@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
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TypeScript
import { PositionalAudio } from "three";
import { Behaviour } from "./Component.js";
/**
* Defines how audio volume attenuates over distance from the listener.
*/
export declare enum AudioRolloffMode {
/**
* Logarithmic rolloff provides a natural, real-world attenuation where volume decreases
* exponentially with distance.
*/
Logarithmic = 0,
/**
* Linear rolloff provides a straightforward volume reduction that decreases at a constant
* rate with distance.
*/
Linear = 1,
/**
* Custom rolloff allows for defining specialized distance-based attenuation curves.
* Note: Custom rolloff is not fully implemented in this version.
*/
Custom = 2
}
/**
* Plays audio clips in the scene with support for spatial (3D) positioning.
*
* **Browser autoplay policies:**
* Web browsers require user interaction before playing audio. Use
* `AudioSource.userInteractionRegistered` to check if playback is allowed,
* or `registerWaitForAllowAudio()` to queue playback until interaction occurs.
*
* **Spatial audio:**
* Set `spatialBlend` to 1 for full 3D positioning, or 0 for 2D (non-spatial).
* Requires an {@link AudioListener} in the scene (typically on the camera).
*
* **Visibility handling:**
* Audio automatically pauses when the tab is hidden unless `playInBackground = true`.
* On mobile, audio always pauses in background regardless of this setting.
*
* @example Play audio on button click
* ```ts
* onClick() {
* const audio = this.getComponent(AudioSource);
* audio.play();
* }
* ```
*
* @example Wait for user interaction
* ```ts
* AudioSource.registerWaitForAllowAudio(() => {
* this.getComponent(AudioSource)?.play();
* });
* ```
*
* @summary Plays audio clips from files or media streams
* @category Multimedia
* @group Components
* @see {@link AudioListener} for the audio receiver component
* @see {@link AudioRolloffMode} for distance attenuation options
* @see {@link Voip} for voice communication
* @see {@link PlayableDirector} for timeline-based audio
* @link https://engine.needle.tools/samples/?overlay=samples&tag=audio
* @link https://spatial-audio-zubckswmztj.needle.run/
*/
export declare class AudioSource extends Behaviour {
/**
* Checks if the user has interacted with the page to allow audio playback.
* Audio playback often requires a user gesture first due to browser autoplay policies.
* This is the same as calling {@link Application.userInteractionRegistered}.
*
* @returns Whether user interaction has been registered to allow audio playback
*/
static get userInteractionRegistered(): boolean;
/**
* Registers a callback that will be executed once the user has interacted with the page,
* allowing audio playback to begin.
* This is the same as calling {@link Application.registerWaitForInteraction}.
*
* @param cb - The callback function to execute when user interaction is registered
*/
static registerWaitForAllowAudio(cb: Function): void;
/**
* The audio clip to play. Can be a URL string pointing to an audio file or a {@link MediaStream} object.
*/
clip: string | MediaStream;
/**
* When true, the audio will automatically start playing when the component is enabled.
* When false, you must call play() manually to start audio playback.
* @default false
*/
playOnAwake: boolean;
/**
* When true, the audio clip will be loaded during initialization rather than when play() is called.
* This can reduce playback delay but increases initial loading time.
* @default true
*/
preload: boolean;
/**
* When true, audio will continue playing when the browser tab loses focus.
* When false, audio will pause when the tab is minimized or not active.
* @default true
*/
playInBackground: boolean;
/**
* Indicates whether the audio is currently playing.
*
* @returns True if the audio is playing, false otherwise
*/
get isPlaying(): boolean;
/**
* The total duration of the currently loaded audio clip in seconds.
*
* @returns Duration in seconds or undefined if no clip is loaded
* @remarks For MediaStream clips, duration is not directly available and will return undefined. If the audio clip has not started loading or is still loading, duration may also be undefined until the audio buffer is ready.
*/
get duration(): number | undefined;
/**
* The current playback position as a normalized value between 0 and 1.
* Can be set to seek to a specific position in the audio.
*/
get time01(): number;
set time01(val: number);
/**
* The current playback position in seconds.
* Can be set to seek to a specific time in the audio.
*/
get time(): number;
set time(val: number);
/**
* When true, the audio will repeat after reaching the end.
* When false, audio will play once and stop.
* @default false
*/
get loop(): boolean;
set loop(val: boolean);
/**
* Controls how the audio is positioned in space.
* Values range from 0 (2D, non-positional) to 1 (fully 3D positioned).
* Internally uses a dual-path audio graph to crossfade between a spatialized (PannerNode)
* and a non-spatialized (direct) signal path.
*/
get spatialBlend(): number;
set spatialBlend(val: number);
/**
* The minimum distance from the audio source at which the volume starts to attenuate.
* Within this radius, the audio plays at full volume regardless of distance.
*/
get minDistance(): number;
set minDistance(val: number);
/**
* The maximum distance from the audio source beyond which the volume no longer decreases.
* This defines the outer limit of the attenuation curve.
*/
get maxDistance(): number;
set maxDistance(val: number);
private _spatialBlend;
private _minDistance;
private _maxDistance;
/**
* Controls the overall volume/loudness of the audio.
* Values range from 0 (silent) to 1 (full volume).
* @default 1
*/
get volume(): number;
set volume(val: number);
private _volume;
/**
* Controls the playback rate (speed) of the audio.
* Values greater than 1 increase speed, values less than 1 decrease it.
* This affects both speed and pitch of the audio.
* @default 1
*/
set pitch(val: number);
get pitch(): number;
/**
* Determines how audio volume decreases with distance from the listener.
* @default AudioRolloffMode.Logarithmic
* @see {@link AudioRolloffMode}
*/
rollOffMode: AudioRolloffMode;
private _loop;
private sound;
private helper;
private wasPlaying;
private audioLoader;
private shouldPlay;
private _lastClipStartedLoading;
private _loadedClip;
private _audioElement;
private _entryNode;
private _spatialGain;
private _bypassGain;
/**
* Returns the underlying {@link PositionalAudio} object, creating it if necessary.
* The audio source needs a user interaction to be initialized due to browser autoplay policies.
*
* @returns The three.js PositionalAudio object or null if unavailable
*/
get Sound(): PositionalAudio | null;
/**
* Indicates whether the audio source is queued to play when possible.
* This may be true before user interaction has been registered.
*
* @returns Whether the audio source intends to play
*/
get ShouldPlay(): boolean;
/**
* Returns the Web Audio API context associated with this audio source.
*
* @returns The {@link AudioContext} or null if not available
*/
get audioContext(): AudioContext | undefined;
/** @internal */
awake(): void;
/** @internal */
onEnable(): void;
/** @internal */
onDisable(): void;
private onVisibilityChanged;
private onApplicationMuteChanged;
private createAudio;
private __onAllowAudioCallback;
/**
* Sets up the dual-path audio graph for spatial blend crossfading.
* Creates two parallel signal paths from source to output:
* - 3D path: entry → panner → spatialGain → gain (spatialized)
* - 2D path: entry → bypassGain → gain (non-spatialized)
*/
private setupSpatialBlendNodes;
/** Updates the spatial/bypass gain values based on the current spatialBlend. */
private updateSpatialBlendGains;
private applySpatialDistanceSettings;
private onNewClip;
/**
* Plays the audio clip or media stream.
* If no argument is provided, plays the currently assigned clip.
*
* @param clip - Optional audio clip or {@link MediaStream} to play
* @returns A promise that resolves when playback starts successfully, or rejects on error
*/
play(clip?: string | MediaStream | undefined): Promise<boolean>;
/**
* Pauses audio playback while maintaining the current position.
* Use play() to resume from the paused position.
*/
pause(): void;
/**
* Stops audio playback completely and resets the playback position to the beginning.
* Unlike pause(), calling play() after stop() will start from the beginning.
*/
stop(): void;
private _lastContextTime;
private _hasEnded;
private _needUpdateSpatialDistanceSettings;
/** @internal */
update(): void;
}