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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.

Source

src/loaders/AudioLoader.js