How to use the AudioAnalyser function from three
Find comprehensive JavaScript three.AudioAnalyser code examples handpicked from public code repositorys.
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visElements.sound.setLoop(visElements.loop); visElements.sound.setVolume(visElements.volume); visElements.sound.play(); }); analyser = new THREE.AudioAnalyser( audLoad, 32 ); } function createMaterials() { defaultMaterial = new THREE.ShaderMaterial({
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if (playOnStart) { if (self.sound.source.buffer) { self.play(); } } self.analyser = new THREE.AudioAnalyser(self.sound, 32); Events.emit('audioLoaded', id); Events.on('pauseAll', self.pauseAll.bind(self)); Events.on('updateScene', self.update.bind(self)); });
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GitHub: yugo333/newWeb
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sound.setBuffer(buffer); sound.setLoop(true); sound.setVolume(0.3); sound.play(); }); analyser = new THREE.AudioAnalyser(sound, fftSize); uniformsAudio = { tAudioData: { value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, THREE.LuminanceFormat) }
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GitHub: rikrik527/shan
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sound.setBuffer(buffer); sound.setLoop(true); sound.setVolume(0.5); sound.play(); }); var analyser = new THREE.AudioAnalyser(sound, 32); analyser.getAverageFrequency(); var clock = new THREE.Clock();
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GitHub: jamala/sound-motion
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sound.setVolume(0.5); sound.play(); }); // create an AudioAnalyser, passing in the sound and desired fftSize analyser = new THREE.AudioAnalyser( sound, 32 ); // LOOK: the line below is synyatic sugar for the code above. Optional, but I sort of recommend it. // var {scene, camera, renderer, gui, stats} = framework;
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three.Vector3 is the most popular function in three (22341 examples)