How to use the Audio function from three

Find comprehensive JavaScript three.Audio code examples handpicked from public code repositorys.

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this.isPositional = isPositional;
if (this.isPositional) {
  this.sound = new THREE.PositionalAudio(State.get('listener'));
} else {
  this.sound = new THREE.Audio(State.get('listener'));
}

this.averageAnalyser = 0;
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const THREE = require('three');
var listener = new THREE.AudioListener();

// create a global audio source
var sound = new THREE.Audio( listener );

// load a sound and set it as the Audio object's buffer
var audioLoader = new THREE.AudioLoader();
audioLoader.load( './resources/sound/BGM.mp3', function( buffer: any ) {
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+ 11 other calls in file

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    spiderMoveAction.reset().play();
},
loadAudio(listener) {
    var audioLoader = new THREE.AudioLoader();

    squishSound = new THREE.Audio(listener);
    audioLoader.load( './assets/audio/spiderSquish1.mp3', function(buffer) {
        squishSound.setBuffer(buffer);
        squishSound.setVolume(1.0);
    });
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/* Helper Functions */
/******************/
function loadMusic(index)
{  
  listener = new THREE.AudioListener();
  var audLoad = new THREE.Audio(listener);
  visElements.sound = audLoad;

  audioLoader = new THREE.AudioLoader();
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attachListener(mesh) {
    mesh.add(this.listener);
}
loadSound(fileName, callback) {
    // create a global audio source
    var sound = new THREE.Audio(this.listener);
    // load a sound and set it as the Audio object's buffer
    this.audioLoader.load(this.basePath + fileName, (buffer) => {
        sound.setBuffer(buffer);
        sound.setVolume(1);
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const audioBuffer = assets.get('audio-boing');
// a global audio source
const audioListener = new THREE.AudioListener();
// add the listener to the camera
app.camera.add(audioListener);
const boingSound = new THREE.Audio(audioListener);
boingSound.setBuffer(audioBuffer);

const shaderMat = new THREE.ShaderMaterial({
  vertexShader: assets.get('file-vs'),
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this.fireworks = new Three.Points(this.fireworkGeometry, this.fireworksMaterial); // 创建音频

this.linstener = new Three.AudioListener();
this.linstener1 = new Three.AudioListener();
this.sound = new Three.Audio(this.linstener);
this.sendSound = new Three.Audio(this.linstener1); // 创建音频加载器

var audioLoader = new Three.AudioLoader();
audioLoader.load("./assets/audio/pow".concat(Math.floor(Math.random() * 4) + 1, ".ogg"), function (buffer) {
  _this.sound.setBuffer(buffer);
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+ 7 other calls in file

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// create an AudioListener and add it to the camera
const listener = new THREE.AudioListener();
camera.add( listener );

// create a global audio source
const sound = new THREE.Audio( listener );
const state = {isReady: false}

// load a sound and set it as the Audio object's buffer
const audioLoader = new THREE.AudioLoader();
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//オーディオ
var listener = new THREE.AudioListener();
loader.camera.add(listener);
var fftSize = 128; // create a global audio source

sound = new THREE.Audio(listener); // load a sound and set it as the Audio object's buffer
// const mp3 = require();

var audioLoader = new THREE.AudioLoader();
audioLoader.load("./assets/images/webSound.mp3", function (buffer) {
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var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
scene.add(ball2);
var listener = new THREE.AudioListener();
camera.add(listener);
var sound = new THREE.Audio(listener);
var audioLoader = new THREE.AudioLoader();
audioLoader.load(music, function(buffer){
    sound.setBuffer(buffer);
    sound.setLoop(true);
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let chimes = [chime1, chime2, chime3];
const audioLoader = new THREE.AudioLoader();


export default function(_listener){
    listener = _listener;
    const amb1 = new THREE.Audio(listener);
    const stab1 = new THREE.Audio(listener);
    const stab2 = new THREE.Audio(listener);
    

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+ 7 other calls in file

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const story = new THREE.Mesh(storyGeom, storyMats);
story.position.y += 5;
scene.add(story);
this.story = story;

const music = new THREE.Audio( listener );

const explosion = new THREE.Audio( listener );
audioLoader.load(explosionTrack, ( buffer ) => {
  explosion.setBuffer( buffer );
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+ 11 other calls in file

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