Spatializing Web Audio through the perspective of view direction

I want to adjust the volume of a sound based on the direction in which the camera is facing in relation to the sound source. When looking directly at the sound, the volume should be at 100%, but as you turn away, it should decrease.

Using the built-in directionalCone feature, connected to the Panner Audio API, doesn't achieve the desired effect. This feature determines audio enablement based on the player's position inside a cone, while I need it to work based on the view direction.

In Aframe, I have managed to create a solution by calculating a dot product between the camera's view direction and the direction from the player to the audio clip. However, this approach seems to be quite resource-intensive, leading me to believe there might be a more efficient built-in function that I am overlooking.

tick: function() {
        if(!this.sound.isPlaying) return; //todo: this is true even outside the spatial distance!

        var camFwd = this.camFwd;
        this.camera.object3D.getWorldPosition(camFwd);

        var dir = this.dir;     
        this.el.object3D.getWorldPosition(dir);

        dir.subVectors(
            camFwd, //camera pos
            dir     //element pos
            ).normalize();

        this.camera.object3D.getWorldDirection(camFwd);

        var dot = THREE.Math.clamp(camFwd.dot(dir), 0, 1);

//float dot = Mathf.dot(transform.forward, (camTrans.position-transform.position).normalized);

        this.setVolume(THREE.Math.lerp(
            this.data.minVolume, 
            this.data.maxVolume, 
            dot));
    }, 

This method delivers the intended outcome, but it appears as a performance-heavy task in the profiler. Particularly, the getWorldDirection operation seems to be costly, despite the simplicity of the hierarchy.

Answer №1

It seems like the getWorldDirection function is particularly resource-intensive.

Object3D.getWorldPosition() and Object3D.getWorldDirection() trigger a recalculation of the object's world matrix every time they are called. To avoid this unnecessary computation, you can optimize the process by simply extracting the position from the world matrix:

camFwd.setFromMatrixPosition( this.camera.object3D.matrixWorld );
dir.setFromMatrixPosition( this.el.object3D.matrixWorld );

A similar approach can be used for determining the direction vector, although the code may be slightly more intricate:

var e = this.camera.object3D.matrixWorld.elements;
camFwd.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();

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