Loader →
AudioLoader
Class for loading an AudioBuffer. This uses the FileLoader internally for loading files.
Code Example
// instantiate a listener const audioListener = new THREE.AudioListener(); //
add the listener to the camera camera.add( audioListener ); // instantiate
audio object const oceanAmbientSound = new THREE.Audio( audioListener ); //
add the audio object to the scene scene.add( oceanAmbientSound ); //
instantiate a loader const loader = new THREE.AudioLoader(); // load a
resource loader.load( // resource URL 'audio/ambient_ocean.ogg', // onLoad
callback function ( audioBuffer ) { // set the audio object buffer to the
loaded object oceanAmbientSound.setBuffer( audioBuffer ); // play the audio
oceanAmbientSound.play(); }, // onProgress callback function ( xhr ) {
console.log( (xhr.loaded / xhr.total * 100) + '% loaded' ); }, // onError
callback function ( err ) { console.log( 'An error happened' ); } );
Constructor
AudioLoader
function AudioLoader( manager: LoadingManager ): void;
manager — The loadingManager for the loader to use. Default is THREE.DefaultLoadingManager.
Creates a new AudioLoader.
Properties
See the base Loader class for common properties.
Methods
See the base Loader class for common methods.
load
function load( url: String, onLoad: Function, onProgress: Function, onError:
Function ): undefined;
url — the path or URL to the file. This can also be a Data URI.
onLoad — Will be called when load completes. The argument will be the
loaded text response.
onProgress (optional) — Will be called while load progresses. The
argument will be the ProgressEvent instance, which contains
.lengthComputable, .total and .loaded. If the server does not
set the Content-Length header; .total will be 0.
onError (optional) — Will be called when load errors.
Begin loading from url and pass the loaded AudioBuffer to onLoad.