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231 lines
5.7 KiB
HTML
231 lines
5.7 KiB
HTML
<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 screen to process the audio using WebGPU.
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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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 { Fn, uniform, instanceIndex, instancedArray, float, texture, screenUV, color } from 'three/tsl';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.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 waveArray;
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let currentAudio, currentAnalyser;
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const analyserBuffer = new Uint8Array( 1024 );
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let analyserTexture;
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const startButton = document.getElementById( 'startButton' );
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startButton.addEventListener( 'click', 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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await renderer.computeAsync( computeNode );
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const wave = new Float32Array( await renderer.getArrayBufferAsync( waveArray.value ) );
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// play result
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const audioOutputContext = new AudioContext( { sampleRate } );
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const audioOutputBuffer = audioOutputContext.createBuffer( 1, wave.length, sampleRate );
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audioOutputBuffer.copyToChannel( wave, 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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const overlay = document.getElementById( 'overlay' );
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overlay.remove();
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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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waveArray = instancedArray( waveBuffer );
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// read-only buffer
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const originalWave = instancedArray( waveBuffer ).toReadOnly();
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// The Pixel Buffer Object (PBO) is required to get the GPU computed data to the CPU in the WebGL2 fallback.
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// As used in `renderer.getArrayBufferAsync( waveArray.value )`.
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originalWave.setPBO( true );
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waveArray.setPBO( true );
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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 computeShaderFn = Fn( () => {
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const index = float( instanceIndex );
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// pitch
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const time = index.mul( pitch );
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let wave = originalWave.element( time );
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// delay
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for ( let i = 1; i < 7; i ++ ) {
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const waveOffset = originalWave.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
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const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
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wave = wave.add( waveOffsetVolume );
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}
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// store
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const waveStorageElementNode = waveArray.element( instanceIndex );
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waveStorageElementNode.assign( wave );
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} );
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// compute
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computeNode = computeShaderFn().compute( 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 = texture( analyserTexture, screenUV.x ).x.mul( screenUV.y );
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const backgroundNode = color( 0x0000FF ).mul( 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 THREE.WebGPURenderer( { antialias: true } );
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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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document.addEventListener( 'click', playAudioBuffer );
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playAudioBuffer();
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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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