4.2 KiB
4.2 KiB
Phase 6-2: 3D Audio — Design Spec
Overview
voltex_audio에 3D 공간 오디오를 추가한다. 거리 기반 감쇠와 스테레오 패닝으로 소리의 공간감을 표현한다.
Scope
- Listener (위치, 방향)
- SpatialParams (이미터 위치, min/max 거리)
- 거리 감쇠 (inverse distance)
- 스테레오 패닝 (equal-power)
- play_3d, set_listener API
Out of Scope
- 도플러 효과
- HRTF
- Reverb/Echo
- 다중 리스너
Module Structure
voltex_audio (수정/추가)
crates/voltex_audio/src/spatial.rs— Listener, SpatialParams, 감쇠/패닝 순수 함수 (Create)crates/voltex_audio/src/mixing.rs— PlayingSound에 spatial 추가, mix에 spatial 적용 (Modify)crates/voltex_audio/src/audio_system.rs— Play3d, SetListener 명령 추가 (Modify)crates/voltex_audio/src/lib.rs— spatial 모듈 등록 (Modify)
Dependencies
voltex_math— Vec3 (위치, 방향 계산)crates/voltex_audio/Cargo.toml에 voltex_math 의존 추가
Types
Listener
#[derive(Debug, Clone, Copy)]
pub struct Listener {
pub position: Vec3,
pub forward: Vec3,
pub right: Vec3,
}
default()→ position=ZERO, forward=-Z, right=X
SpatialParams
#[derive(Debug, Clone, Copy)]
pub struct SpatialParams {
pub position: Vec3,
pub min_distance: f32,
pub max_distance: f32,
}
new(position, min_distance, max_distance)— 생성at(position)— min=1.0, max=50.0 기본값으로 간편 생성
Functions (spatial.rs)
distance_attenuation
pub fn distance_attenuation(distance: f32, min_dist: f32, max_dist: f32) -> f32
- distance <= min_dist → 1.0
- distance >= max_dist → 0.0
- 사이:
min_dist / distance(inverse distance, clamped)
stereo_pan
pub fn stereo_pan(listener: &Listener, emitter_pos: Vec3) -> (f32, f32)
- direction = (emitter_pos - listener.position).normalize()
- pan = direction.dot(listener.right) — -1.0(왼쪽) ~ 1.0(오른쪽)
- Equal-power panning:
- left_gain = cos(pan * PI/4 + PI/4) — pan=-1일 때 1.0, pan=1일 때 0.0
- right_gain = sin(pan * PI/4 + PI/4) — pan=-1일 때 0.0, pan=1일 때 1.0
- 이미터가 리스너 위치와 동일하면 (1.0, 1.0) 반환
compute_spatial_gains
pub fn compute_spatial_gains(listener: &Listener, spatial: &SpatialParams) -> (f32, f32, f32)
Returns (attenuation, left_gain, right_gain). 편의 함수: distance_attenuation + stereo_pan 결합.
Mixing Integration
PlayingSound 변경
pub struct PlayingSound {
pub clip_index: usize,
pub position: usize,
pub volume: f32,
pub looping: bool,
pub spatial: Option<SpatialParams>, // NEW
}
mix_sounds 변경
시그니처에 listener: &Listener 파라미터 추가:
pub fn mix_sounds(
output: &mut [f32],
playing: &mut Vec<PlayingSound>,
clips: &[AudioClip],
device_sample_rate: u32,
device_channels: u16,
frames: usize,
listener: &Listener, // NEW
)
spatial이 Some인 사운드:
- compute_spatial_gains로 (attenuation, left, right) 계산
- 볼륨에 attenuation 곱하기
- 스테레오 출력에 left/right gain 적용
spatial이 None인 사운드 (2D):
- 기존 동작 유지 (전체 볼륨 균등)
AudioSystem API 변경
새 명령
AudioCommand::Play3d { clip_index, volume, looping, spatial: SpatialParams },
AudioCommand::SetListener { position: Vec3, forward: Vec3, right: Vec3 },
새 메서드
pub fn play_3d(&self, clip_index: usize, volume: f32, looping: bool, spatial: SpatialParams)
pub fn set_listener(&self, position: Vec3, forward: Vec3, right: Vec3)
Test Plan
spatial.rs
- distance_attenuation: at min_dist (1.0), at max_dist (0.0), between, zero distance
- stereo_pan: right side → right gain > left, left side → left gain > right, front → roughly equal, same position → (1.0, 1.0)
- compute_spatial_gains: combines both correctly
mixing.rs (spatial integration)
- 2D sound unchanged (spatial=None, listener 무관)
- 3D sound at max_distance → near-silent output
- 3D sound at min_distance → full volume
- 3D sound on right → right channel louder