5.1 KiB
spatial
(no submodules)
Purpose
SpatialAudioPlugin is the universal positional spatial plugin. It computes a per-block distance attenuation from the listener-relative position vector using the Web Audio "inverse-distance" rolloff model, then applies equal-power stereo panning based on the source's position along the X axis. The model matches the standard PannerNode semantics so a browser-side build using createAudioNode() (mounted by @suaveplan/audio-engine-browser) renders identically to the universal block path.
The plugin extends AbstractAudioFxPlugin and is stateless on the processing path. reset() is a no-op by design.
Features
- Six parameters:
positionX/Y/Z,refDistance,maxDistance,rolloffFactor— all automatable, mirroring the Web AudioPannerNodesurface. orientation: Vec3carried viasetOrientation/getOrientationand survives preset round-trip viaSpatialPresetData. Not used by the universal distance/pan path, but available so a future HRTF renderer can read it without API breakage.- Inverse-distance rolloff:
gain = refDistance / (refDistance + rolloffFactor · (clamp(d, refDistance, maxDistance) − refDistance)). Atd ≤ refDistance, gain = 1 (unity); ford > refDistance, gain decreases monotonically asdincreases — the spec's "distance attenuation decreases monotonically per the rolloff model" contract. - Equal-power stereo panning:
panNorm = x / d,angle = (panNorm + 1) · π / 4,outL = in · cos(angle) · distanceGain,outR = in · sin(angle) · distanceGain. Mono input gets distance gain only; surround channels (third+) get distance gain only.
Usage: Basic Example
import { SpatialAudioPlugin } from "@suaveplan/audio-fx-plugin-spatial";
const spatial = new SpatialAudioPlugin({
initialPosition: { x: 0, y: 0, z: 0 },
initialRefDistance: 1,
initialMaxDistance: 100,
initialRolloffFactor: 1,
});
chain.add(spatial);
Usage: Advanced Example
import { SpatialAudioPlugin } from "@suaveplan/audio-fx-plugin-spatial";
// Game footstep emitter: position is updated every frame from the
// listener-relative player transform.
const footstep = new SpatialAudioPlugin({
initialRefDistance: 1,
initialMaxDistance: 50,
initialRolloffFactor: 2,
});
await footstep.setup(
{ sampleRate: 48_000, channels: 2, blockSize: 512 },
ctx
);
function onFrame(playerToSource: { x: number; y: number; z: number }) {
footstep.setParameter("positionX", playerToSource.x);
footstep.setParameter("positionY", playerToSource.y);
footstep.setParameter("positionZ", playerToSource.z);
}
API Reference
SpatialAudioPlugin(class extendsAbstractAudioFxPlugin)new SpatialAudioPlugin(options?: SpatialAudioPluginOptions)— throwsAUDIO_FX.INVALID_OPTIONSon malformed options.setOrientation(orientation: Vec3): void— replace the stored orientation vector.getOrientation(): Vec3— read the current orientation vector.- Inherited parameter accessors for
positionX,positionY,positionZ,refDistance,maxDistance,rolloffFactor.
- Types:
Vec3 = { x: number; y: number; z: number }.
Implementation Notes
The distance gain uses the Web Audio inverse-distance model rather than the linear or exponential alternatives because it has the most predictable monotonic-decrease property: every d > refDistance strictly lowers the gain, with no inflection points or asymptote at maxDistance. The clamp clamp(d, refDistance, maxDistance) handles the boundary cases — d < refDistance collapses to unity gain (no boost for sources past the listener's head), and d > maxDistance freezes the attenuation at the maximum-distance value (a typical game-audio "kill zone" that prevents distant sources from being inaudible-but-still-rendered).
Panning is equal-power (cos/sin) rather than linear (1-panNorm/panNorm) because equal-power preserves perceived loudness as a source moves across the stereo field. The mapping angle = (panNorm + 1) · π / 4 puts panNorm = -1 (hard left) at angle = 0 (gain = cos 0 = 1, sin 0 = 0) andpanNorm = 1(hard right) atangle = π/2(gain =cos π/2 = 0, sin π/2 = 1). AtpanNorm = 0(centre), both channels get√½` so the summed energy matches a mono source unchanged.
orientation is deliberately not a parameter. Parameters in the universal scheme are scalar-valued and automatable; a 3-vector orientation would need three separate parameters that are typically updated together. Exposing setOrientation / getOrientation keeps the API ergonomic for game-audio callers while preserving the vector across preset round-trip via SpatialPresetData. A future revision could add automatable orientationX/Y/Z parameters if a real use case emerges.
Mono input is distance-attenuated only — no pan is applied because there is no L/R to mix between. This matches typical 3D-audio engine behaviour: if a sound is recorded mono, it gets routed through the spatial pipeline but emerges mono unless the engine explicitly upmixes. The io.outputs[0].count === "preserve" declaration carries that intent into the chain composition rules.