mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 12:23:49 +01:00
171 lines
4.7 KiB
JavaScript
171 lines
4.7 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* AudioObject
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*
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* - 3d spatialized sound with Doppler-shift effect
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*
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* - uses Audio API (currently supported in WebKit-based browsers)
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* https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html
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*
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* - based on Doppler effect demo from Chromium
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* http://chromium.googlecode.com/svn/trunk/samples/audio/doppler.html
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*
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* - parameters
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*
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* - listener
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* dopplerFactor // A constant used to determine the amount of pitch shift to use when rendering a doppler effect.
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* speedOfSound // The speed of sound used for calculating doppler shift. The default value is 343.3 meters / second.
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*
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* - panner
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* refDistance // A reference distance for reducing volume as source move further from the listener.
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* maxDistance // The maximum distance between source and listener, after which the volume will not be reduced any further.
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* rolloffFactor // Describes how quickly the volume is reduced as source moves away from listener.
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* coneInnerAngle // An angle inside of which there will be no volume reduction.
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* coneOuterAngle // An angle outside of which the volume will be reduced to a constant value of coneOuterGain.
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* coneOuterGain // Amount of volume reduction outside of the coneOuterAngle.
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*/
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THREE.AudioObject = function ( url, volume, playbackRate, loop ) {
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THREE.Object3D.call( this );
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if ( playbackRate === undefined ) playbackRate = 1;
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if ( volume === undefined ) volume = 1;
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if ( loop === undefined ) loop = true;
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if ( ! this.context ) {
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try {
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THREE.AudioObject.prototype.context = new webkitAudioContext();
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} catch ( error ) {
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console.warn( "THREE.AudioObject: webkitAudioContext not found" );
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return this;
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}
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}
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this.directionalSource = false;
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this.listener = this.context.listener;
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this.panner = this.context.createPanner();
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this.source = this.context.createBufferSource();
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this.masterGainNode = this.context.createGainNode();
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this.dryGainNode = this.context.createGainNode();
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// Setup initial gains
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this.masterGainNode.gain.value = volume;
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this.dryGainNode.gain.value = 3.0;
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// Connect dry mix
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this.source.connect( this.panner );
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this.panner.connect( this.dryGainNode );
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this.dryGainNode.connect( this.masterGainNode );
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// Connect master gain
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this.masterGainNode.connect( this.context.destination );
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// Set source parameters and load sound
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this.source.playbackRate.value = playbackRate;
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this.source.loop = loop;
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loadBufferAndPlay( url );
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// private properties
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var soundPosition = new THREE.Vector3(),
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cameraPosition = new THREE.Vector3(),
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oldSoundPosition = new THREE.Vector3(),
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oldCameraPosition = new THREE.Vector3(),
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soundDelta = new THREE.Vector3(),
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cameraDelta = new THREE.Vector3(),
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soundFront = new THREE.Vector3(),
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cameraFront = new THREE.Vector3(),
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soundUp = new THREE.Vector3(),
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cameraUp = new THREE.Vector3();
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var _this = this;
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// API
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this.setVolume = function ( volume ) {
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this.masterGainNode.gain.value = volume;
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};
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this.update = function ( camera ) {
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oldSoundPosition.copy( soundPosition );
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oldCameraPosition.copy( cameraPosition );
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soundPosition.setFromMatrixPosition( this.matrixWorld );
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cameraPosition.setFromMatrixPosition( camera.matrixWorld );
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soundDelta.subVectors( soundPosition, oldSoundPosition );
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cameraDelta.subVectors( cameraPosition, oldCameraPosition );
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cameraUp.copy( camera.up );
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cameraFront.set( 0, 0, -1 );
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cameraFront.transformDirection( camera.matrixWorld );
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this.listener.setPosition( cameraPosition.x, cameraPosition.y, cameraPosition.z );
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this.listener.setVelocity( cameraDelta.x, cameraDelta.y, cameraDelta.z );
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this.listener.setOrientation( cameraFront.x, cameraFront.y, cameraFront.z, cameraUp.x, cameraUp.y, cameraUp.z );
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this.panner.setPosition( soundPosition.x, soundPosition.y, soundPosition.z );
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this.panner.setVelocity( soundDelta.x, soundDelta.y, soundDelta.z );
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if ( this.directionalSource ) {
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soundFront.set( 0, 0, -1 );
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soundFront.transformDirection( this.matrixWorld );
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soundUp.copy( this.up );
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this.panner.setOrientation( soundFront.x, soundFront.y, soundFront.z, soundUp.x, soundUp.y, soundUp.z );
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}
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};
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function loadBufferAndPlay( url ) {
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// Load asynchronously
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var request = new XMLHttpRequest();
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request.open( "GET", url, true );
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request.responseType = "arraybuffer";
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request.onload = function() {
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_this.source.buffer = _this.context.createBuffer( request.response, true );
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_this.source.noteOn( 0 );
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}
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request.send();
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}
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};
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THREE.AudioObject.prototype = Object.create( THREE.Object3D.prototype );
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THREE.AudioObject.prototype.constructor = THREE.AudioObject;
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THREE.AudioObject.prototype.context = null;
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THREE.AudioObject.prototype.type = null;
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