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/webgpu": "../build/three.webgpu.js",
  21. "three/tsl": "../build/three.tsl.js",
  22. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import { Fn, uniform, instanceIndex, instancedArray, float, texture, screenUV, color } from 'three/tsl';
  29. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  30. let camera, scene, renderer;
  31. let computeNode;
  32. let waveBuffer, sampleRate;
  33. let waveArray;
  34. let currentAudio, currentAnalyser;
  35. const analyserBuffer = new Uint8Array( 1024 );
  36. let analyserTexture;
  37. const startButton = document.getElementById( 'startButton' );
  38. startButton.addEventListener( 'click', init );
  39. async function playAudioBuffer() {
  40. if ( currentAudio ) currentAudio.stop();
  41. // compute audio
  42. await renderer.computeAsync( computeNode );
  43. const wave = new Float32Array( await renderer.getArrayBufferAsync( waveArray.value ) );
  44. // play result
  45. const audioOutputContext = new AudioContext( { sampleRate } );
  46. const audioOutputBuffer = audioOutputContext.createBuffer( 1, wave.length, sampleRate );
  47. audioOutputBuffer.copyToChannel( wave, 0 );
  48. const source = audioOutputContext.createBufferSource();
  49. source.connect( audioOutputContext.destination );
  50. source.buffer = audioOutputBuffer;
  51. source.start();
  52. currentAudio = source;
  53. // visual feedback
  54. currentAnalyser = audioOutputContext.createAnalyser();
  55. currentAnalyser.fftSize = 2048;
  56. source.connect( currentAnalyser );
  57. }
  58. async function init() {
  59. const overlay = document.getElementById( 'overlay' );
  60. overlay.remove();
  61. // audio buffer
  62. const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
  63. const audioContext = new AudioContext();
  64. const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
  65. waveBuffer = audioBuffer.getChannelData( 0 );
  66. // adding extra silence to delay and pitch
  67. waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
  68. sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
  69. // create webgpu buffers
  70. waveArray = instancedArray( waveBuffer );
  71. // The Pixel Buffer Object (PBO) is required to get the GPU computed data to the CPU in the WebGL2 fallback.
  72. // As used in `renderer.getArrayBufferAsync( waveArray.value )`.
  73. waveArray.setPBO( true );
  74. // params
  75. const pitch = uniform( 1.5 );
  76. const delayVolume = uniform( .2 );
  77. const delayOffset = uniform( .55 );
  78. // compute (shader-node)
  79. const computeShaderFn = Fn( () => {
  80. const index = float( instanceIndex );
  81. // pitch
  82. const time = index.mul( pitch );
  83. let wave = waveArray.element( time );
  84. // delay
  85. for ( let i = 1; i < 7; i ++ ) {
  86. const waveOffset = waveArray.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
  87. const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
  88. wave = wave.add( waveOffsetVolume );
  89. }
  90. // store
  91. const waveStorageElementNode = waveArray.element( instanceIndex );
  92. waveStorageElementNode.assign( wave );
  93. } );
  94. // compute
  95. computeNode = computeShaderFn().compute( waveBuffer.length );
  96. // gui
  97. const gui = new GUI();
  98. gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
  99. gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
  100. gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
  101. // renderer
  102. const container = document.createElement( 'div' );
  103. document.body.appendChild( container );
  104. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
  105. // nodes
  106. analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
  107. const spectrum = texture( analyserTexture, screenUV.x ).x.mul( screenUV.y );
  108. const backgroundNode = color( 0x0000FF ).mul( spectrum );
  109. // scene
  110. scene = new THREE.Scene();
  111. scene.backgroundNode = backgroundNode;
  112. // renderer
  113. renderer = new THREE.WebGPURenderer( { antialias: true } );
  114. renderer.setPixelRatio( window.devicePixelRatio );
  115. renderer.setSize( window.innerWidth, window.innerHeight );
  116. renderer.setAnimationLoop( render );
  117. container.appendChild( renderer.domElement );
  118. window.addEventListener( 'resize', onWindowResize );
  119. playAudioBuffer();
  120. }
  121. function onWindowResize() {
  122. camera.aspect = window.innerWidth / window.innerHeight;
  123. camera.updateProjectionMatrix();
  124. renderer.setSize( window.innerWidth, window.innerHeight );
  125. }
  126. function render() {
  127. if ( currentAnalyser ) {
  128. currentAnalyser.getByteFrequencyData( analyserBuffer );
  129. analyserTexture.needsUpdate = true;
  130. }
  131. renderer.render( scene, camera );
  132. }
  133. </script>
  134. </body>
  135. </html>
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