@woosh/meep-engine 3.0.2 → 3.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +188 -188
- package/README.md +152 -145
- package/editor/Editor.js +598 -598
- package/editor/EditorCameraNavigation.js +205 -205
- package/editor/EditorKeyMap.js +182 -182
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
- package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
- package/editor/camera/camera_framing.js +104 -104
- package/editor/clipboard.js +184 -184
- package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
- package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
- package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
- package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
- package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
- package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
- package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
- package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
- package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
- package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
- package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
- package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
- package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
- package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
- package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
- package/editor/ecs/component/prototypeObjectEditor.js +265 -265
- package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
- package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/lut_ops.js +148 -148
- package/editor/particles/particleEditEvents.js +12 -12
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/persistence/EditorLayoutStore.js +71 -71
- package/editor/persistence/SceneMetadata.js +52 -52
- package/editor/persistence/SceneSlotManager.js +144 -144
- package/editor/persistence/buildNewSceneDataset.js +67 -67
- package/editor/persistence/files.js +68 -68
- package/editor/persistence/scene_import.js +143 -143
- package/editor/persistence/scene_serialization.js +79 -79
- package/editor/persistence/string_buffer_codec.js +41 -41
- package/editor/process/GridDisplayProcess.js +125 -125
- package/editor/process/SymbolicDisplayProcess.js +106 -108
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
- package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
- package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
- package/editor/process/symbolic/SymbolicDisplay.js +62 -62
- package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
- package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/style/controls.scss +168 -168
- package/editor/style/inspector.scss +223 -223
- package/editor/templates/entity_templates.js +167 -167
- package/editor/tools/GridPaintTool.js +273 -273
- package/editor/tools/SelectionTool.js +307 -307
- package/editor/tools/TransformToolV2.js +378 -378
- package/editor/tools/engine/ToolEngine.js +188 -188
- package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
- package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
- package/editor/tools/v2/TransformControls.js +971 -971
- package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
- package/editor/tools/v2/handle/gizmo_draw.js +399 -399
- package/editor/tools/v2/handle/gizmo_handles.js +364 -364
- package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
- package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
- package/editor/view/ecs/components/DatGuiController.js +2 -2
- package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
- package/editor/view/ecs/components/common/TextController.js +59 -59
- package/editor/view/library/MeshLibraryView.js +175 -175
- package/editor/view/library/mesh_library_drag.js +63 -63
- package/editor/view/library/model_thumbnail_source.js +86 -86
- package/editor/view/makeEntityDecorators.js +125 -125
- package/editor/view/node-graph/NodeGraphSelection.js +89 -89
- package/editor/view/node-graph/NodeView.js +211 -211
- package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
- package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
- package/editor/view/node-graph/connection_wire_geometry.js +107 -107
- package/editor/view/particles/ColorLutGradientView.js +291 -291
- package/editor/view/particles/ScalarLutCurveView.js +279 -279
- package/editor/view/prepareMeshLibrary.js +188 -188
- package/editor/view/shell/SceneTreePanelView.js +119 -119
- package/editor/view/v2/SplitView.js +2 -2
- package/package.json +94 -94
- package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
- package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
- package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
- package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
- package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
- package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
- package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
- package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
- package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
- package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
- package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
- package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
- package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
- package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
- package/src/REVIEW_2026_08_06/adv-core.md +511 -511
- package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
- package/src/REVIEW_2026_08_06/adv-view.md +446 -446
- package/src/REVIEW_2026_08_06/api-core.md +296 -296
- package/src/REVIEW_2026_08_06/api-engine.md +195 -195
- package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
- package/src/REVIEW_2026_08_06/core-binary.md +348 -348
- package/src/REVIEW_2026_08_06/core-collection.md +376 -376
- package/src/REVIEW_2026_08_06/core-math.md +221 -221
- package/src/REVIEW_2026_08_06/core-process.md +266 -266
- package/src/REVIEW_2026_08_06/core-science.md +223 -223
- package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
- package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
- package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
- package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
- package/src/REVIEW_2026_08_06/engine-input.md +197 -197
- package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
- package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
- package/src/REVIEW_2026_08_06/generation.md +176 -176
- package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
- package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
- package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
- package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
- package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
- package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
- package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
- package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
- package/src/REVIEW_2026_08_06/view.md +667 -667
- package/src/REVIEW_2026_08_06.md +610 -610
- package/src/avif/codec/dec/avif_dec.cpp +233 -233
- package/src/avif/codec/dec/avif_dec.js +16 -16
- package/src/core/binary/BitImage2.js +246 -246
- package/src/core/binary/align_32.js +21 -21
- package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
- package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
- package/src/core/binary/hash/XXH128Hash.js +55 -55
- package/src/core/binary/hash/XXH3_SECRET.js +25 -25
- package/src/core/binary/hash/xxh3_128.js +341 -341
- package/src/core/binary/hash/xxh3_64.js +241 -241
- package/src/core/binary/hash/xxh3_common.js +476 -476
- package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
- package/src/core/binary/lz4/lz4_compress_block.js +385 -385
- package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
- package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
- package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
- package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
- package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
- package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
- package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
- package/src/core/binary/meshopt/meshopt_decode.js +73 -73
- package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
- package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
- package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
- package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
- package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
- package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
- package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
- package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
- package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
- package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
- package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
- package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
- package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
- package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
- package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
- package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
- package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
- package/src/core/bvh2/visual/BVHGeometry.js +131 -131
- package/src/core/bvh8/BVH8.js +436 -436
- package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
- package/src/core/bvh8/build/BVH8Converter.js +588 -588
- package/src/core/bvh8/build/TriangleCluster.js +122 -122
- package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
- package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
- package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
- package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
- package/src/core/bvh8/build/byte.js +9 -9
- package/src/core/bvh8/build/encode_bounds_e.js +11 -11
- package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
- package/src/core/bvh8/bvh8_count_primitives.js +98 -98
- package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
- package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
- package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
- package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
- package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
- package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
- package/src/core/bvh8/bvh8_quality.js +72 -72
- package/src/core/bvh8/bvh8_validate_structure.js +87 -87
- package/src/core/clipboard/obtainClipBoard.js +29 -29
- package/src/core/clipboard/safeClipboardReadText.js +55 -55
- package/src/core/clipboard/safeClipboardWriteText.js +23 -23
- package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
- package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
- package/src/core/collection/union-find/union_find.js +79 -79
- package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
- package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
- package/src/core/color/colormap/MAGMA_LUT.js +26 -26
- package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
- package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
- package/src/core/color/lab/lab_distance_hyab.js +23 -23
- package/src/core/color/lab/xyz_to_lab.js +62 -62
- package/src/core/color/operations/color_darken.js +24 -24
- package/src/core/color/operations/color_desaturate.js +24 -24
- package/src/core/color/operations/color_lighten.js +24 -24
- package/src/core/color/operations/color_saturate.js +24 -24
- package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
- package/src/core/color/tonemap/tonemap_aces.js +41 -41
- package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
- package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
- package/src/core/dom/isImageBitmap.js +12 -12
- package/src/core/function/frameThrottle.js +23 -23
- package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
- package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
- package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
- package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
- package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
- package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
- package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
- package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
- package/src/core/geom/2d/convex-hull/orientation3_array.js +7 -7
- package/src/core/geom/2d/intersect_ray_2d.js +7 -7
- package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
- package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_intersection_fraction_2d.js +7 -7
- package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
- package/src/core/geom/2d/line/segment2_intersects_segment2_2d.js +25 -25
- package/src/core/geom/2d/line/segment2_segment_compute_intersection_array_2d.js +46 -46
- package/src/core/geom/2d/line/segment2_segment_intersection_fractions.js +52 -52
- package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
- package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
- package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
- package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
- package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
- package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
- package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
- package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
- package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
- package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
- package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
- package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
- package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
- package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
- package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
- package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
- package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
- package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
- package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
- package/src/core/geom/2d/v2_morton_encode.js +23 -23
- package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
- package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
- package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_from_threejs_geometry.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_from_triangle_group.js +46 -46
- package/src/core/geom/3d/aabb/aabb3_intersects_frustum_degree.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_intersects_line_segment.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_nearest_point_on_surface.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_ray_segment_entry_distance.js +95 -95
- package/src/core/geom/3d/aabb/aabb3_raycast.js +7 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -93
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +82 -82
- package/src/core/geom/3d/aabb/compute_aabb_from_points.js +7 -7
- package/src/core/geom/3d/aabb/compute_triangle_group_aabb3.js +7 -7
- package/src/core/geom/3d/atlas/ATLAS_PORT_PLAN.md +486 -486
- package/src/core/geom/3d/atlas/BFF_PLAN.md +174 -174
- package/src/core/geom/3d/atlas/Chart.js +77 -77
- package/src/core/geom/3d/atlas/REVIEW_02.md +392 -392
- package/src/core/geom/3d/atlas/atlas_bench_lib.js +315 -315
- package/src/core/geom/3d/atlas/atlas_chart_type.js +16 -16
- package/src/core/geom/3d/atlas/atlas_compute_charts.js +188 -188
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# Acoustic Simulation
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Geometry-driven acoustics for meep — occlusion, transmission, propagation medium, geometry-derived
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reverb, and pathing — that **feeds the [sopra](../sopra/README.md) sound engine**. This layer is the
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meep equivalent of what Steam Audio is to FMOD/Wwise: it *simulates* how sound interacts with the world,
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and sopra *renders* the result through WebAudio.
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> One rule above all: **this layer computes, sopra renders.** `simulation/core`, `simulation/ecs`, and
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> `simulation/probe` import **no WebAudio**. They turn scene geometry into an `AcousticSolution` (a few
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> numbers per source) and baked data (reverb probes, a visibility graph). Only the thin `simulation/render`
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> folder and the `EventInstance.setAcoustic` seam touch WebAudio. Because of that the whole simulation is
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> unit-testable on bare geometry with no audio mock.
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---
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## The idea: simulator vs. renderer
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```
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SIMULATION (this folder — geometry, JS, no WebAudio) RENDER (sopra — WebAudio)
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───────────────────────────────────────────────────── ─────────────────────────
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AcousticBody (occluder shapes + material) ─┐
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AcousticVolume (medium regions) ├─► AcousticSolution ─► EventInstance.setAcoustic()
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ray queries (BVH over shapes) + fibonacci ───┘ {occlusion, (gain + lowpass + transmission)
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transmission[3],
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AcousticProbeField (baked per-band reverb) ──────────────► medium, ─► ProbeReverbRenderer (convolver)
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+ probe-visibility graph (pathing) ─────────────► exit, path} ─► exit-point send (EventInstance)
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```
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WebAudio is a **renderer, not a simulator** — it has no geometry/ray/scene API. So every acoustic
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feature is "compute a factor / IR / path against meep geometry, then drive native nodes with it." The
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render primitives (`GainNode`, `BiquadFilterNode`, `ConvolverNode`) already exist; this layer supplies
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their *inputs*.
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A source **opts in** with one flag (`AudioEmitter.acoustic = true`). Medium and occlusion are properties
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of the **world** (`AcousticVolume` / `AcousticBody` components), never of the event.
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---
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## Directory map
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```
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simulation/
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AcousticSimulator.js the engine: owns the occluder index + medium regions + solvers; solveFor / apply
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configureAcousticSimulation.js one-call ECS wiring (build the simulator, add the systems, inject the emitter)
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definition/ authored value types (serializable)
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AcousticMaterial.js 3-band absorption / scattering / transmission of a surface
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AcousticDirectivity.js source radiation pattern (monopole→dipole) — how a source "points" its sound
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core/ ECS-agnostic AND WebAudio-agnostic — the testable heart
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AcousticOccluderIndex.js dynamic ray index — a TLAS BVH over OccluderBody shapes (exact shape.raycast)
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OccluderBody.js one occluder: shape + material + world transform (+ cached inverse / AABB)
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RayHit.js reusable closest-hit result (caller-allocated): point + normal + t + material
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VolumeField.js blends AcousticVolume regions into a medium at a point + integrates air
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absorption along the source→listener path (distance-dependent, per band)
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AcousticVolumeRegion.js a shape + medium + transition band (boundary blend)
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AcousticMedium.js propagation medium (air absorption per band, dB/metre)
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AcousticSolution.js the per-source result the render seam consumes
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AcousticBody.js / AcousticSimulationSystem.js occluders (pair with Collider + Transform)
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probe/ the baked substrate (offline; no WebAudio)
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bakeProbeField.js place a grid of probes (density knob) and bake each
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AcousticProbeField.js the baked probe volume — flat Float32Array storage (per-band RT60 +
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per-band arrival direction) + BVH nearest-probe lookup + visibility graph
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acoustic_trace_energy.js one ray's multi-bounce per-band energy deposit into a time-binned echogram,
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+ the energy-weighted launch direction (FOA arrival vector) per band
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echogram_band_rt60.js reduce one band's echogram to RT60 (Schroeder + ISO-3382 T30 slope)
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bakeReverbBands.js N rays → echogram → per-band RT60 + per-band arrival direction for a probe
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bakeVisibility.js connect probes by line-of-sight into the field's graph + findAcousticPath
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probe_edge_visible.js the one shadow-ray edge test shared by the bake and the runtime recheck
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ProbeFieldPathingSolution.js per-frame, per-listener exit-field solve (public dist/next/exit buffers)
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ProbeVisibilityRecheck.js budgeted dynamic-geometry recheck — disables/restores edges vs live geometry
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serialization/ binary save/load adapters (registered via populateAcousticSerializationRegistry)
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render/ the ONLY WebAudio code in this layer
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ProbeReverbRenderer.js scalar acoustic-owned reverb bus (double-buffered convolver crossfade)
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reverbImpulseResponse.js per-band decaying-noise IR from [low, mid, high] RT60 (band-split, seeded)
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FoaProbeReverbRenderer.js directional (FOA / B-format) reverb bus — rotate-the-decoder stereo decode
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foaReverbImpulseResponse.js per-band W,X,Y,Z B-format IR steered by the baked arrival direction
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bench/ perf calibration
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The render seam (`EventInstance.setAcoustic` + the inserted nodes, the `AudioEmitter.acoustic` flag, the
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## Quick start
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### 1. Wire it into the engine
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`configureAcousticSimulation` does the whole runtime wiring in one call — it builds (or reuses) the
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`AudioEmitterSystem` whose per-frame `update()` drives it:
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```js
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import { configureAcousticSimulation } from "./configureAcousticSimulation.js";
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// `audioEmitterSystem` is constructed without an acousticSim; this injects it.
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// args: (configuration, audioEmitterSystem, simulator?, probeReverb?)
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const sim = configureAcousticSimulation(configuration, audioEmitterSystem, undefined, probeReverb);
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sim.random_seed = 1; // optional — deterministic ray jitter (default 1)
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sim.rayCount = 16; // rays per source per tick (amortized over frames)
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```
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Under the hood that adds `AcousticSimulationSystem` (`AcousticBody` + `Collider` + `Transform` →
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occluders) and `AcousticVolumeSystem` (`AcousticVolume` + `Transform` → medium regions), both feeding the
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one returned simulator.
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Tag scene geometry as an occluder by adding an `AcousticBody` (with an `AcousticMaterial`) to an entity
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that already has a `Collider` + `Transform`. Add an `AcousticVolume` (a shape + `AcousticMedium`) to mark
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a region of different air.
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### 2. Opt sources in
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```js
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emitter.acoustic = true; // 3D events with this set get occlusion / transmission / medium
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emitter.sourceRadius = 0.5; // apparent source size, for volumetric (fractional) occlusion
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// optional: source DIRECTIVITY — radiate more toward where the entity faces (its Transform rotation).
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emitter.directivity.dipoleWeight = 0.5; // 0 = omni (default), 0.5 = cardioid, 1 = dipole / figure-8
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emitter.directivity.dipolePower = 1; // sharpen the lobe (> 1 narrows it)
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```
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Each frame the `AudioEmitterSystem` solves occlusion + transmission (ray-traced against the
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`AcousticBody` geometry), the medium (blended `AcousticVolume`s), and — for a non-omni source — the
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radiation **directivity** (the angle between where the source faces and the listener) for every live
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acoustic 3D instance, and pushes the result to `EventInstance.setAcoustic`, which drives an occlusion gain
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(scaled by directivity) + lowpass + transmission filter inserted in that instance's chain. All
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off-by-default: a non-acoustic event renders exactly as before, and an omni source pays nothing for
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directivity.
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### 3. Bake + wire reverb (offline once, render at runtime)
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```js
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import { bakeProbeField } from "./probe/bakeProbeField.js";
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import { ProbeReverbRenderer } from "./render/ProbeReverbRenderer.js";
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import { seededRandom } from "../../../core/math/random/seededRandom.js";
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// OFFLINE: place probes over the scene (the bake region is derived from the occluder hull) and bake each
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// probe's per-band RT60. minSpacing is the density knob (smaller = denser).
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const probes = bakeProbeField(sim.occluderIndex, /*minSpacing*/ 8, /*rayCount*/ 256, seededRandom(1));
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const json = probes.toJSON(); // serialize, ship as an asset
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// RUNTIME: an acoustic-owned reverb bus driven by the listener's nearest probe
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const reverb = new ProbeReverbRenderer(audioContext, masterDestination);
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reverb.setProbeField(probes);
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sopraBusOutput.connect(reverb.input); // send a copy of the dry signal in
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// pass `reverb` as options.probeReverb to configureAcousticSimulation, or assign it directly:
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audioSystem.probeReverb = reverb; // driven once per frame from the listener
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```
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(`sim.occluderIndex` exposes the live occluder geometry so the bake runs against the same scene the
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runtime occludes with.)
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For **directional** reverb, drop in `FoaProbeReverbRenderer` instead — same bake, same wiring, but it
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renders the probe's per-band **arrival direction** (baked alongside the RT60) as a first-order ambisonic
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(B-format) field decoded to stereo, and steered by the listener's orientation so the reverb leans toward
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the open door / off the near wall and stays world-anchored as the head turns. It is driven the same way;
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`AudioEmitterSystem` passes the listener rotation to `update()` (the scalar renderer ignores it):
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```js
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import { FoaProbeReverbRenderer } from "./render/FoaProbeReverbRenderer.js";
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|
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const reverb = new FoaProbeReverbRenderer(audioContext, masterDestination);
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|
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reverb.setProbeField(probes); // the SAME baked field — directions ride along
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sopraBusOutput.connect(reverb.input);
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audioSystem.probeReverb = reverb; // driven from the listener pose (position + orientation)
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```
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The stereo decode is isolated so a binaural/HRTF (SOFA) decoder can replace it later without touching the
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encode/rotate path.
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### 4. Pathing (corner-leakage), optional
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```js
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import { bakeVisibility } from "./probe/bakeVisibility.js";
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|
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|
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bakeVisibility(probes, sim.occluderIndex); // bake the inter-probe visibility graph into the field
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sim.setProbeField(probes); // the field whose visibility graph pathing routes through
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sim.pathing = true; // engine-wide toggle (off by default)
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sim.pathingRecheck = true; // optional: re-verify traversed edges against LIVE geometry
|
|
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|
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sim.recheckBudget = 8; // (a closing door re-blocks the leak; budgeted, off by default)
|
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|
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```
|
|
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|
-
|
|
189
|
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The leak send carries the same acoustics as the direct path, but along the *routed* polyline: it is scaled
|
|
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|
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by the source's **directivity toward the corner it leaks through** (not the blocked listener) and darkened by
|
|
191
|
-
**air absorption over the longer leaked distance**. With `pathingRecheck`, the edges leaks traverse are
|
|
192
|
-
re-tested each tick (within `recheckBudget`); an edge a mover has since blocked is disabled by weight
|
|
193
|
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(`EDGE_WEIGHT_BLOCKED`, no topology change) and restored when it re-opens — the cheap real-time half of the
|
|
194
|
-
real-time-direct / baked-indirect split.
|
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195
|
-
|
|
196
|
-
---
|
|
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|
-
|
|
198
|
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## The simulation, in one paragraph each
|
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|
-
|
|
200
|
-
**Occlusion + transmission.** For each live source, `OcclusionSolver` shoots `rayCount` rays from the
|
|
201
|
-
listener toward points spread over the source's sphere (Fibonacci distribution, randomly re-oriented per
|
|
202
|
-
tick). The fraction blocked is the occlusion; the blocked rays' material `transmission` (3 bands) is what
|
|
203
|
-
leaks through. The result is folded into a temporal EMA, so a low ray count integrates over frames and
|
|
204
|
-
the output never flickers. Rendered as a broadband gain (occluded → quieter, floored by transmission)
|
|
205
|
-
plus a lowpass (occluded → muffled).
|
|
206
|
-
|
|
207
|
-
**Medium / air absorption.** `AcousticVolume` regions carry an `AcousticMedium` whose `airAbsorption` is in
|
|
208
|
-
**dB per metre**, per band. `VolumeField.integrateAbsorption` line-integrates it along the source→listener
|
|
209
|
-
path (`∫ α ds`, blending regions + ambient air at each step) into `AcousticSolution.airLoss` — the per-band
|
|
210
|
-
total dB lost over the path. So highs, which absorb faster, die over distance while the low end carries
|
|
211
|
-
(distance-dependent atmospheric absorption); a thicker painted region adds extra loss where the path crosses
|
|
212
|
-
it. Open air uses a small default atmosphere (tunable via the simulator's `defaultMedium`).
|
|
213
|
-
|
|
214
|
-
It is rendered as a **low-anchored spectral tilt**: only the high‑vs‑low *excess* loss
|
|
215
|
-
(`airLoss[high] − airLoss[low]`) drops the lowpass cutoff, so a uniform loss — which the authored distance
|
|
216
|
-
**attenuation curve** already owns as broadband loudness — causes no darkening. The air filter is a separate
|
|
217
|
-
series node from the attenuation gain, so the two compose (multiply) rather than fight: the curve owns *how
|
|
218
|
-
loud*, air absorption owns *how bright*.
|
|
219
|
-
|
|
220
|
-
**Reverb.** Offline, `bakeProbeField` bakes each probe's **per-band** reverberation. For a probe,
|
|
221
|
-
`acoustic_trace_energy` shoots rays that bounce multiply through the scene ("source at the listener"),
|
|
222
|
-
depositing per-band energy into a time-binned echogram; `echogram_band_rt60` reduces each band's decay to
|
|
223
|
-
an RT60 (Schroeder backward integration + the ISO-3382 T30 slope). The bake is validated against the
|
|
224
|
-
analytic **Sabine** reverberation time of a closed box. At runtime the listener's nearest probe sets the
|
|
225
|
-
per-band RT60, which `reverbImpulseResponse` turns into a band-split decaying-noise convolution IR (so a
|
|
226
|
-
bright room's tail rings longer in the highs), crossfaded by `ProbeReverbRenderer` as you cross probe
|
|
227
|
-
cells.
|
|
228
|
-
|
|
229
|
-
**Pathing (corner-leakage).** Offline, `bakeVisibility` connects probes with mutual line-of-sight into
|
|
230
|
-
the `AcousticProbeField`'s visibility graph (a `CSRGraph` adjacency — connectivity is an inherent property of the
|
|
231
|
-
field). At runtime, when the engine-wide `AcousticSimulator.pathing` toggle is on, one single-source
|
|
232
|
-
Dijkstra from the listener (`ProbeFieldPathingSolution.computeExitField`, a per-frame solver the simulator
|
|
233
|
-
owns) gives every probe its **exit point** — the probe adjacent to the listener on its
|
|
234
|
-
path. Each occluded source then routes a second, exit-spatialized send, so a sound blocked by a wall is
|
|
235
|
-
heard coming from the *doorway it leaks through*, not through the wall. Engine-wide toggle, **off by
|
|
236
|
-
default (zero cost when off)** — no per-source flag.
|
|
237
|
-
|
|
238
|
-
---
|
|
239
|
-
|
|
240
|
-
## Performance
|
|
241
|
-
|
|
242
|
-
Per-frame cost is bounded by the **live voice budget** (≤ 64), not the world size — the sim only touches
|
|
243
|
-
promoted instances. Each source costs `rayCount` rays; a top-level BVH (TLAS) over the occluder bodies
|
|
244
|
-
means a ray pays only for the few occluders near it, not every registered body. Tune `rayCount` down +
|
|
245
|
-
lean on the temporal smoothing to amortize. The reverb/visibility bakes are offline (no frame budget).
|
|
246
|
-
See `bench/occlusion.bench.spec.js` (remove `.skip` on the sweep to read µs/ray for your scene).
|
|
247
|
-
|
|
248
|
-
---
|
|
249
|
-
|
|
250
|
-
## Testing
|
|
251
|
-
|
|
252
|
-
Everything except `render/` is WebAudio-free, so tests use real geometry and real ECS components — no
|
|
253
|
-
audio mock. The render seam + reverb renderer use sopra's `MockAudioContext`.
|
|
254
|
-
|
|
255
|
-
```
|
|
256
|
-
npx jest --config jest.conf.json engine/sound/simulation # from the repo root H:/git/moh
|
|
257
|
-
```
|
|
258
|
-
|
|
259
|
-
---
|
|
260
|
-
|
|
261
|
-
## Status
|
|
262
|
-
|
|
263
|
-
**Built + tested:** the whole simulation engine (P0–P6) + the **ray-traced per-band reflection-IR reverb**
|
|
264
|
-
(the keystone: multi-bounce energy trace → per-band RT60, Sabine-validated → band-split IR render) + the
|
|
265
|
-
occlusion / transmission / medium render seam + the corner-leakage (pathing) render. All wired into sopra
|
|
266
|
-
+ `AudioEmitterSystem` (one call via `configureAcousticSimulation`), additive and off-by-default.
|
|
267
|
-
|
|
268
|
-
**Not yet wired (gated on the sopra strangler migration, all outside this folder):** production
|
|
269
|
-
registration in `makeMirEngineConfig` (the legacy `SoundEmitter` path is still the live one) + save/load
|
|
270
|
-
**binary serialization adapters** for `AcousticBody`/`AcousticVolume` — deliberately deferred to match
|
|
271
|
-
`AudioEmitter`, which has none either (the components carry JSON `toJSON`/`fromJSON` for when it lands).
|
|
272
|
-
|
|
273
|
-
**Optional / on-demand (not v1):** NEE-to-source early reflections, pathing live-recheck + door variants,
|
|
274
|
-
FOA ambisonics, SOFA HRTF, source directivity.
|
|
275
|
-
|
|
276
|
-
See [IMPLEMENTATION_PLAN.md](./IMPLEMENTATION_PLAN.md) and [REFLECTION_IR_PLAN.md](./REFLECTION_IR_PLAN.md)
|
|
277
|
-
for the full phase-by-phase record and decisions.
|
|
1
|
+
# Acoustic Simulation
|
|
2
|
+
|
|
3
|
+
Geometry-driven acoustics for meep — occlusion, transmission, propagation medium, geometry-derived
|
|
4
|
+
reverb, and pathing — that **feeds the [sopra](../sopra/README.md) sound engine**. This layer is the
|
|
5
|
+
meep equivalent of what Steam Audio is to FMOD/Wwise: it *simulates* how sound interacts with the world,
|
|
6
|
+
and sopra *renders* the result through WebAudio.
|
|
7
|
+
|
|
8
|
+
> One rule above all: **this layer computes, sopra renders.** `simulation/core`, `simulation/ecs`, and
|
|
9
|
+
> `simulation/probe` import **no WebAudio**. They turn scene geometry into an `AcousticSolution` (a few
|
|
10
|
+
> numbers per source) and baked data (reverb probes, a visibility graph). Only the thin `simulation/render`
|
|
11
|
+
> folder and the `EventInstance.setAcoustic` seam touch WebAudio. Because of that the whole simulation is
|
|
12
|
+
> unit-testable on bare geometry with no audio mock.
|
|
13
|
+
|
|
14
|
+
---
|
|
15
|
+
|
|
16
|
+
## The idea: simulator vs. renderer
|
|
17
|
+
|
|
18
|
+
```
|
|
19
|
+
SIMULATION (this folder — geometry, JS, no WebAudio) RENDER (sopra — WebAudio)
|
|
20
|
+
───────────────────────────────────────────────────── ─────────────────────────
|
|
21
|
+
AcousticBody (occluder shapes + material) ─┐
|
|
22
|
+
AcousticVolume (medium regions) ├─► AcousticSolution ─► EventInstance.setAcoustic()
|
|
23
|
+
ray queries (BVH over shapes) + fibonacci ───┘ {occlusion, (gain + lowpass + transmission)
|
|
24
|
+
transmission[3],
|
|
25
|
+
AcousticProbeField (baked per-band reverb) ──────────────► medium, ─► ProbeReverbRenderer (convolver)
|
|
26
|
+
+ probe-visibility graph (pathing) ─────────────► exit, path} ─► exit-point send (EventInstance)
|
|
27
|
+
```
|
|
28
|
+
|
|
29
|
+
WebAudio is a **renderer, not a simulator** — it has no geometry/ray/scene API. So every acoustic
|
|
30
|
+
feature is "compute a factor / IR / path against meep geometry, then drive native nodes with it." The
|
|
31
|
+
render primitives (`GainNode`, `BiquadFilterNode`, `ConvolverNode`) already exist; this layer supplies
|
|
32
|
+
their *inputs*.
|
|
33
|
+
|
|
34
|
+
A source **opts in** with one flag (`AudioEmitter.acoustic = true`). Medium and occlusion are properties
|
|
35
|
+
of the **world** (`AcousticVolume` / `AcousticBody` components), never of the event.
|
|
36
|
+
|
|
37
|
+
---
|
|
38
|
+
|
|
39
|
+
## Directory map
|
|
40
|
+
|
|
41
|
+
```
|
|
42
|
+
simulation/
|
|
43
|
+
AcousticSimulator.js the engine: owns the occluder index + medium regions + solvers; solveFor / apply
|
|
44
|
+
configureAcousticSimulation.js one-call ECS wiring (build the simulator, add the systems, inject the emitter)
|
|
45
|
+
definition/ authored value types (serializable)
|
|
46
|
+
AcousticMaterial.js 3-band absorption / scattering / transmission of a surface
|
|
47
|
+
AcousticDirectivity.js source radiation pattern (monopole→dipole) — how a source "points" its sound
|
|
48
|
+
core/ ECS-agnostic AND WebAudio-agnostic — the testable heart
|
|
49
|
+
AcousticOccluderIndex.js dynamic ray index — a TLAS BVH over OccluderBody shapes (exact shape.raycast)
|
|
50
|
+
OccluderBody.js one occluder: shape + material + world transform (+ cached inverse / AABB)
|
|
51
|
+
RayHit.js reusable closest-hit result (caller-allocated): point + normal + t + material
|
|
52
|
+
OcclusionSolver.js volumetric occlusion + transmission for one source (temporally smoothed)
|
|
53
|
+
VolumeField.js blends AcousticVolume regions into a medium at a point + integrates air
|
|
54
|
+
absorption along the source→listener path (distance-dependent, per band)
|
|
55
|
+
AcousticVolumeRegion.js a shape + medium + transition band (boundary blend)
|
|
56
|
+
AcousticMedium.js propagation medium (air absorption per band, dB/metre)
|
|
57
|
+
AcousticSolution.js the per-source result the render seam consumes
|
|
58
|
+
AcousticSourceState.js transient per-source temporal accumulation (pool-backed cursor)
|
|
59
|
+
ecs/ thin ECS binding (real-component tested)
|
|
60
|
+
AcousticBody.js / AcousticSimulationSystem.js occluders (pair with Collider + Transform)
|
|
61
|
+
AcousticVolume.js / AcousticVolumeSystem.js medium regions (pair with Transform)
|
|
62
|
+
probe/ the baked substrate (offline; no WebAudio)
|
|
63
|
+
bakeProbeField.js place a grid of probes (density knob) and bake each
|
|
64
|
+
AcousticProbeField.js the baked probe volume — flat Float32Array storage (per-band RT60 +
|
|
65
|
+
per-band arrival direction) + BVH nearest-probe lookup + visibility graph
|
|
66
|
+
acoustic_trace_energy.js one ray's multi-bounce per-band energy deposit into a time-binned echogram,
|
|
67
|
+
+ the energy-weighted launch direction (FOA arrival vector) per band
|
|
68
|
+
echogram_band_rt60.js reduce one band's echogram to RT60 (Schroeder + ISO-3382 T30 slope)
|
|
69
|
+
bakeReverbBands.js N rays → echogram → per-band RT60 + per-band arrival direction for a probe
|
|
70
|
+
bakeVisibility.js connect probes by line-of-sight into the field's graph + findAcousticPath
|
|
71
|
+
probe_edge_visible.js the one shadow-ray edge test shared by the bake and the runtime recheck
|
|
72
|
+
ProbeFieldPathingSolution.js per-frame, per-listener exit-field solve (public dist/next/exit buffers)
|
|
73
|
+
ProbeVisibilityRecheck.js budgeted dynamic-geometry recheck — disables/restores edges vs live geometry
|
|
74
|
+
serialization/ binary save/load adapters (registered via populateAcousticSerializationRegistry)
|
|
75
|
+
render/ the ONLY WebAudio code in this layer
|
|
76
|
+
ProbeReverbRenderer.js scalar acoustic-owned reverb bus (double-buffered convolver crossfade)
|
|
77
|
+
reverbImpulseResponse.js per-band decaying-noise IR from [low, mid, high] RT60 (band-split, seeded)
|
|
78
|
+
FoaProbeReverbRenderer.js directional (FOA / B-format) reverb bus — rotate-the-decoder stereo decode
|
|
79
|
+
foaReverbImpulseResponse.js per-band W,X,Y,Z B-format IR steered by the baked arrival direction
|
|
80
|
+
bench/ perf calibration
|
|
81
|
+
```
|
|
82
|
+
|
|
83
|
+
The render seam (`EventInstance.setAcoustic` + the inserted nodes, the `AudioEmitter.acoustic` flag, the
|
|
84
|
+
`AudioEmitterSystem` driving) lives in **sopra / the ECS audio layer**, not here.
|
|
85
|
+
|
|
86
|
+
---
|
|
87
|
+
|
|
88
|
+
## Quick start
|
|
89
|
+
|
|
90
|
+
### 1. Wire it into the engine
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`configureAcousticSimulation` does the whole runtime wiring in one call — it builds (or reuses) the
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shared simulator, registers the two ECS systems against it, and injects the simulator into the
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`AudioEmitterSystem` whose per-frame `update()` drives it:
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```js
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import { configureAcousticSimulation } from "./configureAcousticSimulation.js";
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// `audioEmitterSystem` is constructed without an acousticSim; this injects it.
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// args: (configuration, audioEmitterSystem, simulator?, probeReverb?)
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const sim = configureAcousticSimulation(configuration, audioEmitterSystem, undefined, probeReverb);
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sim.random_seed = 1; // optional — deterministic ray jitter (default 1)
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sim.rayCount = 16; // rays per source per tick (amortized over frames)
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sim.smoothing = 0.4; // temporal EMA
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```
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Under the hood that adds `AcousticSimulationSystem` (`AcousticBody` + `Collider` + `Transform` →
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occluders) and `AcousticVolumeSystem` (`AcousticVolume` + `Transform` → medium regions), both feeding the
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one returned simulator.
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Tag scene geometry as an occluder by adding an `AcousticBody` (with an `AcousticMaterial`) to an entity
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that already has a `Collider` + `Transform`. Add an `AcousticVolume` (a shape + `AcousticMedium`) to mark
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a region of different air.
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### 2. Opt sources in
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```js
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emitter.acoustic = true; // 3D events with this set get occlusion / transmission / medium
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emitter.sourceRadius = 0.5; // apparent source size, for volumetric (fractional) occlusion
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// optional: source DIRECTIVITY — radiate more toward where the entity faces (its Transform rotation).
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emitter.directivity.dipoleWeight = 0.5; // 0 = omni (default), 0.5 = cardioid, 1 = dipole / figure-8
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emitter.directivity.dipolePower = 1; // sharpen the lobe (> 1 narrows it)
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```
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Each frame the `AudioEmitterSystem` solves occlusion + transmission (ray-traced against the
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`AcousticBody` geometry), the medium (blended `AcousticVolume`s), and — for a non-omni source — the
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radiation **directivity** (the angle between where the source faces and the listener) for every live
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acoustic 3D instance, and pushes the result to `EventInstance.setAcoustic`, which drives an occlusion gain
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(scaled by directivity) + lowpass + transmission filter inserted in that instance's chain. All
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off-by-default: a non-acoustic event renders exactly as before, and an omni source pays nothing for
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directivity.
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### 3. Bake + wire reverb (offline once, render at runtime)
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```js
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import { bakeProbeField } from "./probe/bakeProbeField.js";
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import { ProbeReverbRenderer } from "./render/ProbeReverbRenderer.js";
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import { seededRandom } from "../../../core/math/random/seededRandom.js";
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// OFFLINE: place probes over the scene (the bake region is derived from the occluder hull) and bake each
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// probe's per-band RT60. minSpacing is the density knob (smaller = denser).
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const probes = bakeProbeField(sim.occluderIndex, /*minSpacing*/ 8, /*rayCount*/ 256, seededRandom(1));
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const json = probes.toJSON(); // serialize, ship as an asset
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+
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// RUNTIME: an acoustic-owned reverb bus driven by the listener's nearest probe
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const reverb = new ProbeReverbRenderer(audioContext, masterDestination);
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reverb.setProbeField(probes);
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sopraBusOutput.connect(reverb.input); // send a copy of the dry signal in
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// pass `reverb` as options.probeReverb to configureAcousticSimulation, or assign it directly:
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audioSystem.probeReverb = reverb; // driven once per frame from the listener
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```
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+
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(`sim.occluderIndex` exposes the live occluder geometry so the bake runs against the same scene the
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runtime occludes with.)
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+
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For **directional** reverb, drop in `FoaProbeReverbRenderer` instead — same bake, same wiring, but it
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renders the probe's per-band **arrival direction** (baked alongside the RT60) as a first-order ambisonic
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(B-format) field decoded to stereo, and steered by the listener's orientation so the reverb leans toward
|
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161
|
+
the open door / off the near wall and stays world-anchored as the head turns. It is driven the same way;
|
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|
+
`AudioEmitterSystem` passes the listener rotation to `update()` (the scalar renderer ignores it):
|
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|
+
|
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|
+
```js
|
|
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|
+
import { FoaProbeReverbRenderer } from "./render/FoaProbeReverbRenderer.js";
|
|
166
|
+
|
|
167
|
+
const reverb = new FoaProbeReverbRenderer(audioContext, masterDestination);
|
|
168
|
+
reverb.setProbeField(probes); // the SAME baked field — directions ride along
|
|
169
|
+
sopraBusOutput.connect(reverb.input);
|
|
170
|
+
audioSystem.probeReverb = reverb; // driven from the listener pose (position + orientation)
|
|
171
|
+
```
|
|
172
|
+
|
|
173
|
+
The stereo decode is isolated so a binaural/HRTF (SOFA) decoder can replace it later without touching the
|
|
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|
+
encode/rotate path.
|
|
175
|
+
|
|
176
|
+
### 4. Pathing (corner-leakage), optional
|
|
177
|
+
|
|
178
|
+
```js
|
|
179
|
+
import { bakeVisibility } from "./probe/bakeVisibility.js";
|
|
180
|
+
|
|
181
|
+
bakeVisibility(probes, sim.occluderIndex); // bake the inter-probe visibility graph into the field
|
|
182
|
+
sim.setProbeField(probes); // the field whose visibility graph pathing routes through
|
|
183
|
+
sim.pathing = true; // engine-wide toggle (off by default)
|
|
184
|
+
|
|
185
|
+
sim.pathingRecheck = true; // optional: re-verify traversed edges against LIVE geometry
|
|
186
|
+
sim.recheckBudget = 8; // (a closing door re-blocks the leak; budgeted, off by default)
|
|
187
|
+
```
|
|
188
|
+
|
|
189
|
+
The leak send carries the same acoustics as the direct path, but along the *routed* polyline: it is scaled
|
|
190
|
+
by the source's **directivity toward the corner it leaks through** (not the blocked listener) and darkened by
|
|
191
|
+
**air absorption over the longer leaked distance**. With `pathingRecheck`, the edges leaks traverse are
|
|
192
|
+
re-tested each tick (within `recheckBudget`); an edge a mover has since blocked is disabled by weight
|
|
193
|
+
(`EDGE_WEIGHT_BLOCKED`, no topology change) and restored when it re-opens — the cheap real-time half of the
|
|
194
|
+
real-time-direct / baked-indirect split.
|
|
195
|
+
|
|
196
|
+
---
|
|
197
|
+
|
|
198
|
+
## The simulation, in one paragraph each
|
|
199
|
+
|
|
200
|
+
**Occlusion + transmission.** For each live source, `OcclusionSolver` shoots `rayCount` rays from the
|
|
201
|
+
listener toward points spread over the source's sphere (Fibonacci distribution, randomly re-oriented per
|
|
202
|
+
tick). The fraction blocked is the occlusion; the blocked rays' material `transmission` (3 bands) is what
|
|
203
|
+
leaks through. The result is folded into a temporal EMA, so a low ray count integrates over frames and
|
|
204
|
+
the output never flickers. Rendered as a broadband gain (occluded → quieter, floored by transmission)
|
|
205
|
+
plus a lowpass (occluded → muffled).
|
|
206
|
+
|
|
207
|
+
**Medium / air absorption.** `AcousticVolume` regions carry an `AcousticMedium` whose `airAbsorption` is in
|
|
208
|
+
**dB per metre**, per band. `VolumeField.integrateAbsorption` line-integrates it along the source→listener
|
|
209
|
+
path (`∫ α ds`, blending regions + ambient air at each step) into `AcousticSolution.airLoss` — the per-band
|
|
210
|
+
total dB lost over the path. So highs, which absorb faster, die over distance while the low end carries
|
|
211
|
+
(distance-dependent atmospheric absorption); a thicker painted region adds extra loss where the path crosses
|
|
212
|
+
it. Open air uses a small default atmosphere (tunable via the simulator's `defaultMedium`).
|
|
213
|
+
|
|
214
|
+
It is rendered as a **low-anchored spectral tilt**: only the high‑vs‑low *excess* loss
|
|
215
|
+
(`airLoss[high] − airLoss[low]`) drops the lowpass cutoff, so a uniform loss — which the authored distance
|
|
216
|
+
**attenuation curve** already owns as broadband loudness — causes no darkening. The air filter is a separate
|
|
217
|
+
series node from the attenuation gain, so the two compose (multiply) rather than fight: the curve owns *how
|
|
218
|
+
loud*, air absorption owns *how bright*.
|
|
219
|
+
|
|
220
|
+
**Reverb.** Offline, `bakeProbeField` bakes each probe's **per-band** reverberation. For a probe,
|
|
221
|
+
`acoustic_trace_energy` shoots rays that bounce multiply through the scene ("source at the listener"),
|
|
222
|
+
depositing per-band energy into a time-binned echogram; `echogram_band_rt60` reduces each band's decay to
|
|
223
|
+
an RT60 (Schroeder backward integration + the ISO-3382 T30 slope). The bake is validated against the
|
|
224
|
+
analytic **Sabine** reverberation time of a closed box. At runtime the listener's nearest probe sets the
|
|
225
|
+
per-band RT60, which `reverbImpulseResponse` turns into a band-split decaying-noise convolution IR (so a
|
|
226
|
+
bright room's tail rings longer in the highs), crossfaded by `ProbeReverbRenderer` as you cross probe
|
|
227
|
+
cells.
|
|
228
|
+
|
|
229
|
+
**Pathing (corner-leakage).** Offline, `bakeVisibility` connects probes with mutual line-of-sight into
|
|
230
|
+
the `AcousticProbeField`'s visibility graph (a `CSRGraph` adjacency — connectivity is an inherent property of the
|
|
231
|
+
field). At runtime, when the engine-wide `AcousticSimulator.pathing` toggle is on, one single-source
|
|
232
|
+
Dijkstra from the listener (`ProbeFieldPathingSolution.computeExitField`, a per-frame solver the simulator
|
|
233
|
+
owns) gives every probe its **exit point** — the probe adjacent to the listener on its
|
|
234
|
+
path. Each occluded source then routes a second, exit-spatialized send, so a sound blocked by a wall is
|
|
235
|
+
heard coming from the *doorway it leaks through*, not through the wall. Engine-wide toggle, **off by
|
|
236
|
+
default (zero cost when off)** — no per-source flag.
|
|
237
|
+
|
|
238
|
+
---
|
|
239
|
+
|
|
240
|
+
## Performance
|
|
241
|
+
|
|
242
|
+
Per-frame cost is bounded by the **live voice budget** (≤ 64), not the world size — the sim only touches
|
|
243
|
+
promoted instances. Each source costs `rayCount` rays; a top-level BVH (TLAS) over the occluder bodies
|
|
244
|
+
means a ray pays only for the few occluders near it, not every registered body. Tune `rayCount` down +
|
|
245
|
+
lean on the temporal smoothing to amortize. The reverb/visibility bakes are offline (no frame budget).
|
|
246
|
+
See `bench/occlusion.bench.spec.js` (remove `.skip` on the sweep to read µs/ray for your scene).
|
|
247
|
+
|
|
248
|
+
---
|
|
249
|
+
|
|
250
|
+
## Testing
|
|
251
|
+
|
|
252
|
+
Everything except `render/` is WebAudio-free, so tests use real geometry and real ECS components — no
|
|
253
|
+
audio mock. The render seam + reverb renderer use sopra's `MockAudioContext`.
|
|
254
|
+
|
|
255
|
+
```
|
|
256
|
+
npx jest --config jest.conf.json engine/sound/simulation # from the repo root H:/git/moh
|
|
257
|
+
```
|
|
258
|
+
|
|
259
|
+
---
|
|
260
|
+
|
|
261
|
+
## Status
|
|
262
|
+
|
|
263
|
+
**Built + tested:** the whole simulation engine (P0–P6) + the **ray-traced per-band reflection-IR reverb**
|
|
264
|
+
(the keystone: multi-bounce energy trace → per-band RT60, Sabine-validated → band-split IR render) + the
|
|
265
|
+
occlusion / transmission / medium render seam + the corner-leakage (pathing) render. All wired into sopra
|
|
266
|
+
+ `AudioEmitterSystem` (one call via `configureAcousticSimulation`), additive and off-by-default.
|
|
267
|
+
|
|
268
|
+
**Not yet wired (gated on the sopra strangler migration, all outside this folder):** production
|
|
269
|
+
registration in `makeMirEngineConfig` (the legacy `SoundEmitter` path is still the live one) + save/load
|
|
270
|
+
**binary serialization adapters** for `AcousticBody`/`AcousticVolume` — deliberately deferred to match
|
|
271
|
+
`AudioEmitter`, which has none either (the components carry JSON `toJSON`/`fromJSON` for when it lands).
|
|
272
|
+
|
|
273
|
+
**Optional / on-demand (not v1):** NEE-to-source early reflections, pathing live-recheck + door variants,
|
|
274
|
+
FOA ambisonics, SOFA HRTF, source directivity.
|
|
275
|
+
|
|
276
|
+
See [IMPLEMENTATION_PLAN.md](./IMPLEMENTATION_PLAN.md) and [REFLECTION_IR_PLAN.md](./REFLECTION_IR_PLAN.md)
|
|
277
|
+
for the full phase-by-phase record and decisions.
|