webaudio_timing.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webaudio - timing</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. <style>
  8. body {
  9. background:#777;
  10. padding:0;
  11. margin:0;
  12. font-weight: bold;
  13. overflow:hidden;
  14. }
  15. #info {
  16. position: absolute;
  17. top: 0px;
  18. width: 100%;
  19. color: #ffffff;
  20. padding: 5px;
  21. font-family:Monospace;
  22. font-size:13px;
  23. text-align:center;
  24. }
  25. a {
  26. color: #ffffff;
  27. }
  28. </style>
  29. <script src="../build/three.js"></script>
  30. <script src="js/Detector.js"></script>
  31. <script src="js/controls/OrbitControls.js"></script>
  32. </head>
  33. <body>
  34. <div id="container"></div>
  35. <div id="info">
  36. <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>
  37. </div>
  38. <script>
  39. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  40. var scene, camera, renderer, audio;
  41. var objects = [];
  42. init();
  43. function init() {
  44. var container = document.getElementById( 'container' );
  45. scene = new THREE.Scene();
  46. //
  47. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
  48. camera.position.set( 7, 3, 7 );
  49. // lights
  50. var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  51. scene.add( ambientLight );
  52. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
  53. directionalLight.position.set( 0, 5, 5 );
  54. scene.add( directionalLight );
  55. var d = 5;
  56. directionalLight.castShadow = true;
  57. directionalLight.shadow.camera.left = - d;
  58. directionalLight.shadow.camera.right = d;
  59. directionalLight.shadow.camera.top = d;
  60. directionalLight.shadow.camera.bottom = - d;
  61. directionalLight.shadow.camera.near = 1;
  62. directionalLight.shadow.camera.far = 20;
  63. directionalLight.shadow.mapSize.x = 1024;
  64. directionalLight.shadow.mapSize.y = 1024;
  65. // audio
  66. var audioLoader = new THREE.AudioLoader();
  67. var listener = new THREE.AudioListener();
  68. camera.add( listener );
  69. // floor
  70. var floorGeometry = new THREE.PlaneBufferGeometry( 10, 10 );
  71. var floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
  72. var floor = new THREE.Mesh( floorGeometry, floorMaterial );
  73. floor.rotation.x = Math.PI * - 0.5;
  74. floor.receiveShadow = true;
  75. scene.add( floor );
  76. // objects
  77. var count = 5;
  78. var radius = 3;
  79. var ballGeometry = new THREE.SphereBufferGeometry( 0.3, 32, 16 );
  80. ballGeometry.translate( 0, 0.3, 0 );
  81. var ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
  82. // create objects when audio buffer is loaded
  83. audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
  84. for ( var i = 0; i < count; i ++ ) {
  85. var s = i / count * Math.PI * 2;
  86. var ball = new THREE.Mesh( ballGeometry, ballMaterial );
  87. ball.castShadow = true;
  88. ball.userData.down = false;
  89. ball.position.x = radius * Math.cos( s );
  90. ball.position.z = radius * Math.sin( s );
  91. var audio = new THREE.PositionalAudio( listener );
  92. audio.setBuffer( buffer );
  93. ball.add( audio );
  94. scene.add( ball );
  95. objects.push( ball );
  96. }
  97. animate();
  98. } );
  99. //
  100. renderer = new THREE.WebGLRenderer( { antialias: true } );
  101. renderer.shadowMap.enabled = true;
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. renderer.setClearColor( 0x000000 );
  104. renderer.setPixelRatio( window.devicePixelRatio );
  105. container.appendChild( renderer.domElement );
  106. //
  107. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  108. controls.minDistance = 1;
  109. controls.maxDistance = 25;
  110. //
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. }
  113. function onWindowResize( event ) {
  114. camera.aspect = window.innerWidth / window.innerHeight;
  115. camera.updateProjectionMatrix();
  116. renderer.setSize( window.innerWidth, window.innerHeight );
  117. }
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. render();
  121. }
  122. var speed = 1.7;
  123. var height = 3;
  124. var offset = 0.5;
  125. var time = 0;
  126. function render() {
  127. time += 0.02;
  128. for ( var i = 0; i < objects.length; i ++ ) {
  129. var ball = objects[ i ];
  130. var previousHeight = ball.position.y;
  131. ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
  132. if ( ball.position.y < previousHeight ) {
  133. ball.userData.down = true;
  134. } else {
  135. if ( ball.userData.down === true ) {
  136. // ball changed direction from down to up
  137. var audio = ball.children[ 0 ];
  138. audio.play(); // play audio with perfect timing when ball hits the surface
  139. ball.userData.down = false;
  140. }
  141. }
  142. }
  143. renderer.render( scene, camera );
  144. }
  145. </script>
  146. </body>
  147. </html>