webgpu_audio_processing.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 async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js",
  21. "three/addons/": "./jsm/",
  22. "three/nodes": "./jsm/nodes/Nodes.js"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import { ShaderNode, uniform, storage, instanceIndex, float, texture, viewportTopLeft, color } from 'three/nodes';
  29. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  30. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  31. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  32. let camera, scene, renderer;
  33. let computeNode;
  34. let waveBuffer, sampleRate;
  35. let waveGPUBuffer;
  36. let currentAudio, currentAnalyser;
  37. const analyserBuffer = new Uint8Array( 1024 );
  38. let analyserTexture;
  39. init();
  40. async function playAudioBuffer() {
  41. if ( currentAudio ) currentAudio.stop();
  42. // compute audio
  43. renderer.compute( computeNode );
  44. const waveArray = new Float32Array( await renderer.getArrayBuffer( waveGPUBuffer ) );
  45. // play result
  46. const audioOutputContext = new AudioContext( { sampleRate } );
  47. const audioOutputBuffer = audioOutputContext.createBuffer( 1, waveArray.length, sampleRate );
  48. audioOutputBuffer.copyToChannel( waveArray, 0 );
  49. const source = audioOutputContext.createBufferSource();
  50. source.connect( audioOutputContext.destination );
  51. source.buffer = audioOutputBuffer;
  52. source.start();
  53. currentAudio = source;
  54. // visual feedback
  55. currentAnalyser = audioOutputContext.createAnalyser();
  56. currentAnalyser.fftSize = 2048;
  57. source.connect( currentAnalyser );
  58. }
  59. async function init() {
  60. if ( WebGPU.isAvailable() === false ) {
  61. document.body.appendChild( WebGPU.getErrorMessage() );
  62. throw new Error( 'No WebGPU support' );
  63. }
  64. document.onclick = () => {
  65. const overlay = document.getElementById( 'overlay' );
  66. if ( overlay !== null ) overlay.remove();
  67. playAudioBuffer();
  68. };
  69. // audio buffer
  70. const soundBuffer = await fetch( 'sounds/webgpu-audio-processing.mp3' ).then( res => res.arrayBuffer() );
  71. const audioContext = new AudioContext();
  72. const audioBuffer = await audioContext.decodeAudioData( soundBuffer );
  73. waveBuffer = audioBuffer.getChannelData( 0 );
  74. // adding extra silence to delay and pitch
  75. waveBuffer = new Float32Array( [ ...waveBuffer, ...new Float32Array( 200000 ) ] );
  76. sampleRate = audioBuffer.sampleRate / audioBuffer.numberOfChannels;
  77. // create webgpu buffers
  78. waveGPUBuffer = new THREE.InstancedBufferAttribute( waveBuffer, 1 );
  79. const waveStorageNode = storage( waveGPUBuffer, 'float', waveBuffer.length );
  80. // read-only buffer
  81. const waveNode = storage( new THREE.InstancedBufferAttribute( waveBuffer, 1 ), 'float', waveBuffer.length );
  82. // params
  83. const pitch = uniform( 1.5 );
  84. const delayVolume = uniform( .2 );
  85. const delayOffset = uniform( .55 );
  86. // compute (shader-node)
  87. const computeShaderNode = new ShaderNode( ( inputs, stack ) => {
  88. const index = float( instanceIndex );
  89. // pitch
  90. const time = index.mul( pitch );
  91. let wave = waveNode.element( time );
  92. // delay
  93. for ( let i = 1; i < 7; i ++ ) {
  94. const waveOffset = waveNode.element( index.sub( delayOffset.mul( sampleRate ).mul( i ) ).mul( pitch ) );
  95. const waveOffsetVolume = waveOffset.mul( delayVolume.div( i * i ) );
  96. wave = wave.add( waveOffsetVolume );
  97. }
  98. // store
  99. const waveStorageElementNode = waveStorageNode.element( instanceIndex );
  100. stack.assign( waveStorageElementNode, wave );
  101. } );
  102. // compute
  103. computeNode = computeShaderNode.compute( waveBuffer.length );
  104. // gui
  105. const gui = new GUI();
  106. gui.add( pitch, 'value', .5, 2, 0.01 ).name( 'pitch' );
  107. gui.add( delayVolume, 'value', 0, 1, .01 ).name( 'delayVolume' );
  108. gui.add( delayOffset, 'value', .1, 1, .01 ).name( 'delayOffset' );
  109. // renderer
  110. const container = document.createElement( 'div' );
  111. document.body.appendChild( container );
  112. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 30 );
  113. // nodes
  114. analyserTexture = new THREE.DataTexture( analyserBuffer, analyserBuffer.length, 1, THREE.RedFormat );
  115. const spectrum = texture( analyserTexture, viewportTopLeft.x ).x.mul( viewportTopLeft.y );
  116. const backgroundNode = color( 0x0000FF ).mul( spectrum );
  117. // scene
  118. scene = new THREE.Scene();
  119. scene.backgroundNode = backgroundNode;
  120. // renderer
  121. renderer = new WebGPURenderer();
  122. renderer.setPixelRatio( window.devicePixelRatio );
  123. renderer.setSize( window.innerWidth, window.innerHeight );
  124. renderer.setAnimationLoop( render );
  125. container.appendChild( renderer.domElement );
  126. window.addEventListener( 'resize', onWindowResize );
  127. }
  128. function onWindowResize() {
  129. camera.aspect = window.innerWidth / window.innerHeight;
  130. camera.updateProjectionMatrix();
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. }
  133. function render() {
  134. if ( currentAnalyser ) {
  135. currentAnalyser.getByteFrequencyData( analyserBuffer );
  136. analyserTexture.needsUpdate = true;
  137. }
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>