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Docs: Update Audio Entities

Mugen87 7 years ago
parent
commit
113fbee4ec

+ 7 - 4
docs/api/audio/Audio.html

@@ -21,18 +21,21 @@
 
 		<h2>Example</h2>
 
-		<div>[example:misc_sound misc / sound ]</div>
+		<div>
+			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</div>
+
 		<code>
-		//Create an AudioListener and add it to the camera
+		// create an AudioListener and add it to the camera
 		var listener = new THREE.AudioListener();
 		camera.add( listener );
 
 		// 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();
-
-		//Load a sound and set it as the Audio object's buffer
 		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
 			sound.setBuffer( buffer );
 			sound.setLoop( true );

+ 10 - 7
docs/api/audio/AudioAnalyser.html

@@ -21,18 +21,21 @@
 
 		<h2>Example</h2>
 
-		<div>[example:misc_sound misc / sound ]</div>
+		<div>
+			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</div>
+
 		<code>
-		//Create an AudioListener and add it to the camera
+		// create an AudioListener and add it to the camera
 		var listener = new THREE.AudioListener();
 		camera.add( listener );
 
 		// create an 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();
-
-		//Load a sound and set it as the Audio object's buffer
 		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
 			sound.setBuffer( buffer );
 			sound.setLoop(true);
@@ -40,11 +43,11 @@
 			sound.play();
 		});
 
-		//Create an AudioAnalyser, passing in the sound and desired fftSize
+		// create an AudioAnalyser, passing in the sound and desired fftSize
 		var analyser = new THREE.AudioAnalyser( sound, 32 );
 
-		//Get the average frequency of the sound
-		analyser.getAverageFrequency();
+		// get the average frequency of the sound
+		var data = analyser.getAverageFrequency();
 		</code>
 
 

+ 11 - 8
docs/api/audio/AudioListener.html

@@ -13,27 +13,30 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			Create a non-positional ( global ) audio object.<br /><br />
-
-			This uses the [link:https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API Web Audio API].
-
+			The [name] represents a virtual [link:https://developer.mozilla.org/de/docs/Web/API/AudioListener listener] of the all positional and non-positional audio effects in the scene.</br>
+			A three.js application usually creates a single instance of [name]. It is a mandatory construtor parameter for audios entities like [page:Audio Audio] and [page:PositionalAudio PositionalAudio].</br>
+			In most cases, the listener object is a child of the camera. So the 3D transformation of the camera represents the 3D transformation of the listener.
 		</div>
 
 
 		<h2>Example</h2>
 
-		<div>[example:misc_sound misc / sound ]</div>
+		<div>
+			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_timing webaudio / timing ]</br>
+			[example:webaudio_visualizer webaudio / visualizer ]
+		</div>
+
 		<code>
-		//Create an AudioListener and add it to the camera
+		// create an AudioListener and add it to the camera
 		var listener = new THREE.AudioListener();
 		camera.add( listener );
 
 		// 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();
-
-		//Load a sound and set it as the Audio object's buffer
 		audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
 			sound.setBuffer( buffer );
 			sound.setLoop(true);

+ 10 - 6
docs/api/audio/PositionalAudio.html

@@ -21,16 +21,20 @@
 
 		<h2>Example</h2>
 
-		<div>[example:misc_sound misc / sound ]</div>
+		<div>
+			[example:webaudio_sandbox webaudio / sandbox ]</br>
+			[example:webaudio_timing webaudio / timing ]
+		</div>
+
 		<code>
-		//Create an AudioListener and add it to the camera
+		// create an AudioListener and add it to the camera
 		var listener = new THREE.AudioListener();
 		camera.add( listener );
 
-		//Create the PositionalAudio object (passing in the listener)
+		// create the PositionalAudio object (passing in the listener)
 		var sound = new THREE.PositionalAudio( listener );
 
-		//Load a sound and set it as the PositionalAudio object's buffer
+		// load a sound and set it as the PositionalAudio object's buffer
 		var audioLoader = new THREE.AudioLoader();
 		audioLoader.load( 'sounds/song.ogg', function( buffer ) {
 			sound.setBuffer( buffer );
@@ -38,13 +42,13 @@
 			sound.play();
 		});
 
-		//Create an object for the sound to play from
+		// create an object for the sound to play from
 		var sphere = new THREE.SphereGeometry( 20, 32, 16 );
 		var material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
 		var mesh = new THREE.Mesh( sphere, material );
 		scene.add( mesh );
 
-		//Finally add the sound to the mesh
+		// finally add the sound to the mesh
 		mesh.add( sound );
 		</code>