webaudio_orientation.html 5.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webaudio - orientation</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. #overlay {
  10. position: absolute;
  11. top: 0;
  12. left: 0;
  13. width: 100%;
  14. height: 100%;
  15. display: flex;
  16. align-items: center;
  17. justify-content: center;
  18. opacity: 1;
  19. background-color: #000000;
  20. z-index: 1;
  21. }
  22. #overlay > div {
  23. text-align: center;
  24. }
  25. #overlay > div > button {
  26. height: 20px;
  27. width: 100px;
  28. background: transparent;
  29. color: #ffffff;
  30. outline: 1px solid #ffffff;
  31. border: 0px;
  32. cursor: pointer;
  33. }
  34. #overlay > div > p {
  35. color: #777777;
  36. font-size: 12px;
  37. }
  38. </style>
  39. <script src="../build/three.js"></script>
  40. <script src="js/WebGL.js"></script>
  41. <script src="js/controls/OrbitControls.js"></script>
  42. <script src="js/loaders/GLTFLoader.js"></script>
  43. </head>
  44. <body>
  45. <audio loop id="music" preload="auto" style="display: none">
  46. <source src="sounds/376737_Skullbeatz___Bad_Cat_Maste.ogg" type="audio/ogg">
  47. <source src="sounds/376737_Skullbeatz___Bad_Cat_Maste.mp3" type="audio/mpeg">
  48. </audio>
  49. <div id="overlay">
  50. <div>
  51. <button id="startButton">Click to Play</button>
  52. <p>Audio playback requires user interaction.</p>
  53. </div>
  54. </div>
  55. <div id="container"></div>
  56. <div id="info">
  57. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio - orientation<br/>
  58. music by <a href="http://www.newgrounds.com/audio/listen/376737" target="_blank" rel="noopener noreferrer">skullbeatz</a>
  59. </div>
  60. <script>
  61. if ( WEBGL.isWebGLAvailable() === false ) {
  62. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  63. }
  64. var scene, camera, renderer;
  65. var startButton = document.getElementById( 'startButton' );
  66. startButton.addEventListener( 'click', init );
  67. function init() {
  68. var overlay = document.getElementById( 'overlay' );
  69. overlay.remove();
  70. var container = document.getElementById( 'container' );
  71. //
  72. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
  73. camera.position.set( 3, 2, 3 );
  74. var reflectionCube = new THREE.CubeTextureLoader()
  75. .setPath( 'textures/cube/SwedishRoyalCastle/' )
  76. .load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
  77. reflectionCube.format = THREE.RGBFormat;
  78. scene = new THREE.Scene();
  79. scene.background = new THREE.Color( 0xa0a0a0 );
  80. scene.fog = new THREE.Fog( 0xa0a0a0, 2, 20 );
  81. //
  82. var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  83. hemiLight.position.set( 0, 20, 0 );
  84. scene.add( hemiLight );
  85. var dirLight = new THREE.DirectionalLight( 0xffffff );
  86. dirLight.position.set( 5, 5, 0 );
  87. dirLight.castShadow = true;
  88. dirLight.shadow.camera.top = 1;
  89. dirLight.shadow.camera.bottom = - 1;
  90. dirLight.shadow.camera.left = - 1;
  91. dirLight.shadow.camera.right = 1;
  92. dirLight.shadow.camera.near = 0.1;
  93. dirLight.shadow.camera.far = 20;
  94. scene.add( dirLight );
  95. // scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
  96. //
  97. var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 50, 50 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
  98. mesh.rotation.x = - Math.PI / 2;
  99. mesh.receiveShadow = true;
  100. scene.add( mesh );
  101. var grid = new THREE.GridHelper( 50, 50, 0x888888, 0x888888 );
  102. scene.add( grid );
  103. //
  104. var listener = new THREE.AudioListener();
  105. camera.add( listener );
  106. var audioElement = document.getElementById( 'music' );
  107. audioElement.play();
  108. var positionalAudio = new THREE.PositionalAudio( listener );
  109. positionalAudio.setMediaElementSource( audioElement );
  110. positionalAudio.setRefDistance( 1 );
  111. positionalAudio.setDirectionalCone( 180, 230, 0.1 );
  112. var helper = new THREE.PositionalAudioHelper( positionalAudio, 0.1 );
  113. positionalAudio.add( helper );
  114. //
  115. var gltfLoader = new THREE.GLTFLoader();
  116. gltfLoader.load( 'models/gltf/BoomBox/glTF-Binary/BoomBox.glb', function ( gltf ) {
  117. var boomBox = gltf.scene;
  118. boomBox.position.set( 0, 0.2, 0 );
  119. boomBox.scale.set( 20, 20, 20 );
  120. boomBox.traverse( function ( object ) {
  121. if ( object.isMesh ) {
  122. object.material.envMap = reflectionCube;
  123. object.geometry.rotateY( - Math.PI );
  124. object.castShadow = true;
  125. }
  126. } );
  127. boomBox.add( positionalAudio );
  128. scene.add( boomBox );
  129. animate();
  130. } );
  131. // sound is damped behind this wall
  132. var wallGeometry = new THREE.BoxBufferGeometry( 2, 1, 0.1 );
  133. var wallMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, transparent: true, opacity: 0.5 } );
  134. var wall = new THREE.Mesh( wallGeometry, wallMaterial );
  135. wall.position.set( 0, 0.5, - 0.5 );
  136. scene.add( wall );
  137. //
  138. renderer = new THREE.WebGLRenderer( { antialias: true } );
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. renderer.setPixelRatio( window.devicePixelRatio );
  141. renderer.gammaOutput = true;
  142. renderer.gammaFactor = 2.2;
  143. renderer.shadowMap.enabled = true;
  144. container.appendChild( renderer.domElement );
  145. //
  146. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  147. controls.target.set( 0, 0.1, 0 );
  148. controls.update();
  149. controls.minDistance = 0.5;
  150. controls.maxDistance = 10;
  151. controls.maxPolarAngle = 0.5 * Math.PI;
  152. //
  153. window.addEventListener( 'resize', onWindowResize, false );
  154. }
  155. function onWindowResize() {
  156. camera.aspect = window.innerWidth / window.innerHeight;
  157. camera.updateProjectionMatrix();
  158. renderer.setSize( window.innerWidth, window.innerHeight );
  159. }
  160. function animate() {
  161. requestAnimationFrame( animate );
  162. renderer.render( scene, camera );
  163. }
  164. </script>
  165. </body>
  166. </html>