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Examples: Added WebAudio timing example
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Mugen87 committed Oct 13, 2017
1 parent e8ddb44 commit 3532dd1
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222 changes: 222 additions & 0 deletions examples/webaudio_timing.html
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<!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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