import { dbToLinear, distance3 } from "./math.js"; import { hashString, whiteNoiseAt } from "./noise.js"; const WALLS = [ { id: "xMin", axis: 0, boundary: "min" }, { id: "xMax", axis: 0, boundary: "max" }, { id: "yMin", axis: 1, boundary: "min" }, { id: "yMax", axis: 1, boundary: "max" }, { id: "zMin", axis: 2, boundary: "min" }, { id: "zMax", axis: 2, boundary: "max" }, ]; const GEOMETRY_EPSILON = 1e-9; function insideBounds(position, bounds, epsilon = GEOMETRY_EPSILON) { return position.every( (coordinate, axis) => coordinate >= bounds.min[axis] - epsilon && coordinate <= bounds.max[axis] + epsilon, ); } function segmentIntersectsBox(start, end, box) { let entry = 0; let exit = 1; for (let axis = 0; axis < 3; axis += 1) { const delta = end[axis] - start[axis]; if (Math.abs(delta) <= GEOMETRY_EPSILON) { if (start[axis] < box.min[axis] || start[axis] > box.max[axis]) return false; continue; } const first = (box.min[axis] - start[axis]) / delta; const second = (box.max[axis] - start[axis]) / delta; entry = Math.max(entry, Math.min(first, second)); exit = Math.min(exit, Math.max(first, second)); if (entry > exit) return false; } return exit > GEOMETRY_EPSILON && entry < 1 - GEOMETRY_EPSILON; } function shortestCornerDetour(start, end, box) { let shortestDistance = Infinity; for (let mask = 0; mask < 8; mask += 1) { const corner = [0, 1, 2].map((axis) => mask & (1 << axis) ? box.max[axis] : box.min[axis], ); shortestDistance = Math.min( shortestDistance, distance3(start, corner) + distance3(corner, end), ); } return shortestDistance; } function imageSourceDistance(source, receiver, room, wall) { if (!insideBounds(source, room) || !insideBounds(receiver, room)) return null; const plane = room[wall.boundary][wall.axis]; const image = [...source]; image[wall.axis] = 2 * plane - source[wall.axis]; const denominator = receiver[wall.axis] - image[wall.axis]; if (Math.abs(denominator) <= GEOMETRY_EPSILON) return null; const amount = (plane - image[wall.axis]) / denominator; if (amount <= GEOMETRY_EPSILON || amount >= 1 - GEOMETRY_EPSILON) return null; const reflectionPoint = image.map( (coordinate, axis) => coordinate + (receiver[axis] - coordinate) * amount, ); for (let axis = 0; axis < 3; axis += 1) { if (axis === wall.axis) continue; if ( reflectionPoint[axis] < room.min[axis] - GEOMETRY_EPSILON || reflectionPoint[axis] > room.max[axis] + GEOMETRY_EPSILON ) { return null; } } return distance3(image, receiver); } function pathGain(distance, coefficient, referenceDistance, minimumDistance) { return coefficient * referenceDistance / Math.max(distance, minimumDistance); } function deterministicUnit(seed, index) { return (whiteNoiseAt(seed, index) + 1) / 2; } function stableSeed(scene, sourceId, receiverId) { return ( (scene.seed ?? 0) ^ hashString(String(sourceId ?? "source")) ^ Math.imul(hashString(String(receiverId ?? "receiver")), 0x45d9f3b) ) >>> 0; } /** * Build a sparse, deterministic set of propagation paths for one source/receiver pair. * * The optional shoebox model is intentionally bounded: direct sound, six first-order * image sources, at most one edge-detour per occluder, and a capped diffuse tail. * It is useful for array/algorithm comparisons; it is not a room-acoustics solver. */ export function buildAcousticPaths(options) { const { scene, sourcePosition, receiverPosition, sourceId, receiverId, referenceDistance = 1, minimumDistance = 0.01, } = options; const speedOfSound = scene.speedOfSound; const directDistance = distance3(sourcePosition, receiverPosition); const acoustics = scene.acoustics; if (!acoustics || acoustics.model === "free-field") { return [{ kind: "direct", distance: directDistance, delaySeconds: directDistance / speedOfSound, gain: pathGain(directDistance, 1, referenceDistance, minimumDistance), }]; } const paths = []; const blockers = (acoustics.occluders ?? []).filter((occluder) => segmentIntersectsBox(sourcePosition, receiverPosition, occluder), ); const transmission = blockers.reduce( (coefficient, occluder) => coefficient * dbToLinear(occluder.transmissionDb), 1, ); paths.push({ kind: "direct", distance: directDistance, delaySeconds: directDistance / speedOfSound, gain: pathGain(directDistance, transmission, referenceDistance, minimumDistance), blockedBy: blockers.map(({ id }) => id), }); for (const occluder of blockers) { const distance = shortestCornerDetour(sourcePosition, receiverPosition, occluder); paths.push({ kind: "diffraction", occluderId: occluder.id, distance, delaySeconds: distance / speedOfSound, gain: pathGain( distance, dbToLinear(occluder.diffractionGainDb), referenceDistance, minimumDistance, ), }); } const reflections = acoustics.reflections; const seed = stableSeed(scene, sourceId, receiverId); if (reflections?.order === 1 && acoustics.room) { const scattering = reflections.scattering ?? 0; for (let wallIndex = 0; wallIndex < WALLS.length; wallIndex += 1) { const wall = WALLS[wallIndex]; const distance = imageSourceDistance( sourcePosition, receiverPosition, acoustics.room, wall, ); if (distance === null) continue; const wallDb = reflections.perWallDb?.[wall.id] ?? reflections.wallGainDb; const reflectionCoefficient = dbToLinear(wallDb); const specularCoefficient = reflectionCoefficient * Math.sqrt(1 - scattering); if (specularCoefficient > 0) { paths.push({ kind: "reflection", surface: wall.id, distance, delaySeconds: distance / speedOfSound, gain: pathGain(distance, specularCoefficient, referenceDistance, minimumDistance), }); } if (scattering > 0) { const jitterSeconds = 0.0002 + deterministicUnit(seed, wallIndex) * 0.0018; const sign = whiteNoiseAt(seed ^ 0x9e3779b9, wallIndex) < 0 ? -1 : 1; paths.push({ kind: "scattering", surface: wall.id, distance: distance + jitterSeconds * speedOfSound, delaySeconds: distance / speedOfSound + jitterSeconds, gain: pathGain( distance, reflectionCoefficient * Math.sqrt(scattering) * sign, referenceDistance, minimumDistance, ), }); } } } const diffuse = acoustics.diffuseReverb; if (diffuse?.enabled) { const tapGain = dbToLinear(diffuse.gainDb) / Math.sqrt(diffuse.tapCount); for (let tapIndex = 0; tapIndex < diffuse.tapCount; tapIndex += 1) { const progress = (tapIndex + 1) / (diffuse.tapCount + 1); const tailTime = progress * diffuse.rt60Seconds; const jitterLimit = Math.min(0.001, diffuse.rt60Seconds / (diffuse.tapCount * 4)); const jitter = deterministicUnit(seed ^ 0xa511e9b3, tapIndex) * jitterLimit; const decay = 10 ** ((-60 * tailTime / diffuse.rt60Seconds) / 20); const sign = whiteNoiseAt(seed ^ 0x63d83595, tapIndex) < 0 ? -1 : 1; paths.push({ kind: "diffuse", distance: directDistance + (tailTime + jitter) * speedOfSound, delaySeconds: directDistance / speedOfSound + tailTime + jitter, gain: pathGain( directDistance, tapGain * decay * sign, referenceDistance, minimumDistance, ), }); } } return paths; } export function maximumAcousticDelaySeconds(options) { const { scene, arrayDefinition, referenceDistance, minimumDistance } = options; let maximum = 0; for (const source of scene.sources) { for (const microphone of arrayDefinition.microphones) { const paths = buildAcousticPaths({ scene, sourcePosition: source.position, receiverPosition: microphone.position, sourceId: source.id, receiverId: microphone.id, referenceDistance, minimumDistance, }); for (const path of paths) maximum = Math.max(maximum, path.delaySeconds); } } return maximum; }