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Feature Request: Allow PannerNodes to have Spatial Volume #2388

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frastlin opened this issue Apr 2, 2021 · 20 comments
Closed

Feature Request: Allow PannerNodes to have Spatial Volume #2388

frastlin opened this issue Apr 2, 2021 · 20 comments
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@frastlin
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frastlin commented Apr 2, 2021

Describe the feature
This feature stems from my unanswered Stackoverflow question.
I would like to be able to specify a mesh or 2D shape for the size of a 3D PannerNode.
This functionality would be useful for playing the looping sound of a road as you walk along the road, representing buildings with a looping sound, playing the sound of a river or ocean, playing the looping sound of leaves on trees rustling in the wind, Playing the sound of water flowing through pipes, and any sound that emanates from a large amount of space.

Is there a prototype?

You can follow along with example 1 below using this minimal prototype.

I have thought of three possible solutions, but each are ugly:

  1. Calculate the nearest point to the listener, and change the object's position to be that nearest point every time the listener moves. When the listener is inside the object, the sound is positioned at the same location as the user.
    There are two major problems with this approach:
    1.1. It is extremely slow updating the nearest point of multiple complex objects.
    1.2. This approach does not handle sounds coming from multiple sides of the user, like example 2.2.
  2. I can fill the object with PannerNodes, so for this one building, there would be 50 PannerNodes, and for the road, there would be 500 PannerNodes. This seems like an insane approach. How many PannerNodes can the browser handle at once? Also, if the user only moves half a point, then the sound may be grainy, as they're between two nodes.
  3. I can use a number of small sound sources to recompile the recorded sound. This would be having a number of single car sounds move along a road, rather than me playing a looping road sound. It could also be playing a number of individuals talking and clinking dishes at a bar. The problem is that this would take an incredible amount of time and processing power, and I already have a single ambiance recording for a bar and road I want to use.

Describe the feature in more detail

There are many examples when this would be useful. Here they are from most simple to most complex:

1.1. The user is walking along side the road at [8,5], and they're facing with their left ear to the road (0,0,-1). They go to [8, 10], [8,15], [8,50] and the whole time, they are hearing the road at the same volume. Currently, the sound gets farther away behind as the user moves.

1.2. When the user is coming back down the y plane, they are facing the road, but they are at [3, 115]. Since they are facing the road with orientation (0,0,1), it should sound as if it is in front of the user. Currently, the sound is very far away and ahead.

1.3. When the user is at [3, 50], the sound should play equally in both ears.

1.4. If the user is facing (1,0,-1) and is at [8, 5], the sound should come from the forward right to the back left.

  1. I have an object (a building with a pub in it) that is a right triangle shape, with a bounding box that is 10 by 10. I want to play the sound of the pub as the building. The building has the coordinates: [[1,10], [10,10], [10,1]].

2.1. When the user walks along the right side of the building [15,3], [15,6], and [15, 9], and the user is facing up the y plane, then the sound should remain constant in the left ear.

2.2. When the user is at [3,3] facing up the y plane, then the sound should be both to the right of the user, and in front of the user.

2.3. When the user is at [9, 9], the sound will play equally loudly in both ears.

I have been looking at the cone attributes (PannerNode.coneInnerAngle, PannerNode.coneOuterAngle, and PannerNode.coneOuterGain), but they look like they only deal with the 1 point size of the sound object and change what direction the sound is facing (like in the Boombox example).

I'm probably misunderstanding how the attributes work, but it doesn't seem as if the Web Audio API allows for multiple sized sound objects.

@guest271314

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@rtoy
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rtoy commented Apr 2, 2021

Don't know if this solves the issue, but here is one way I would do the road example. Have a source for the road noise. As you move parallel to the road, move the source the same way. Then the volume stays the same as you move. When you turn to face the road, the panner node should automatically take care of having the sound in both ears.

The pub example could be the same, but it seems that you want the pub sound to be fixed.

For 2.1, Then as you move the sound is in the left ear, but gets quieter as you move away. You'll also start to get some sound in the other ear. Not sure why you want the sound to be constant. You are moving away from the pub.

For 2.2, if you put the pub source in the middle of the pub, I think you will get sound in front and also to the right.

For 2.3, I don't know what to expect. [9,9] is close to one corner. If it were a real pub with equally distributed people, most of the sound would come for the left and behind me. (Ignoring reflections and such. You can model the room using a convolver node to get the room response.

But fundamentally, audio sources are point sources. If you want some kind of room effect to show a larger space, you need to use a convolver node for the room response. This probably doesn't quite work out from a physics point of view because as you move around the room, the response changes. Not sure how to solve that problem except to do perhaps some kind of ambisonics as done in Omnitone.

@rtoy
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rtoy commented Apr 2, 2021

Also, some simple diagrams would certainly help.

@rtoy
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rtoy commented Apr 8, 2021

Teleconf: Are you aware of any other system that has this kind of spatial source? That would be helpful.

@rtoy
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rtoy commented Apr 8, 2021

One way to get some volume is to place a number of point sources in your bar. Then as you move around, you'll get the effect you want. Well, ignoring the effects of the walls and such. If you want the wall attenuation, I guess you could place the sources on the wall with appropriate attenuation. Seems like this is now a big acoustical physics simulation.

@frastlin
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frastlin commented Apr 8, 2021

Here is a super basic interactive example of the bug on a road:
https://codepen.io/frastlin/pen/zYNwaGJ

Yes, we can place sounds and move them around the space, and I guess that would work for a bar, but for the road and river, especially if the river bends, I'm not sure how to do that.

@frastlin
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frastlin commented Apr 9, 2021

I posted this question on audiogames.net and according to the sound designers on there, creating volumetric sound is rather difficult in general. I would love if there was something that supported creating volumetric sounds in Web Audio, even if it was a more fake approach.

@guest271314

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@frastlin
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frastlin commented Apr 9, 2021

No, the codepen has one single point that never moves and has no concept of bending or curves. It's like with drawing, there are points, polygons and lines that are different. I would never use a point to draw a road, it doesn't work, a road is either a line or a polygon.
The same thing happens in audio. There are points, polygons, and lines in audio. Web Audio only allows playing points.
True, I can draw a dotted line and place sound sources at those points, but at the end of the day, users will know I drew a dotted line and placed sound sources at those dots. It's not a solid line.

@frastlin
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frastlin commented Apr 9, 2021

It sounds as if the most realistic option is to recreate volumetric sounds from scratch (having waves crashing at different times along a beach, having different cars travel along a highway)... This could become millions of sound sources on a decently sized VR environment. How many PannerNodes can the Web Audio API handle at once?

@guest271314

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@rtoy
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rtoy commented Apr 9, 2021 via email

@joeberkovitz
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Take a look at this paper "Interpolation of Head-Related Transfer Functions" which directly addresses this question:
https://apps.dtic.mil/sti/pdfs/ADA470084.pdf

Also "Binaural Source Localization and Spatial Audio Reproduction for Telepresence Applications":
https://direct.mit.edu/pvar/article-pdf/16/5/509/1624716/pres.16.5.509.pdf

Both of these papers deal with interpolation methods between widely-spaced HRTFs to avoid synthesizing a crazy number of sources. I am not sure how practical it is to apply these methods directly using Web Audio but the general idea seems promising.

@brutzman
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brutzman commented Apr 21, 2021

Important clarification of subject line: this issue is referring to spatial volume, not Gain.

Immediate impression: issue 122 is a 3D spatial use case, feasible in X3D4.

Suggestions: pose the 3D audio problem in a way that can be demonstrated in multiple ways.
a. plain old Web page with HTML/css/javascript information, perhaps a form (as shown by minimal prototype above)
b. simple 2D map (image, SVG, HTML, javascript) showing position/orientation relationships and providing listener audio
c. simple 3D scene (X3D, HTML) also showing position/orientation relationships and providing listener audio
d. perhaps other presentation forms too

Establishing this basic correlation can help everyone get aligned with common understanding of problem and different ways of checking results.

Achieving an example correlation would then let us examine other effects with shared comprehension of how they affect results.

  • position (distance) affects on volume
  • orientation of sources relative to each other and relative to directions of sound projection and listening
  • panner effects
  • reverberation effects
  • etc. etc.

Illustrating the already-rich capabilities of Web Audio API seems to be a necessary prerequisite before determining if any other functionality is needed.

  • Don Brutzman, Thanos Malamos, Efi Lakka, Dick Puk, Maria Papadaki

@frastlin frastlin changed the title Feature Request: Allow PannerNodes to have Volume Feature Request: Allow PannerNodes to have Spatial Volume Apr 21, 2021
@frastlin
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@brutzman I changed the title, and added a prototype that can be used to follow along with example 1. I also expanded example 1 to fit with your points.

@rtoy
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rtoy commented Apr 26, 2021

Thanks for links to the docs, @joeberkovitz. I skimmed over them and it seems to me that they're primarily about how to interpolate HRTFs so you can still get good localization of sound but with only a "few" measured HRTF responses. Perhaps I missed something while skimming, but it seems the sources are still treated as basically point sources.

@joeberkovitz
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@rtoy you’re right about what the papers describe, but I thought maybe one could approximate a spatially dispersed “volumetric” source by interpolating an array of fine grained point sources from a few coarse grained ones.

@rtoy
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rtoy commented Apr 30, 2021

Thanks for confirming that. I agree with you that with the current API an array of point sources to represent the volumetric source is the best we can do now.

@mdjp mdjp transferred this issue from WebAudio/web-audio-api-v2 Sep 23, 2021
@mdjp mdjp added this to To do in v.next via automation Sep 23, 2021
@hoch
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hoch commented Sep 15, 2022

TPAC 2022:
The use case is too specific, and the workaround of using "dispersed volumetric source" seems practical and doable.

@frastlin
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Hello,
We have attempted using a dispersed sound source, and have run into numerous issues, not least of which is after a few thousand sound sources, the browser just stops playing sounds. We also attempted playing simultaneous sounds around the user of the same audio file, but the timing is not perfectly in sink when calling play on two sound sources, so it’s noticeably not volumetric. We are continuing to research solutions, but this is most definitely not a solved problem in Web Audio to my knowledge. If you have a proof of concept that works, please share it.
Every VR environment containing objects 5+ times the size of the user needs this feature, or the user will be walking along a silent road or river. So I would like the reasoning behind “use case is too specific”.
Thank you,

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