How to use the AudioAnalyser function from three
Find comprehensive JavaScript three.AudioAnalyser code examples handpicked from public code repositorys.
102 103 104 105 106 107 108 109 110 111
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({
34 35 36 37 38 39 40 41 42 43
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)); });
GitHub: yugo333/newWeb
221 222 223 224 225 226 227 228 229 230
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) }
GitHub: rikrik527/shan
48 49 50 51 52 53 54 55 56 57
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();
GitHub: jamala/sound-motion
![jamala profile picture](/jamala.png?size=40)
25 26 27 28 29 30 31 32 33
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;
three.Vector3 is the most popular function in three (22341 examples)