提交 3532dd14 编写于 作者: M Mugen87

Examples: Added WebAudio timing example

上级 e8ddb44f
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webaudio - timing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#777;
padding:0;
margin:0;
font-weight: bold;
overflow:hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
text-align:center;
}
a {
color: #ffffff;
}
</style>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/controls/OrbitControls.js"></script>
</head>
<body>
<div id="container"></div>
<div id="info">
<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>
</div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var scene, camera, renderer, audio;
var objects = [];
init();
function init() {
var container = document.getElementById( 'container' );
scene = new THREE.Scene();
//
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 7, 3, 7 );
// lights
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
directionalLight.position.set( 0, 5, 5 );
scene.add( directionalLight );
var d = 5;
directionalLight.castShadow = true;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 20;
directionalLight.shadow.mapSize.x = 1024;
directionalLight.shadow.mapSize.y = 1024;
// audio
var audioLoader = new THREE.AudioLoader();
var listener = new THREE.AudioListener();
camera.add( listener );
// floor
var floorGeometry = new THREE.PlaneBufferGeometry( 10, 10 );
var floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
var floor = new THREE.Mesh( floorGeometry, floorMaterial );
floor.rotation.x = Math.PI * - 0.5;
floor.receiveShadow = true;
scene.add( floor );
// objects
var count = 5;
var radius = 3;
var ballGeometry = new THREE.SphereBufferGeometry( 0.3, 32, 16 );
ballGeometry.translate( 0, 0.3, 0 );
var ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
// create objects when audio buffer is loaded
audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
for ( var i = 0; i < count; i ++ ) {
var s = i / count * Math.PI * 2;
var ball = new THREE.Mesh( ballGeometry, ballMaterial );
ball.castShadow = true;
ball.userData.down = false;
ball.position.x = radius * Math.cos( s );
ball.position.z = radius * Math.sin( s );
var audio = new THREE.PositionalAudio( listener );
audio.setBuffer( buffer );
ball.add( audio );
scene.add( ball );
objects.push( ball );
}
animate();
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.shadowMap.enabled = true;
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000 );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
//
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 25;
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
var speed = 1.7;
var height = 3;
var offset = 0.5;
var time = 0;
function render() {
time += 0.02;
for ( var i = 0; i < objects.length; i ++ ) {
var ball = objects[ i ];
var previousHeight = ball.position.y;
ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
if ( ball.position.y < previousHeight ) {
ball.userData.down = true;
} else {
if ( ball.userData.down === true ) {
// ball changed direction from down to up
var audio = ball.children[ 0 ];
audio.play(); // play audio with perfect timing when ball hits the surface
ball.userData.down = false;
}
}
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
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