WebGL – sound test example with Three.js .

This is the result of my example: WebGL test sound.

And this it’s the source code :

<!DOCTYPE html>
<html lang=”en”>
<head>
<title>three.js misc – sound</title>
<meta charset=”utf-8″>
<meta name=”viewport” content=”width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0″>
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
</style>
</head>
<body>
<div id=”container”></div>
<script src=”../js/three.min.js”></script>
<script src=”../js/controls/FirstPersonControls.js”></script>
<script src=”../js/Detector.js”></script>
<script>

if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

var container;
var camera, controls, scene, renderer;
var light, pointLight;

var mesh;
var material_sphere1, material_sphere2;

var clock = new THREE.Clock();

init();
animate();

function init() {

container = document.getElementById( ‘container’ );

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 25, 0 );

var listener = new THREE.AudioListener();
camera.add( listener );

controls = new THREE.FirstPersonControls( camera );

controls.movementSpeed = 70;
controls.lookSpeed = 0.05;
controls.noFly = true;
controls.lookVertical = false;

scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.0035 );

light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0.5, 1 ).normalize();
scene.add( light );

var sound1 = new THREE.Audio( listener );
sound1.load( ‘../sounds/sound.wav’ );
sound1.setRefDistance( 20 );
sound1.autoplay = true;
scene.add( sound1 );

var helper = new THREE.GridHelper( 500, 10 );
helper.color1.setHex( 0x444444 );
helper.color2.setHex( 0x444444 );
helper.position.y = 0.1
scene.add( helper );

renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.innerHTML = “”;
container.appendChild( renderer.domElement );
window.addEventListener( ‘resize’, onWindowResize, false );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
}

function animate() {
requestAnimationFrame( animate );
render();
}

function render() {

var delta = clock.getDelta(),
time = clock.getElapsedTime() * 5;
controls.update( delta );
renderer.render( scene, camera );
}
</script>
</body>
</html>

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