/* * Copyright (C) 2010 Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(WEB_AUDIO) #include "Cone.h" #include namespace WebCore { ConeEffect::ConeEffect() : m_innerAngle(360.0) , m_outerAngle(360.0) , m_outerGain(0.0) { } double ConeEffect::gain(FloatPoint3D sourcePosition, FloatPoint3D sourceOrientation, FloatPoint3D listenerPosition) { if (sourceOrientation.isZero() || ((m_innerAngle == 360.0) && (m_outerAngle == 360.0))) return 1.0; // no cone specified - unity gain // Normalized source-listener vector FloatPoint3D sourceToListener = listenerPosition - sourcePosition; sourceToListener.normalize(); FloatPoint3D normalizedSourceOrientation = sourceOrientation; normalizedSourceOrientation.normalize(); // Angle between the source orientation vector and the source-listener vector double dotProduct = sourceToListener.dot(normalizedSourceOrientation); double angle = 180.0 * acos(dotProduct) / piDouble; double absAngle = fabs(angle); // Divide by 2.0 here since API is entire angle (not half-angle) double absInnerAngle = fabs(m_innerAngle) / 2.0; double absOuterAngle = fabs(m_outerAngle) / 2.0; double gain = 1.0; if (absAngle <= absInnerAngle) // No attenuation gain = 1.0; else if (absAngle >= absOuterAngle) // Max attenuation gain = m_outerGain; else { // Between inner and outer cones // inner -> outer, x goes from 0 -> 1 double x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle); gain = (1.0 - x) + m_outerGain * x; } return gain; } } // namespace WebCore #endif // ENABLE(WEB_AUDIO)