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webgpu_compute_audio.html 6.2 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. <meta property="og:title" content="three.js webgpu - audio processing">
  7. <meta property="og:type" content="website">
  8. <meta property="og:url" content="https://threejs.org/examples/webgpu_compute_audio.html">
  9. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_compute_audio.jpg">
  10. <link type="text/css" rel="stylesheet" href="example.css">
  11. </head>
  12. <body>
  13. <div id="overlay">
  14. <button id="startButton">Play</button>
  15. </div>
  16. <div id="info">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  18. <div class="title-wrapper">
  19. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Audio Processing</span>
  20. </div>
  21. <small>Click on screen to process the audio using WebGPU.</small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.webgpu.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { Fn, uniform, instanceIndex, instancedArray, float, texture, screenUV, color } from 'three/tsl';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. let camera, scene, renderer;
  38. let computeNode;
  39. let waveBuffer, sampleRate;
  40. let waveArray;
  41. let currentAudio, currentAnalyser;
  42. const analyserBuffer = new Uint8Array( 1024 );
  43. let analyserTexture;
  44. const startButton = document.getElementById( 'startButton' );
  45. startButton.addEventListener( 'click', init );
  46. async function playAudioBuffer() {
  47. if ( currentAudio ) currentAudio.stop();
  48. // compute audio
  49. renderer.compute( computeNode );
  50. const wave = new Float32Array( await renderer.getArrayBufferAsync( waveArray.value ) );
  51. // play result
  52. const audioOutputContext = new AudioContext( { sampleRate } );
  53. const audioOutputBuffer = audioOutputContext.createBuffer( 1, wave.length, sampleRate );
  54. audioOutputBuffer.copyToChannel( wave, 0 );
  55. const source = audioOutputContext.createBufferSource();
  56. source.connect( audioOutputContext.destination );
  57. source.buffer = audioOutputBuffer;
  58. source.start();
  59. currentAudio = source;
  60. // visual feedback
  61. currentAnalyser = audioOutputContext.createAnalyser();
  62. currentAnalyser.fftSize = 2048;
  63. source.connect( currentAnalyser );
  64. }
  65. async function init() {
  66. const overlay = document.getElementById( 'overlay' );
  67. overlay.remove();
  68. // audio buffer
  69. const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
  70. const audioContext = new AudioContext();
  71. const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
  72. waveBuffer = audioBuffer.getChannelData( 0 );
  73. // adding extra silence to delay and pitch
  74. waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
  75. sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
  76. // create webgpu buffers
  77. waveArray = instancedArray( waveBuffer );
  78. // read-only buffer
  79. const originalWave = instancedArray( waveBuffer ).toReadOnly();
  80. // The Pixel Buffer Object (PBO) is required to get the GPU computed data to the CPU in the WebGL2 fallback.
  81. // As used in `renderer.getArrayBufferAsync( waveArray.value )`.
  82. originalWave.setPBO( true );
  83. waveArray.setPBO( true );
  84. // params
  85. const pitch = uniform( 1.5 );
  86. const delayVolume = uniform( .2 );
  87. const delayOffset = uniform( .55 );
  88. // compute (shader-node)
  89. const computeShaderFn = Fn( () => {
  90. const index = float( instanceIndex );
  91. // pitch
  92. const time = index.mul( pitch );
  93. let wave = originalWave.element( time );
  94. // delay
  95. for ( let i = 1; i < 7; i ++ ) {
  96. const waveOffset = originalWave.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
  97. const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
  98. wave = wave.add( waveOffsetVolume );
  99. }
  100. // store
  101. const waveStorageElementNode = waveArray.element( instanceIndex );
  102. waveStorageElementNode.assign( wave );
  103. } );
  104. // compute
  105. computeNode = computeShaderFn().compute( waveBuffer.length );
  106. // renderer
  107. const container = document.createElement( 'div' );
  108. document.body.appendChild( container );
  109. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
  110. // nodes
  111. analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
  112. const spectrum = texture( analyserTexture, screenUV.x ).x.mul( screenUV.y );
  113. const backgroundNode = color( 0x0000FF ).mul( spectrum );
  114. // scene
  115. scene = new THREE.Scene();
  116. scene.backgroundNode = backgroundNode;
  117. // renderer
  118. renderer = new THREE.WebGPURenderer( { antialias: true } );
  119. renderer.setPixelRatio( window.devicePixelRatio );
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. renderer.setAnimationLoop( render );
  122. renderer.inspector = new Inspector();
  123. container.appendChild( renderer.domElement );
  124. await renderer.init();
  125. window.addEventListener( 'resize', onWindowResize );
  126. document.addEventListener( 'click', playAudioBuffer );
  127. // gui
  128. const gui = renderer.inspector.createParameters( 'Audio' );
  129. gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
  130. gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
  131. gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
  132. //
  133. playAudioBuffer();
  134. }
  135. function onWindowResize() {
  136. camera.aspect = window.innerWidth / window.innerHeight;
  137. camera.updateProjectionMatrix();
  138. renderer.setSize( window.innerWidth, window.innerHeight );
  139. }
  140. function render() {
  141. if ( currentAnalyser ) {
  142. currentAnalyser.getByteFrequencyData( analyserBuffer );
  143. analyserTexture.needsUpdate = true;
  144. }
  145. renderer.render( scene, camera );
  146. }
  147. </script>
  148. </body>
  149. </html>
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