@types/three
Version:
TypeScript definitions for three
109 lines (107 loc) • 4.06 kB
TypeScript
import { Audio } from "./Audio.js";
/**
* Represents a positional audio object.
*
* ```js
* // create an AudioListener and add it to the camera
* const listener = new THREE.AudioListener();
* camera.add( listener );
*
* // create the PositionalAudio object (passing in the listener)
* const sound = new THREE.PositionalAudio( listener );
*
* // load a sound and set it as the PositionalAudio object's buffer
* const audioLoader = new THREE.AudioLoader();
* audioLoader.load( 'sounds/song.ogg', function( buffer ) {
* sound.setBuffer( buffer );
* sound.setRefDistance( 20 );
* sound.play();
* });
*
* // create an object for the sound to play from
* const sphere = new THREE.SphereGeometry( 20, 32, 16 );
* const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
* const mesh = new THREE.Mesh( sphere, material );
* scene.add( mesh );
*
* // finally add the sound to the mesh
* mesh.add( sound );
*/
export class PositionalAudio extends Audio<PannerNode> {
/**
* The panner node represents the location, direction, and behavior of an audio
* source in 3D space.
*/
readonly panner: PannerNode;
disconnect(): this;
/**
* Returns the current reference distance.
*
* @return {number} The reference distance.
*/
getRefDistance(): number;
/**
* Defines the reference distance for reducing volume as the audio source moves
* further from the listener – i.e. the distance at which the volume reduction
* starts taking effect.
*
* @param {number} value - The reference distance to set.
* @return {PositionalAudio} A reference to this instance.
*/
setRefDistance(value: number): this;
/**
* Returns the current rolloff factor.
*
* @return {number} The rolloff factor.
*/
getRolloffFactor(): number;
/**
* Defines how quickly the volume is reduced as the source moves away from the listener.
*
* @param {number} value - The rolloff factor.
* @return {PositionalAudio} A reference to this instance.
*/
setRolloffFactor(value: number): this;
/**
* Returns the current distance model.
*
* @return {('linear'|'inverse'|'exponential')} The distance model.
*/
getDistanceModel(): "linear" | "inverse" | "exponential";
/**
* Defines which algorithm to use to reduce the volume of the audio source
* as it moves away from the listener.
*
* Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
* for more details.
*
* @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
* @return {PositionalAudio} A reference to this instance.
*/
setDistanceModel(value: "linear" | "inverse" | "exponential"): this;
/**
* Returns the current max distance.
*
* @return {number} The max distance.
*/
getMaxDistance(): number;
/**
* Defines the maximum distance between the audio source and the listener,
* after which the volume is not reduced any further.
*
* This value is used only by the `linear` distance model.
*
* @param {number} value - The max distance.
* @return {PositionalAudio} A reference to this instance.
*/
setMaxDistance(value: number): this;
/**
* Sets the directional cone in which the audio can be listened.
*
* @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
* @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter.
* @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
* @return {PositionalAudio} A reference to this instance.
*/
setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): this;
}