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webaudio_timing.html
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webaudio_timing.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D 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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="overlay">
<button id="startButton">Play</button>
</div>
<div id="container"></div>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener noreferrer">Verge3D</a> webaudio - timing<br/>
sound effect by <a href="https://freesound.org/people/michorvath/sounds/269718/" target="_blank" rel="noopener noreferrer">michorvath</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { OrbitControls } from 'v3d/addons/controls/OrbitControls.js';
let scene, camera, renderer, clock;
const objects = [];
const speed = 2.5;
const height = 3;
const offset = 0.5;
const startButton = document.getElementById('startButton');
startButton.addEventListener('click', init);
function init() {
const overlay = document.getElementById('overlay');
overlay.remove();
const container = document.getElementById('container');
scene = new v3d.Scene();
clock = new v3d.Clock();
//
camera = new v3d.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(7, 3, 7);
// lights
const ambientLight = new v3d.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
const directionalLight = new v3d.DirectionalLight(0xffffff, 0.7);
directionalLight.position.set(0, 5, 5);
scene.add(directionalLight);
const 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
const audioLoader = new v3d.AudioLoader();
const listener = new v3d.AudioListener();
camera.add(listener);
// floor
const floorGeometry = new v3d.PlaneGeometry(10, 10);
const floorMaterial = new v3d.MeshLambertMaterial({ color: 0x4676b6 });
const floor = new v3d.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = Math.PI * -0.5;
floor.receiveShadow = true;
scene.add(floor);
// objects
const count = 5;
const radius = 3;
const ballGeometry = new v3d.SphereGeometry(0.3, 32, 16);
ballGeometry.translate(0, 0.3, 0);
const ballMaterial = new v3d.MeshLambertMaterial({ color: 0xcccccc });
// create objects when audio buffer is loaded
audioLoader.load('sounds/ping_pong.mp3', function(buffer) {
for (let i = 0; i < count; i++) {
const s = i / count * Math.PI * 2;
const ball = new v3d.Mesh(ballGeometry, ballMaterial);
ball.castShadow = true;
ball.userData.down = false;
ball.position.x = radius * Math.cos(s);
ball.position.z = radius * Math.sin(s);
const audio = new v3d.PositionalAudio(listener);
audio.setBuffer(buffer);
ball.add(audio);
scene.add(ball);
objects.push(ball);
}
animate();
});
//
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000);
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);
//
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 1;
controls.maxDistance = 25;
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
const time = clock.getElapsedTime();
for (let i = 0; i < objects.length; i++) {
const ball = objects[i];
const 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
const 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>