webgpu_compute_audio.html 5.5 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - Audio Processing</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="overlay">
  10. <button id="startButton">Play</button>
  11. </div>
  12. <div id="info">
  13. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Audio Processing
  14. <br>Click on screen to process the audio using WebGPU.
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.webgpu.js",
  20. "three/tsl": "../build/three.webgpu.js",
  21. "three/addons/": "./jsm/"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import { Fn, uniform, instanceIndex, instancedArray, float, texture, screenUV, color } from 'three/tsl';
  28. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  29. let camera, scene, renderer;
  30. let computeNode;
  31. let waveBuffer, sampleRate;
  32. let waveArray;
  33. let currentAudio, currentAnalyser;
  34. const analyserBuffer = new Uint8Array( 1024 );
  35. let analyserTexture;
  36. init();
  37. async function playAudioBuffer() {
  38. if ( currentAudio ) currentAudio.stop();
  39. // compute audio
  40. await renderer.computeAsync( computeNode );
  41. const wave = new Float32Array( await renderer.getArrayBufferAsync( waveArray.value ) );
  42. // play result
  43. const audioOutputContext = new AudioContext( { sampleRate } );
  44. const audioOutputBuffer = audioOutputContext.createBuffer( 1, wave.length, sampleRate );
  45. audioOutputBuffer.copyToChannel( wave, 0 );
  46. const source = audioOutputContext.createBufferSource();
  47. source.connect( audioOutputContext.destination );
  48. source.buffer = audioOutputBuffer;
  49. source.start();
  50. currentAudio = source;
  51. // visual feedback
  52. currentAnalyser = audioOutputContext.createAnalyser();
  53. currentAnalyser.fftSize = 2048;
  54. source.connect( currentAnalyser );
  55. }
  56. async function init() {
  57. // audio buffer
  58. const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
  59. const audioContext = new AudioContext();
  60. const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
  61. waveBuffer = audioBuffer.getChannelData( 0 );
  62. // adding extra silence to delay and pitch
  63. waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
  64. sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
  65. // create webgpu buffers
  66. waveArray = instancedArray( waveBuffer );
  67. // read-only buffer
  68. const waveNode = instancedArray( waveBuffer );
  69. // The Pixel Buffer Object (PBO) is required to get the GPU computed data to the CPU in the WebGL2 fallback.
  70. // As used in `renderer.getArrayBufferAsync( waveArray.value )`.
  71. waveNode.setPBO( true );
  72. // params
  73. const pitch = uniform( 1.5 );
  74. const delayVolume = uniform( .2 );
  75. const delayOffset = uniform( .55 );
  76. // compute (shader-node)
  77. const computeShaderFn = Fn( () => {
  78. const index = float( instanceIndex );
  79. // pitch
  80. const time = index.mul( pitch );
  81. let wave = waveNode.element( time );
  82. // delay
  83. for ( let i = 1; i < 7; i ++ ) {
  84. const waveOffset = waveNode.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
  85. const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
  86. wave = wave.add( waveOffsetVolume );
  87. }
  88. // store
  89. const waveStorageElementNode = waveArray.element( instanceIndex );
  90. waveStorageElementNode.assign( wave );
  91. } );
  92. // compute
  93. computeNode = computeShaderFn().compute( waveBuffer.length );
  94. // gui
  95. const gui = new GUI();
  96. gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
  97. gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
  98. gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
  99. // renderer
  100. const container = document.createElement( 'div' );
  101. document.body.appendChild( container );
  102. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
  103. // nodes
  104. analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
  105. const spectrum = texture( analyserTexture, screenUV.x ).x.mul( screenUV.y );
  106. const backgroundNode = color( 0x0000FF ).mul( spectrum );
  107. // scene
  108. scene = new THREE.Scene();
  109. scene.backgroundNode = backgroundNode;
  110. // renderer
  111. renderer = new THREE.WebGPURenderer( { antialias: true } );
  112. renderer.setPixelRatio( window.devicePixelRatio );
  113. renderer.setSize( window.innerWidth, window.innerHeight );
  114. renderer.setAnimationLoop( render );
  115. container.appendChild( renderer.domElement );
  116. window.addEventListener( 'resize', onWindowResize );
  117. document.onclick = () => {
  118. const overlay = document.getElementById( 'overlay' );
  119. if ( overlay !== null ) overlay.remove();
  120. playAudioBuffer();
  121. };
  122. }
  123. function onWindowResize() {
  124. camera.aspect = window.innerWidth / window.innerHeight;
  125. camera.updateProjectionMatrix();
  126. renderer.setSize( window.innerWidth, window.innerHeight );
  127. }
  128. function render() {
  129. if ( currentAnalyser ) {
  130. currentAnalyser.getByteFrequencyData( analyserBuffer );
  131. analyserTexture.needsUpdate = true;
  132. }
  133. renderer.render( scene, camera );
  134. }
  135. </script>
  136. </body>
  137. </html>
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