File: Cone.cpp

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/*
 * 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 "platform/audio/Cone.h"
#include "wtf/MathExtras.h"

namespace blink {

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

  // Source-listener vector
  FloatPoint3D sourceToListener = listenerPosition - sourcePosition;

  // Angle between the source orientation vector and the source-listener vector
  double angle = rad2deg(sourceToListener.angleBetween(sourceOrientation));
  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 blink