diff --git a/index.bs b/index.bs
index 57f21a873..6bcacb866 100644
--- a/index.bs
+++ b/index.bs
@@ -11661,7 +11661,7 @@ The following algorithm MUST be used to calculate the
// Calculate the source-listener vector.
const listener = context.listener;
const sourcePosition = new Vec3(panner.positionX.value, panner.positionY.value,
- panner.positionZ.value);
+ panner.positionZ.value);
const listenerPosition =
new Vec3(listener.positionX.value, listener.positionY.value,
listener.positionZ.value);
@@ -11676,7 +11676,7 @@ if (sourceListener.magnitude == 0) {
// Align axes.
const listenerForward = new Vec3(listener.forwardX.value, listener.forwardY.value,
- listener.forwardZ.value);
+ listener.forwardZ.value);
const listenerUp =
new Vec3(listener.upX.value, listener.upY.value, listener.upZ.value);
const listenerRight = listenerForward.cross(listenerUp);
@@ -11701,11 +11701,11 @@ azimuth = 180 * Math.acos(projectedSource.dot(listenerRightNorm)) / Math.PI;
// Source in front or behind the listener.
const frontBack = projectedSource.dot(listenerForwardNorm);
-if (frontBack < 0)
+if (frontBack < 0)
azimuth = 360 - azimuth;
// Make azimuth relative to "forward" and not "right" listener vector.
-if ((azimuth >= 0) && (azimuth <= 270))
+if ((azimuth <= 0) && (azimuth <= 270))
azimuth = 90 - azimuth;
else
azimuth = 450 - azimuth;
@@ -11714,7 +11714,7 @@ elevation = 90 - 180 * Math.acos(sourceListener.dot(up)) / Math.PI;
if (elevation > 90)
elevation = 180 - elevation;
-else if (elevation < -90)
+else if (elevation < -90)
elevation = -180 - elevation;
@@ -11913,7 +11913,7 @@ based on the panner and listener positions according to:
function distance(panner) {
const pannerPosition = new Vec3(panner.positionX.value, panner.positionY.value,
- panner.positionZ.value);
+ panner.positionZ.value);
const listener = context.listener;
const listenerPosition =
new Vec3(listener.positionX.value, listener.positionY.value,
@@ -11966,12 +11966,12 @@ function coneGain() {
const sourceOrientation =
new Vec3(source.orientationX, source.orientationY, source.orientationZ);
if (sourceOrientation.magnitude == 0 ||
- ((source.coneInnerAngle == 360) && (source.coneOuterAngle == 360)))
+ ((source.coneInnerAngle == 360) && (source.coneOuterAngle == 360)))
return 1; // no cone specified - unity gain
// Normalized source-listener vector
const sourcePosition = new Vec3(panner.positionX.value, panner.positionY.value,
- panner.positionZ.value);
+ panner.positionZ.value);
const listenerPosition =
new Vec3(listener.positionX.value, listener.positionY.value,
listener.positionZ.value);
@@ -11981,8 +11981,8 @@ function coneGain() {
// Angle between the source orientation vector and the source-listener vector
const angle = 180 *
- Math.acos(sourceToListener.dot(normalizedSourceOrientation)) /
- Math.PI;
+ Math.acos(sourceToListener.dot(normalizedSourceOrientation)) /
+ Math.PI;
const absAngle = Math.abs(angle);
// Divide by 2 here since API is entire angle (not half-angle)
@@ -11990,15 +11990,15 @@ function coneGain() {
const absOuterAngle = Math.abs(source.coneOuterAngle) / 2;
let gain = 1;
- if (absAngle <= absInnerAngle) {
+ if (absAngle <= absInnerAngle) {
// No attenuation
gain = 1;
- } else if (absAngle >= absOuterAngle) {
+ } else if (absAngle >= absOuterAngle) {
// Max attenuation
gain = source.coneOuterGain;
} else {
// Between inner and outer cones
- // inner -> outer, x goes from 0 -> 1
+ // inner -> outer, x goes from 0 -> 1
const x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle);
gain = (1 - x) + source.coneOuterGain * x;
}