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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../" />
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+ <script src="list.js"></script>
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+ <h1>[name]</h1>
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+
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+ <div class="desc">Class for loading an [page:String AudioBuffer].</div>
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+
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( [page:String context], [page:LoadingManager manager] )</h3>
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+ <div>
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+ [page:String context] — The [page:String AudioContext] for the loader to use. Default is [page:String window.AudioContext].<br />
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+ [page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
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+ </div>
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+ <div>
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+ Creates a new [name].
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+ </div>
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+
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+
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+ <h2>Methods</h2>
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+
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+ <h3>[method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )</h3>
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+ <div>
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+ [page:String url] — required<br />
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+ [page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.<br />
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+ [page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.<br />
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+ [page:Function onError] — Will be called when load errors.<br />
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+ </div>
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+ <div>
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+ Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.
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+ </div>
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+
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+
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+
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+ <h2>Example</h2>
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+
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+ <code>
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+ // instantiate a listener
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+ var audioListener = new THREE.AudioListener();
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+
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+ // add the listener to the camera
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+ camera.add( audioListener );
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+
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+ // instantiate audio object
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+ var oceanAmbientSound = new THREE.Audio( audioListener );
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+
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+ // add the audio object to the scene
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+ scene.add( oceanAmbientSound );
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+
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+ // instantiate a loader
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+ var loader = new THREE.AudioLoader();
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+
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+ // load a resource
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+ loader.load(
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+ // resource URL
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+ 'audio/ambient_ocean.ogg',
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+ // Function when resource is loaded
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+ function ( audioBuffer ) {
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+ // set the audio object buffer to the loaded object
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+ oceanAmbientSound.setBuffer( audioBuffer );
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+
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+ // play the audio
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+ oceanAmbientSound.play();
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+ },
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+ // Function called when download progresses
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+ function ( xhr ) {
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+ console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
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+ },
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+ // Function called when download errors
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+ function ( xhr ) {
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+ console.log( 'An error happened' );
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+ }
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+ );
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+ </code>
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+
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+
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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