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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webaudio - timing</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ background:#777;
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+ padding:0;
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+ margin:0;
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+ font-weight: bold;
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+ overflow:hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px;
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+ width: 100%;
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+ color: #ffffff;
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+ padding: 5px;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ }
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+
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+ a {
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+ color: #ffffff;
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+ }
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+ </style>
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+
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+ <script src="../build/three.js"></script>
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+ <script src="js/Detector.js"></script>
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+ <script src="js/controls/OrbitControls.js"></script>
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+
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+ </head>
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+<body>
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+
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+ <div id="container"></div>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio timing | sound effect by <a href="https://freesound.org/people/michorvath/sounds/269718/" target="_blank" rel="noopener noreferrer">michorvath</a>
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+ </div>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var scene, camera, renderer, audio;
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+
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+ var objects = [];
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+
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+ init();
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+
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+ function init() {
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+
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+ var container = document.getElementById( 'container' );
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+
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+ scene = new THREE.Scene();
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.set( 7, 3, 7 );
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+
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+ // lights
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+
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+ var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
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+ scene.add( ambientLight );
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+
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+ var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
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+ directionalLight.position.set( 0, 5, 5 );
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+ scene.add( directionalLight );
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+
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+ var d = 5;
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+ directionalLight.castShadow = true;
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+ directionalLight.shadow.camera.left = - d;
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+ directionalLight.shadow.camera.right = d;
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+ directionalLight.shadow.camera.top = d;
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+ directionalLight.shadow.camera.bottom = - d;
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+
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+ directionalLight.shadow.camera.near = 1;
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+ directionalLight.shadow.camera.far = 20;
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+
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+ directionalLight.shadow.mapSize.x = 1024;
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+ directionalLight.shadow.mapSize.y = 1024;
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+
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+ // audio
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+
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+ var audioLoader = new THREE.AudioLoader();
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+
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+ var listener = new THREE.AudioListener();
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+ camera.add( listener );
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+
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+ // floor
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+
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+ var floorGeometry = new THREE.PlaneBufferGeometry( 10, 10 );
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+ var floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
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+
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+ var floor = new THREE.Mesh( floorGeometry, floorMaterial );
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+ floor.rotation.x = Math.PI * - 0.5;
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+ floor.receiveShadow = true;
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+ scene.add( floor );
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+
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+ // objects
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+
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+ var count = 5;
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+ var radius = 3;
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+
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+ var ballGeometry = new THREE.SphereBufferGeometry( 0.3, 32, 16 );
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+ ballGeometry.translate( 0, 0.3, 0 );
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+ var ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
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+
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+ // create objects when audio buffer is loaded
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+
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+ audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
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+
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+ for ( var i = 0; i < count; i ++ ) {
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+
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+ var s = i / count * Math.PI * 2;
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+
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+ var ball = new THREE.Mesh( ballGeometry, ballMaterial );
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+ ball.castShadow = true;
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+ ball.userData.down = false;
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+
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+ ball.position.x = radius * Math.cos( s );
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+ ball.position.z = radius * Math.sin( s );
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+
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+ var audio = new THREE.PositionalAudio( listener );
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+ audio.setBuffer( buffer );
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+ ball.add( audio );
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+
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+ scene.add( ball );
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+ objects.push( ball );
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+
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+ }
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+
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+ animate();
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+
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+ } );
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.shadowMap.enabled = true;
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setClearColor( 0x000000 );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ container.appendChild( renderer.domElement );
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+
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+ //
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+
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+ var controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.minDistance = 1;
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+ controls.maxDistance = 25;
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize( event ) {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+
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+ }
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+
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+ var speed = 1.7;
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+ var height = 3;
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+ var offset = 0.5;
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+ var time = 0;
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+
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+ function render() {
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+
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+ time += 0.02;
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+
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+ for ( var i = 0; i < objects.length; i ++ ) {
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+
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+ var ball = objects[ i ];
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+
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+ var previousHeight = ball.position.y;
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+ ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
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+
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+ if ( ball.position.y < previousHeight ) {
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+
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+ ball.userData.down = true;
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+
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+ } else {
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+
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+ if ( ball.userData.down === true ) {
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+
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+ // ball changed direction from down to up
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+
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+ var audio = ball.children[ 0 ];
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+ audio.play(); // play audio with perfect timing when ball hits the surface
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+ ball.userData.down = false;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
|
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+ </script>
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+
|
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+</body>
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+</html>
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