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Omnitone Three.js Manager And Rotation Controller

Omnitone decoder is a spatial audio implementation for WebVR purposes.

Content for spatial media is required to be packaged to the Google spatial media specification using the available tools.

This feature is designed as a Three.js module. It works similar as the example controls. Requiring updating after rotation of the Three.js camera to use it's matrix/quartonion data to rotate the audio with the Omnitone decoder.

Building

This could be packaged externally from Three.js. But for now, these modules can be built directly into three.js by updating it's main project file with an include like so

export { OmniToneAudio } from '../three-vr-omnitone/src/OmniToneAudio.js';
export { OmniTonePosition } from '../three-vr-omnitone/src/OmniTonePosition.js';

These can be accessed as THREE.OmniToneAudio and THREE.OmniTonePosition.

The main project file can be stored externally from Three.js and include paths updated.

Usage

//get or set the video element to use for the Omnitone decoder
var video = document.createElement("video");




var camera = new THREE.PerspectiveCamera(75, width / height, 1, 1000);

var config = {
    //custom channel map. Not required. defaults to [0, 1, 2, 3]
    channelMap: [0, 1, 2, 3],
    //post decoding and convolution gain. Not required.
    postGain: 1,
    //the ambisonic order. Either 1, 2 or 3 for 1st, 2nd and 3rd order rendering. Defaults to 1.
    ambisonicOrder: 1
};


var audio = new THREE.OmniToneAudio(video, config);

audio.addEventListener("omnitoneready", function(event) {
    console.log("Omnitone ready");
});

audio.addEventListener("omnitoneerror", function(event) {
    console.log("Omnitone init error ", event.error);
});


var audioPosition = new THREE.OmniTonePosition(audio, camera);

Within a render animation or a controls update event. Run a call to the audio position update,

function animate() {
   if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
        texture.needsUpdate = true;
   }

   renderer.render(scene, camera);

   audioPosition.update();
}

Within an OrbitControls change event.

 controls.addEventListener("change", function(e) {
    audioPosition.update();
 });

Methods

audioPosition.update();   // update the rotation of the Omnitone decoder.
audio.mode = "ambisonic";  // set the mode of the Omnitone deocder.
audio.setRotationMatrix([]) // set the rotation matrix of the Omnitone decoder with a Float32Array typed array of the Camera matrix or quartonion.

License

Copyright 2016 Daniel Rossi.

Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

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