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Wwise SDK 2024.1.0
AkReverbEstimation.h
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1 /*******************************************************************************
2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology
3 released in source code form as part of the SDK installer package.
4 
5 Commercial License Usage
6 
7 Licensees holding valid commercial licenses to the AUDIOKINETIC Wwise Technology
8 may use this file in accordance with the end user license agreement provided
9 with the software or, alternatively, in accordance with the terms contained in a
10 written agreement between you and Audiokinetic Inc.
11 
12 Apache License Usage
13 
14 Alternatively, this file may be used under the Apache License, Version 2.0 (the
15 "Apache License"); you may not use this file except in compliance with the
16 Apache License. You may obtain a copy of the Apache License at
17 http://www.apache.org/licenses/LICENSE-2.0.
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19 Unless required by applicable law or agreed to in writing, software distributed
20 under the Apache License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES
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22 the specific language governing permissions and limitations under the License.
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24  Copyright (c) 2024 Audiokinetic Inc.
25 *******************************************************************************/
26 
27 /// \file
28 /// Reverb parameter estimation.
29 
30 #pragma once
31 
35 
36 namespace AK {
37 namespace SpatialAudio {
38 
39 /// Audiokinetic reverb estimation namespace
40 namespace ReverbEstimation
41 {
42  ////////////////////////////////////////////////////////////////////////
43  /// @name Reverb estimation.
44  /// These functions can be used to estimate the reverb parameters of a physical environment, using its volume and surface area
45  //@{
46 
47  /// This is used to estimate the line of best fit through the absorption values of an Acoustic Texture.
48  /// This value is what's known as the HFDamping.
49  /// return Gradient of line of best fit through y = mx + c.
50  float CalculateSlope(const AkAcousticTexture& texture)
51  {
52  // constants for the mean and standard deviation of the acoustic texture indices 0,1,2,3
53  const float meanX = 1.5f;
54  const float sdX = 1.11803399f;
55 
56  const int N = 4;
57  float meanY = (texture.fAbsorptionLow + texture.fAbsorptionMidLow + texture.fAbsorptionMidHigh + texture.fAbsorptionHigh) / (float)N;
58  float absorptions[4] = { texture.fAbsorptionLow, texture.fAbsorptionMidLow, texture.fAbsorptionMidHigh, texture.fAbsorptionHigh };
59  float sdY = 0.0f;
60  float meanDiffDotProd = 0.0f;
61  for (int i = 0; i < N; ++i)
62  {
63  const float yMeanDiff = absorptions[i] - meanY;
64  const float xMeanDiff = (float)i - meanX;
65  meanDiffDotProd += yMeanDiff * xMeanDiff;
66  sdY += yMeanDiff * yMeanDiff;
67  }
68  if (sdY == 0.0f)
69  return 0.0f;
70  sdY = sqrtf(sdY / (float)N);
71  const float correlationCoeff = (1.0f / (N - 1.0f)) * (meanDiffDotProd / (sdY * sdX));
72  return correlationCoeff * (sdY / sdX);
73  }
74 
75  /// Calculate average absorption values using each of the textures in in_textures, weighted by their corresponding surface area.
76  void GetAverageAbsorptionValues(AkAcousticTexture* in_textures, float* in_surfaceAreas, int in_numTextures, AkAcousticTexture& out_average)
77  {
78  float surfaceArea = 0.0f;
79  float totalSurfaceArea = 0.0f;
80  out_average.fAbsorptionLow = 0.0f;
81  out_average.fAbsorptionMidLow = 0.0f;
82  out_average.fAbsorptionMidHigh = 0.0f;
83  out_average.fAbsorptionHigh = 0.0f;
84  for (int textureIndex = 0; textureIndex < in_numTextures; ++textureIndex)
85  {
86  AkAcousticTexture& texture = in_textures[textureIndex];
87  surfaceArea = in_surfaceAreas[textureIndex];
88  out_average.fAbsorptionLow += texture.fAbsorptionLow * surfaceArea;
89  out_average.fAbsorptionMidLow += texture.fAbsorptionMidLow * surfaceArea;
90  out_average.fAbsorptionMidHigh += texture.fAbsorptionMidHigh * surfaceArea;
91  out_average.fAbsorptionHigh += texture.fAbsorptionHigh * surfaceArea;
92  totalSurfaceArea += surfaceArea;
93  }
94  if (totalSurfaceArea > 0.0f)
95  {
96  out_average.fAbsorptionLow = out_average.fAbsorptionLow / totalSurfaceArea;
97  out_average.fAbsorptionMidLow = out_average.fAbsorptionMidLow / totalSurfaceArea;
98  out_average.fAbsorptionMidHigh = out_average.fAbsorptionMidHigh / totalSurfaceArea;
99  out_average.fAbsorptionHigh = out_average.fAbsorptionHigh / totalSurfaceArea;
100  }
101  }
102 
103  /// Estimate the time taken (in seconds) for the sound reverberation in a physical environment to decay by 60 dB.
104  /// This is estimated using the Sabine equation. The T60 decay time can be used to drive the decay parameter of a reverb effect.
106  AkReal32 in_volumeCubicMeters, ///< The volume (in cubic meters) of the physical environment. 0 volume or negative volume will give a decay estimate of 0.
107  AkReal32 in_surfaceAreaSquaredMeters, ///< The surface area (in squared meters) of the physical environment. Must be >= AK_SA_MIN_ENVIRONMENT_SURFACE_AREA
108  AkReal32 in_environmentAverageAbsorption, ///< The average absorption amount of the surfaces in the environment. Must be between AK_SA_MIN_ENVIRONMENT_ABSORPTION and 1.
109  AkReal32& out_decayEstimate ///< Returns the time taken (in seconds) for the reverberation to decay bu 60 dB.
110  )
111  {
112  if (in_volumeCubicMeters <= 0.0f)
113  {
114  out_decayEstimate = 0.0f;
115  return AKRESULT::AK_Success;
116  }
117  if (in_surfaceAreaSquaredMeters < AK_SA_MIN_ENVIRONMENT_SURFACE_AREA)
118  {
119  AKASSERT(false && "AK::SpatialAudio::ReverbEstimation::EstimateT60Decay: Invalid surface area. in_SurfaceAreaSquaredMeters Must be >= AK_SA_MIN_ENVIRONMENT_SURFACE_AREA");
120  return AKRESULT::AK_Fail;
121  }
122  if (in_environmentAverageAbsorption < AK_SA_MIN_ENVIRONMENT_ABSORPTION || in_environmentAverageAbsorption > 1.0f)
123  {
124  AKASSERT(false && "AK::SpatialAudio::ReverbEstimation::EstimateT60Decay: Invalid absorption value. in_EnvironmentAverageAbsorption Must be between AK_SA_MIN_ENVIRONMENT_ABSORPTION and 1");
125  return AKRESULT::AK_Fail;
126  }
127  // The Sabine equation.
128  out_decayEstimate = (0.161f * in_volumeCubicMeters) / (in_surfaceAreaSquaredMeters * in_environmentAverageAbsorption);
129  return AKRESULT::AK_Success;
130  }
131 
132  /// Estimate the time taken (in milliseconds) for the first reflection to reach the listener.
133  /// This assumes the emitter and listener are both positioned in the centre of the environment.
135  AkVector in_environmentExtentMeters, ///< Defines the dimensions of the environment (in meters) relative to the center; all components must be positive numbers.
136  AkReal32& out_timeToFirstReflectionMs, ///< Returns the time taken (in milliseconds) for the first reflection to reach the listener.
137  AkReal32 in_speedOfSound = 343.0f ///< Defaults to 343.0 - the speed of sound in dry air. Must be > 0.
138  )
139  {
140  if (in_speedOfSound <= 0.0f)
141  {
142  AKASSERT(false && "AK::SpatialAudio::ReverbEstimation::EstimateTimeToFirstReflection: Invalid speed of sound. in_speedOfSound must be greater than 0.");
143  return AKRESULT::AK_Fail;
144  }
145  if (in_environmentExtentMeters.X < 0.0f || in_environmentExtentMeters.Y < 0.0f || in_environmentExtentMeters.Z < 0.0f)
146  {
147  AKASSERT(false && "AK::SpatialAudio::ReverbEstimation::EstimateTimeToFirstReflection: Invalid extent. All components must be positive numbers.");
148  return AKRESULT::AK_Fail;
149  }
150  const float minDimension = AkMin(AkMin(in_environmentExtentMeters.X, in_environmentExtentMeters.Y), in_environmentExtentMeters.Z);
151  out_timeToFirstReflectionMs = (minDimension / in_speedOfSound) * 1000.0f;
152  return AKRESULT::AK_Success;
153  }
154 
155  /// Estimate the high frequency damping from a collection of AkAcousticTextures and corresponding surface areas.
156  /// The high frequency damping is a measure of how much high frequencies are dampened compared to low frequencies.
157  /// The value is comprised between -1 and 1. A value > 0 indicates more high frequency damping than low frequency damping. < 0 indicates more low frequency damping than high frequency damping. 0 indicates uniform damping.
158  /// The average absorption values are calculated using each of the textures in the collection, weighted by their corresponding surface area.
159  /// The HFDamping is then calculated as the line-of-best-fit through the average absorption values.
161  AkAcousticTexture* in_textures, ///< A collection of AkAcousticTexture structs from which to calculate the average high frequency damping.
162  float* in_surfaceAreas, ///< Surface area values for each of the textures in in_textures.
163  int in_numTextures ///< The number of textures in in_textures (and the number of surface area values in in_surfaceAreas).
164  )
165  {
166  if (in_textures == nullptr || in_surfaceAreas == nullptr || in_numTextures == 0)
167  {
168  return 0.0f;
169  }
170  AkAcousticTexture averageAbsorptionValues;
171  GetAverageAbsorptionValues(in_textures, in_surfaceAreas, in_numTextures, averageAbsorptionValues);
172  return CalculateSlope(averageAbsorptionValues) * 2.f; // Multiply by 2 so that the Hf Damping value is between -1 and 1.
173  }
174 
175  //@}
176 }
177 }
178 }
#define AkMin(x1, x2)
Definition of data structures for AkAudioObject
@ AK_Fail
The operation failed.
Definition: AkTypes.h:137
#define AK_EXTERNAPIFUNC(_type, _name)
AKRESULT
Standard function call result.
Definition: AkTypes.h:134
AKSOUNDENGINE_API AkReal32 EstimateHFDamping(AkAcousticTexture *in_textures, float *in_surfaceAreas, int in_numTextures)
AKSOUNDENGINE_API AKRESULT EstimateT60Decay(AkReal32 in_volumeCubicMeters, AkReal32 in_surfaceAreaSquaredMeters, AkReal32 in_environmentAverageAbsorption, AkReal32 &out_decayEstimate)
float AkReal32
32-bit floating point
@ AK_Success
The operation was successful.
Definition: AkTypes.h:136
AKSOUNDENGINE_API AKRESULT EstimateTimeToFirstReflection(AkVector in_environmentExtentMeters, AkReal32 &out_timeToFirstReflectionMs, AkReal32 in_speedOfSound=343.0f)
#define AK_SA_MIN_ENVIRONMENT_SURFACE_AREA
AkReal32 Y
Y Position
Definition: AkTypes.h:423
float CalculateSlope(const AkAcousticTexture &texture)
AkReal32 X
X Position
Definition: AkTypes.h:422
#define AKASSERT(Condition)
Definition: AkAssert.h:67
AkReal32 Z
Z Position
Definition: AkTypes.h:424
void GetAverageAbsorptionValues(AkAcousticTexture *in_textures, float *in_surfaceAreas, int in_numTextures, AkAcousticTexture &out_average)
Calculate average absorption values using each of the textures in in_textures, weighted by their corr...
3D vector for some operations in 3D space. Typically intended only for localized calculations due to ...
Definition: AkTypes.h:369

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