webgpu_compute_audio.html 5.9 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.module.js",
  20. "three/addons/": "./jsm/",
  21. "three/nodes": "./jsm/nodes/Nodes.js"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import { tslFn, uniform, storage, instanceIndex, float, texture, viewportTopLeft, color } from 'three/nodes';
  28. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  29. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  30. import StorageInstancedBufferAttribute from 'three/addons/renderers/common/StorageInstancedBufferAttribute.js';
  31. let camera, scene, renderer;
  32. let computeNode;
  33. let waveBuffer, sampleRate;
  34. let waveGPUBuffer;
  35. let currentAudio, currentAnalyser;
  36. const analyserBuffer = new Uint8Array( 1024 );
  37. let analyserTexture;
  38. init();
  39. async function playAudioBuffer() {
  40. if ( currentAudio ) currentAudio.stop();
  41. // compute audio
  42. await renderer.computeAsync( computeNode );
  43. const waveArray = new Float32Array( await renderer.getArrayBufferAsync( waveGPUBuffer ) );
  44. // play result
  45. const audioOutputContext = new AudioContext( { sampleRate } );
  46. const audioOutputBuffer = audioOutputContext.createBuffer( 1, waveArray.length, sampleRate );
  47. audioOutputBuffer.copyToChannel( waveArray, 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. // if ( WebGPU.isAvailable() === false ) {
  60. // document.body.appendChild( WebGPU.getErrorMessage() );
  61. // throw new Error( 'No WebGPU support' );
  62. // }
  63. // audio buffer
  64. const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
  65. const audioContext = new AudioContext();
  66. const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
  67. waveBuffer = audioBuffer.getChannelData( 0 );
  68. // adding extra silence to delay and pitch
  69. waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
  70. sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
  71. // create webgpu buffers
  72. waveGPUBuffer = new StorageInstancedBufferAttribute( waveBuffer, 1 );
  73. const waveStorageNode = storage( waveGPUBuffer, 'float', waveBuffer.length );
  74. // read-only buffer
  75. const waveNode = storage( new StorageInstancedBufferAttribute( waveBuffer, 1 ), 'float', waveBuffer.length ).toReadOnly();
  76. // params
  77. const pitch = uniform( 1.5 );
  78. const delayVolume = uniform( .2 );
  79. const delayOffset = uniform( .55 );
  80. // compute (shader-node)
  81. const computeShaderFn = tslFn( () => {
  82. const index = float( instanceIndex );
  83. // pitch
  84. const time = index.mul( pitch );
  85. let wave = waveNode.element( time );
  86. // delay
  87. for ( let i = 1; i < 7; i ++ ) {
  88. const waveOffset = waveNode.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
  89. const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
  90. wave = wave.add( waveOffsetVolume );
  91. }
  92. // store
  93. const waveStorageElementNode = waveStorageNode.element( instanceIndex );
  94. waveStorageElementNode.assign( wave );
  95. } );
  96. // compute
  97. computeNode = computeShaderFn().compute( waveBuffer.length );
  98. // gui
  99. const gui = new GUI();
  100. gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
  101. gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
  102. gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
  103. // renderer
  104. const container = document.createElement( 'div' );
  105. document.body.appendChild( container );
  106. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
  107. // nodes
  108. analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
  109. const spectrum = texture( analyserTexture, viewportTopLeft.x ).x.mul( viewportTopLeft.y );
  110. const backgroundNode = color( 0x0000FF ).mul( spectrum );
  111. // scene
  112. scene = new THREE.Scene();
  113. scene.backgroundNode = backgroundNode;
  114. // renderer
  115. renderer = new WebGPURenderer( { antialias: true } );
  116. renderer.setPixelRatio( window.devicePixelRatio );
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. renderer.setAnimationLoop( render );
  119. container.appendChild( renderer.domElement );
  120. window.addEventListener( 'resize', onWindowResize );
  121. document.onclick = () => {
  122. const overlay = document.getElementById( 'overlay' );
  123. if ( overlay !== null ) overlay.remove();
  124. playAudioBuffer();
  125. };
  126. }
  127. function onWindowResize() {
  128. camera.aspect = window.innerWidth / window.innerHeight;
  129. camera.updateProjectionMatrix();
  130. renderer.setSize( window.innerWidth, window.innerHeight );
  131. }
  132. function render() {
  133. if ( currentAnalyser ) {
  134. currentAnalyser.getByteFrequencyData( analyserBuffer );
  135. analyserTexture.needsUpdate = true;
  136. }
  137. renderer.render( scene, camera );
  138. }
  139. </script>
  140. </body>
  141. </html>