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06-vr-audio.html
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<!doctype html>
<!--
Copyright 2016 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes">
<title>06 - VR audio</title>
<!--
This sample demonstrates how to use WebAudio to play properly spatialized
audio for the user's head position.
-->
<style>
#webgl-canvas {
box-sizing: border-box;
height: 100%;
left: 0;
margin: 0;
position: absolute;
top: 0;
width: 100%;
}
</style>
<!-- This entire block in only to facilitate dynamically enabling and
disabling the WebVR polyfill, and is not necessary for most WebVR apps.
If you want to use the polyfill in your app, just include the js file and
everything will work the way you want it to by default. -->
<script>
var WebVRConfig = {
// Prevents the polyfill from initializing automatically.
DEFER_INITIALIZATION: true,
// Polyfill optimizations
DIRTY_SUBMIT_FRAME_BINDINGS: true,
BUFFER_SCALE: 0.75,
};
</script>
<script src="js/third-party/webvr-polyfill.js"></script>
<script src="js/third-party/wglu/wglu-url.js"></script>
<script>
// Dynamically turn the polyfill on if requested by the query args.
if (WGLUUrl.getBool('polyfill', false)) { InitializeWebVRPolyfill(); }
</script>
<!-- End sample polyfill enabling logic -->
<script src="js/third-party/gl-matrix-min.js"></script>
<script src="js/third-party/wglu/wglu-debug-geometry.js"></script>
<script src="js/third-party/wglu/wglu-program.js"></script>
<script src="js/third-party/wglu/wglu-stats.js"></script>
<script src="js/third-party/wglu/wglu-texture.js"></script>
<script src="js/vr-cube-island.js"></script>
<script src="js/vr-samples-util.js"></script>
<script src="js/vr-audio-panner.js"></script>
</head>
<body>
<canvas id="webgl-canvas"></canvas>
<script>
/* global mat4, vec3, VRAudioPanner, VRCubeIsland, WGLUDebugGeometry, WGLUStats, WGLUTextureLoader, VRSamplesUtil */
(function () {
"use strict";
var PLAYER_HEIGHT = 1.65;
var vrDisplay = null;
var projectionMat = mat4.create();
var poseMat = mat4.create();
var viewMat = mat4.create();
var standingMat = mat4.create();
var standingPosition = vec3.create();
var vrPresentButton = null;
// ================================================================
// WebGL and WebAudio scene setup. This code is not WebVR specific.
// ================================================================
// WebGL setup.
var webglCanvas = document.getElementById("webgl-canvas");
var gl = null;
var cubeIsland = null;
var stats = null;
var debugGeom = null;
function initWebGL (preserveDrawingBuffer) {
var glAttribs = {
alpha: false,
antialias: !VRSamplesUtil.isMobile(),
preserveDrawingBuffer: preserveDrawingBuffer
};
gl = webglCanvas.getContext("webgl", glAttribs);
gl.clearColor(0.1, 0.2, 0.3, 1.0);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
var textureLoader = new WGLUTextureLoader(gl);
var texture = textureLoader.loadTexture("media/textures/cube-sea.png");
if (vrDisplay && vrDisplay.stageParameters &&
vrDisplay.stageParameters.sizeX > 0 &&
vrDisplay.stageParameters.sizeZ > 0) {
cubeIsland = new VRCubeIsland(gl, texture, vrDisplay.stageParameters.sizeX, vrDisplay.stageParameters.sizeZ);
} else {
cubeIsland = new VRCubeIsland(gl, texture, 2, 2);
}
stats = new WGLUStats(gl);
debugGeom = new WGLUDebugGeometry(gl);
// Wait until we have a WebGL context to resize and start rendering.
window.addEventListener("resize", onResize, false);
onResize();
window.requestAnimationFrame(onAnimationFrame);
}
// WebAudio setup.
var isAudioPannerReady = false;
var drumSource, guitarSource, percSource;
var audioFileFormat = VRAudioPanner.isWebAudioOutdated() ? 'mp3' : 'ogg';
// For special Chromium build.
var soundFileData = [
{
name: 'drums',
url: 'media/sound/drums.' + audioFileFormat
}, {
name: 'guitar',
url: 'media/sound/guitar.' + audioFileFormat
}, {
name: 'perc',
url: 'media/sound/perc.' + audioFileFormat
}
];
function initAudio (buffers) {
drumSource = VRAudioPanner.createTestSource({
buffer: buffers.get('drums'),
gain: 0.65,
position: [0, PLAYER_HEIGHT, 1],
orientation: [0, 0, 0]
});
guitarSource = VRAudioPanner.createTestSource({
buffer: buffers.get('guitar'),
gain: 0.65,
position: [-1, PLAYER_HEIGHT, 0],
orientation: [0, 0, 0]
});
percSource = VRAudioPanner.createTestSource({
buffer: buffers.get('perc'),
gain: 0.65,
position: [1, PLAYER_HEIGHT, 0],
orientation: [0, 0, 0]
});
var button = VRSamplesUtil.addButton("Start sound", null, null, function () {
drumSource.start();
guitarSource.start();
percSource.start();
VRSamplesUtil.removeButton(button);
});
isAudioPannerReady = true;
}
// Initiate WebGL and then Audio.
function init (preserveDrawingBuffer) {
initWebGL(preserveDrawingBuffer);
// Load sound files and then initiate WebAudio.
var infoElement = VRSamplesUtil.addInfo("Loading audio files...");
VRAudioPanner
.loadAudioFiles(soundFileData, null)
.then(function (buffers) {
VRSamplesUtil.makeToast(infoElement, 2000);
initAudio(buffers);
});
}
// ================================
// WebVR-specific code begins here.
// ================================
function onVRRequestPresent () {
vrDisplay.requestPresent([{ source: webglCanvas }]).then(function () {
}, function () {
VRSamplesUtil.addError("requestPresent failed.", 2000);
});
}
function onVRExitPresent () {
if (!vrDisplay.isPresenting)
return;
vrDisplay.exitPresent().then(function () {
}, function () {
VRSamplesUtil.addError("exitPresent failed.", 2000);
});
}
function onVRPresentChange () {
onResize();
if (vrDisplay.isPresenting) {
if (vrDisplay.capabilities.hasExternalDisplay) {
VRSamplesUtil.removeButton(vrPresentButton);
vrPresentButton = VRSamplesUtil.addButton("Exit VR", "E", "media/icons/cardboard64.png", onVRExitPresent);
}
} else {
if (vrDisplay.capabilities.hasExternalDisplay) {
VRSamplesUtil.removeButton(vrPresentButton);
vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
}
}
}
if (navigator.getVRDisplays) {
navigator.getVRDisplays().then(function (displays) {
if (displays.length > 0) {
vrDisplay = displays[0];
init(true);
VRSamplesUtil.addButton("Reset Pose", "R", null, function () { vrDisplay.resetPose(); });
if (vrDisplay.capabilities.canPresent)
vrPresentButton = VRSamplesUtil.addButton("Enter VR", "E", "media/icons/cardboard64.png", onVRRequestPresent);
window.addEventListener('vrdisplaypresentchange', onVRPresentChange, false);
window.addEventListener('vrdisplayactivated', onVRRequestPresent, false);
window.addEventListener('vrdisplaydeactivated', onVRExitPresent, false);
} else {
init(false);
VRSamplesUtil.addInfo("WebVR supported, but no VRDisplays found.", 3000);
}
});
} else if (navigator.getVRDevices) {
init(false);
VRSamplesUtil.addError("Your browser supports WebVR but not the latest version. See <a href='http://webvr.info'>webvr.info</a> for more info.");
} else {
init(false);
VRSamplesUtil.addError("Your browser does not support WebVR. See <a href='http://webvr.info'>webvr.info</a> for assistance.");
}
function onResize () {
if (vrDisplay && vrDisplay.isPresenting) {
var leftEye = vrDisplay.getEyeParameters("left");
var rightEye = vrDisplay.getEyeParameters("right");
webglCanvas.width = Math.max(leftEye.renderWidth, rightEye.renderWidth) * 2;
webglCanvas.height = Math.max(leftEye.renderHeight, rightEye.renderHeight);
} else {
webglCanvas.width = webglCanvas.offsetWidth * window.devicePixelRatio;
webglCanvas.height = webglCanvas.offsetHeight * window.devicePixelRatio;
}
}
function getPoseMatrix (out, pose) {
var orientation = pose.orientation;
var position = pose.position;
if (!orientation) { orientation = [0, 0, 0, 1]; }
if (!position) { position = [0, 0, 0]; }
if (vrDisplay.stageParameters) {
mat4.fromRotationTranslation(out, orientation, position);
mat4.multiply(out, vrDisplay.stageParameters.sittingToStandingTransform, out);
} else {
vec3.add(standingPosition, position, [0, PLAYER_HEIGHT, 0]);
mat4.fromRotationTranslation(out, orientation, standingPosition);
}
}
function renderSceneView (poseInMat, eye) {
if (eye) {
mat4.translate(viewMat, poseInMat, eye.offset);
mat4.perspectiveFromFieldOfView(projectionMat, eye.fieldOfView, 0.1, 1024.0);
mat4.invert(viewMat, viewMat);
} else {
mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
mat4.invert(viewMat, poseInMat);
}
cubeIsland.render(projectionMat, viewMat, stats);
// Draw cubes at the position of each audio source.
// (Red: Guitar, Green: Percussion, Blue: Drum)
if (isAudioPannerReady) {
debugGeom.bind(projectionMat, viewMat);
debugGeom.drawCube(null, guitarSource.getPosition(), 0.1 + guitarSource.getCubeScale() * 0.5, [1, 0, 0, 1]);
debugGeom.drawCube(null, percSource.getPosition(), 0.25 + percSource.getCubeScale() * 0.35, [0, 1, 0, 1]);
debugGeom.drawCube(null, drumSource.getPosition(), 0.25 + drumSource.getCubeScale() * 0.35, [0, 0, 1, 1]);
}
}
// For WebAudio we want to get the position of the listener and a vector
// representing the direction they're facing. This utility function takes
// a matrix representing the pose (not inverted) and returns WebAudio
// compatible vectors. If you're not doing a room scale scene you can use
// the pose position directly and use vec3.transformQuat as shown below
// to get a direction vector for the orientation quaternion.
var getListenerPositionDirection = (function () {
var tmpPosition = vec3.create();
var tmpDirection = vec3.create();
var tmpUp = vec3.create();
var tmpOrientation = quat.create();
return function (poseMat) {
mat4.getTranslation(tmpPosition, poseMat);
mat4.getRotation(tmpOrientation, poseMat);
vec3.transformQuat(tmpDirection, [0, 0, -1], tmpOrientation);
vec3.transformQuat(tmpUp, [0, 1, 0], tmpOrientation);
vec3.normalize(tmpDirection, tmpDirection);
return {
position: tmpPosition,
direction: tmpDirection,
up: tmpUp
};
};
})();
function onAnimationFrame (t) {
stats.begin();
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
if (vrDisplay) {
vrDisplay.requestAnimationFrame(onAnimationFrame);
var pose = vrDisplay.getPose();
getPoseMatrix(poseMat, pose);
if (vrDisplay.isPresenting) {
gl.viewport(0, 0, webglCanvas.width * 0.5, webglCanvas.height);
renderSceneView(poseMat, vrDisplay.getEyeParameters("left"));
gl.viewport(webglCanvas.width * 0.5, 0, webglCanvas.width * 0.5, webglCanvas.height);
renderSceneView(poseMat, vrDisplay.getEyeParameters("right"));
vrDisplay.submitFrame(pose);
} else {
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
renderSceneView(poseMat, null);
stats.renderOrtho();
}
if (isAudioPannerReady) {
// Compute the listener position/direction.
var listener = getListenerPositionDirection(poseMat);
// Set the listener position with WebAudio panner.
VRAudioPanner.setListenerPosition(listener.position);
VRAudioPanner.setListenerOrientation(listener.direction, listener.up);
}
} else {
window.requestAnimationFrame(onAnimationFrame);
// No VRDisplay found.
gl.viewport(0, 0, webglCanvas.width, webglCanvas.height);
mat4.perspective(projectionMat, Math.PI*0.4, webglCanvas.width / webglCanvas.height, 0.1, 1024.0);
mat4.identity(viewMat);
mat4.translate(viewMat, viewMat, [0, -PLAYER_HEIGHT, 0]);
cubeIsland.render(projectionMat, viewMat, stats);
stats.renderOrtho();
}
stats.end();
}
})();
</script>
</body>
</html>