!((left - right).abs() < 0.01, "expected roughly equal for front emitter, got left={left}, right={right}");
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}
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#[test]
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fn pan_same_position() {
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// Same position as listener should return (1.0, 1.0)
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let listener = Listener::default();
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let emitter = Vec3::ZERO;
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let (left, right) = stereo_pan(&listener, emitter);
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assert_eq!((left, right), (1.0, 1.0));
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}
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#[test]
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fn compute_spatial_gains_combines_both() {
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let listener = Listener::default();
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// Emitter at (5, 0, 0) with min=1, max=10
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let spatial = SpatialParams::new(Vec3::new(5.0, 0.0, 0.0), 1.0, 10.0);
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let (attenuation, left, right) = compute_spatial_gains(&listener, &spatial);
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// Check attenuation: distance=5, min=1, max=10 → 1/5 = 0.2
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let expected_atten = 1.0_f32 / 5.0_f32;
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assert!((attenuation - expected_atten).abs() < 1e-6,
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"attenuation mismatch: expected {expected_atten}, got {attenuation}");
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// Emitter is to the right, so right > left
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assert!(right > left, "expected right > left, got left={left}, right={right}");
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}
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}
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