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sound.js
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export default async function sound({THREE,camera,gui}) {
let spinSounds = [`spin0`, `spin1`, `spin2`, `spin3`, `spin4`]
let audioLoader = new THREE.AudioLoader();
let snds = {}
let loadSound = async(name)=>{
return new Promise((resolve,reject)=>{
audioLoader.load(name, (audio)=>{
resolve(audio);
}
)
}
)
}
let audioReady=false
// create an AudioListener and add it to the camera
const listener = new THREE.AudioListener();
camera.add( listener ); // create a global audio source
//const sound = new THREE.Audio( listener );
// load a sound and set it as the Audio object's buffer const audioLoader = new THREE.AudioLoader(); audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { sound.setBuffer( buffer ); sound.setLoop( true ); sound.setVolume( 0.5 ); sound.play(); });
let soundChannels=[]
for(let i=0;i<8;i++)soundChannels.push(new THREE.Audio( listener ));
let chanTop=0;
spinSounds.forEach(async name=>snds[name] = await loadSound('./assets/' + name + '.ogg'))
snds['done'] = await loadSound('./assets/done.ogg');
let firstInteraction = ()=>{
document.removeEventListener('pointerdown',firstInteraction)
audioReady = true;
playSound({name:'done'})
}
document.addEventListener('pointerdown',firstInteraction)
let sndParams = {'🔊':true}
gui.add(sndParams,'🔊')
let playSound = ({name='done',detune=0})=>{
if(!sndParams['🔊'])return;
let snd = snds[name];
let sound = soundChannels[(chanTop++)%soundChannels.length];
if(sound.isPlaying)sound.stop()
sound.setBuffer( snd );
sound.setLoop( false );
sound.setVolume( 0.5 );
sound.play()
sound.setDetune(detune);
}
document.addEventListener('sound', (e)=>playSound(e.detail))
}