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					250 lines
				
				5.9 KiB
			
		
		
			
		
	
	
					250 lines
				
				5.9 KiB
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											3 years ago
										 
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								<html lang="en">
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									<head>
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										<title>three.js - WebGPU - Audio Processing</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="overlay">
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											<button id="startButton">Play</button>
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										</div>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Audio Processing
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											<br>Click on the screen to process the audio using WebGPU.
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										</div>
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/",
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													"three/nodes": "./jsm/nodes/Nodes.js"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import {
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												ShaderNode, compute,
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												uniform, element, storage, instanceIndex,
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												float, assign, add, sub, div, mul, texture, viewportTopLeft, color
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											} from 'three/nodes';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import WebGPU from 'three/addons/capabilities/WebGPU.js';
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											import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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											let camera, scene, renderer;
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											let computeNode;
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											let waveBuffer, sampleRate;
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											let waveGPUBuffer;
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											let currentAudio, currentAnalyser;
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											let analyserBuffer = new Uint8Array( 1024 );
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											let analyserTexture;
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											await init();
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											async function playAudioBuffer() {
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												if ( currentAudio ) currentAudio.stop();
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												// compute audio
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												renderer.compute( computeNode );
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												const waveArray = await renderer.getArrayFromBuffer( waveGPUBuffer );
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												// play result
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												const audioOutputContext = new AudioContext( { sampleRate } );
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												const audioOutputBuffer = audioOutputContext.createBuffer( 1, waveArray.length, sampleRate );
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												audioOutputBuffer.copyToChannel( waveArray, 0 );
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												const source = audioOutputContext.createBufferSource();
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												source.connect( audioOutputContext.destination );
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												source.buffer = audioOutputBuffer;
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												source.start();
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												currentAudio = source;
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												// visual feedback
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												currentAnalyser = audioOutputContext.createAnalyser();
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												currentAnalyser.fftSize = 2048;
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												source.connect( currentAnalyser );
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											}
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											async function init() {
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												if ( WebGPU.isAvailable() === false ) {
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													document.body.appendChild( WebGPU.getErrorMessage() );
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													throw new Error( 'No WebGPU support' );
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												}
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												document.onclick = () => {
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													const overlay = document.getElementById( 'overlay' );
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													if ( overlay !== null ) overlay.remove();
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													playAudioBuffer();
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												};
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												// audio buffer
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												const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
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												const audioContext = new AudioContext();
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												const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
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												waveBuffer = audioBuffer.getChannelData( 0 );
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												// adding extra silence to delay and pitch
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												waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
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												sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
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												// create webgpu buffers
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												waveGPUBuffer = new THREE.InstancedBufferAttribute( waveBuffer, 1 );
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												const waveStorageNode = storage( waveGPUBuffer, 'float', waveBuffer.length );
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												// read-only buffer
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												const waveNode = storage( new THREE.InstancedBufferAttribute( waveBuffer, 1 ), 'float', waveBuffer.length );
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												// params
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												const pitch = uniform( 1.5 );
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												const delayVolume = uniform( .2 );
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												const delayOffset = uniform( .55 );
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												// compute (shader-node)
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												const computeShaderNode = new ShaderNode( ( inputs, builder ) => {
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													const index = float( instanceIndex );
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													// pitch
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													const time = mul( index, pitch );
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													let wave = element( waveNode, time );
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													// delay
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													for ( let i = 1; i < 7; i ++ ) {
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														const waveOffset = element( waveNode, mul( sub( index, mul( mul( delayOffset, sampleRate ), i ) ), pitch ) );
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														const waveOffsetVolume = mul( waveOffset, div( delayVolume, i * i ) );
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														wave = add( wave, waveOffsetVolume );
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													}
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													// store
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													const waveStorageElementNode = element( waveStorageNode, instanceIndex );
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													assign( waveStorageElementNode, wave ).build( builder );
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												} );
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												// compute
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												computeNode = compute( computeShaderNode, waveBuffer.length );
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												// gui
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												const gui = new GUI();
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												gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
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												gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
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												gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
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												// renderer
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												const container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
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												// nodes
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												analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
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												const spectrum = mul( texture( analyserTexture, viewportTopLeft.x ).x, viewportTopLeft.y );
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												const backgroundNode = mul( color( 0x0000FF ), spectrum );
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												// scene
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												scene = new THREE.Scene();
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												scene.backgroundNode = backgroundNode;
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												// renderer
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												renderer = new WebGPURenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.setAnimationLoop( render );
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												container.appendChild( renderer.domElement );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											function render() {
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												if ( currentAnalyser ) {
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													currentAnalyser.getByteFrequencyData( analyserBuffer );
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													analyserTexture.needsUpdate = true;
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												}
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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