threejs-impl-audio
threejs-impl-audio
Quick Reference
Class Hierarchy
EventDispatcher
└── Object3D
├── AudioListener (receiver — attach to camera)
├── Audio (non-positional — background music, UI sounds)
└── PositionalAudio (3D spatial — attached to scene objects)
Supporting classes:
AudioLoader— loads audio files intoAudioBufferAudioAnalyser— real-time frequency analysis for visualization
Architecture Overview
| Component | Role | Attach To |
|---|---|---|
AudioListener |
Virtual ear (Web Audio API destination) | Camera (ALWAYS) |
Audio |
Non-positional sound (same volume everywhere) | Any Object3D or scene |
PositionalAudio |
3D spatial sound (volume depends on distance) | Mesh or Object3D in scene |
AudioLoader |
Async audio file loader | N/A (utility) |
AudioAnalyser |
FFT frequency data extractor | Wraps an Audio instance |
Critical Warnings
NEVER call sound.play() without first ensuring the AudioContext is resumed after user interaction. Modern browsers ALWAYS suspend the AudioContext until a user gesture (click, tap, keypress) occurs.
NEVER create more than one AudioListener per scene. Multiple listeners produce undefined spatialization behavior.
NEVER set autoplay = true and expect playback without user interaction. The browser WILL block it silently.
ALWAYS attach the AudioListener to the camera. If attached to another object, spatial audio calculations use the wrong reference position.
ALWAYS call listener.context.resume() inside a user interaction handler before playing any audio.
NEVER forget to handle the onError callback in AudioLoader.load(). Missing audio files fail silently without error handling.
AudioListener Setup
The AudioListener is the scene's virtual microphone. It wraps the Web Audio API's AudioContext and AudioDestinationNode.
import * as THREE from 'three';
const listener = new THREE.AudioListener();
camera.add( listener ); // ALWAYS add to camera
Master Volume Control
listener.setMasterVolume( 0.8 ); // range [0, 1]
const vol = listener.getMasterVolume(); // returns 0.8
Global Audio Filter
const filter = listener.context.createBiquadFilter();
filter.type = 'lowpass';
filter.frequency.value = 1000;
listener.setFilter( filter );
// Later: listener.removeFilter();
Audio (Non-Positional)
Use Audio for background music, ambient soundscapes, and UI feedback sounds. Volume is identical regardless of listener position.
Loading and Playing
const sound = new THREE.Audio( listener );
const audioLoader = new THREE.AudioLoader();
audioLoader.load( 'music.mp3', ( buffer ) => {
sound.setBuffer( buffer );
sound.setLoop( true );
sound.setVolume( 0.5 );
// Do NOT call sound.play() here — wait for user interaction
});
Autoplay Policy Compliance (MANDATORY)
document.addEventListener( 'click', () => {
if ( listener.context.state === 'suspended' ) {
listener.context.resume();
}
if ( !sound.isPlaying ) {
sound.play();
}
}, { once: true } );
Playback Control
sound.play(); // start playback
sound.pause(); // pause (resume with play())
sound.stop(); // stop and reset to beginning
sound.setPlaybackRate( 1.5 ); // 1.5x speed
sound.setDetune( -100 ); // pitch down 1 semitone (100 cents)
Alternative Sources
// HTML5 media element (for streaming large files)
const audioEl = new Audio( 'long-track.mp3' );
sound.setMediaElementSource( audioEl );
// Microphone input
navigator.mediaDevices.getUserMedia( { audio: true } ).then( ( stream ) => {
sound.setMediaStreamSource( stream );
});
PositionalAudio (3D Spatial)
Use PositionalAudio for sounds that exist at a location in the scene. Volume and stereo panning change based on the listener's distance and orientation.
Basic Setup
const positionalSound = new THREE.PositionalAudio( listener );
audioLoader.load( 'engine.ogg', ( buffer ) => {
positionalSound.setBuffer( buffer );
positionalSound.setRefDistance( 20 );
positionalSound.setRolloffFactor( 1 );
positionalSound.setDistanceModel( 'inverse' );
positionalSound.setLoop( true );
positionalSound.setVolume( 0.5 );
});
mesh.add( positionalSound ); // sound position follows the mesh
Distance Model Decision Tree
| Model | When to Use | Behavior |
|---|---|---|
'inverse' (default) |
Realistic environments | Gradual rolloff; NEVER reaches zero |
'linear' |
Controlled radius (e.g., room-based) | Volume drops to zero at maxDistance |
'exponential' |
Dramatic close/far contrast | Steep falloff curve |
Choosing parameters:
refDistance— Distance at which volume is 100%. Set to the "comfortable listening range" in scene units. Typical:1to20.maxDistance— ONLY matters for'linear'model. Ignored by'inverse'and'exponential'.rolloffFactor— Speed of volume decrease. For'inverse':1= realistic. For'linear':1= full range. Higher values = faster rolloff.
Directional Audio Cone
positionalSound.setDirectionalCone( 180, 360, 0.1 );
// coneInnerAngle: 180° — full volume zone
// coneOuterAngle: 360° — transition zone
// coneOuterGain: 0.1 — volume outside outer cone (10%)
AudioLoader
ALWAYS use AudioLoader to load audio files. It returns an AudioBuffer via callback.
const loader = new THREE.AudioLoader();
loader.load(
'sound.ogg',
( buffer ) => { sound.setBuffer( buffer ); }, // onLoad
( xhr ) => { console.log( (xhr.loaded / xhr.total * 100) + '% loaded' ); }, // onProgress
( err ) => { console.error( 'Audio load failed:', err ); } // onError — ALWAYS handle
);
Supported formats: MP3, OGG, WAV, AAC. OGG has the best compression-to-quality ratio but is NOT supported in Safari. ALWAYS provide MP3 as a fallback for cross-browser compatibility.
AudioAnalyser
Wraps the Web Audio API's AnalyserNode for real-time frequency visualization.
const analyser = new THREE.AudioAnalyser( sound, 256 );
// fftSize MUST be a power of 2: 32, 64, 128, 256, 512, 1024, 2048
function animate() {
requestAnimationFrame( animate );
const data = analyser.getFrequencyData(); // Uint8Array, length = fftSize / 2
const avg = analyser.getAverageFrequency(); // number (0-255)
// Drive visuals from audio data
mesh.scale.y = 1 + avg / 128;
renderer.render( scene, camera );
}
Frequency Data Details
getFrequencyData()returns aUint8ArraywithfftSize / 2elements- Each element ranges from
0to255(decibel magnitude) - Index
0= lowest frequency, last index = highest frequency getAverageFrequency()returns the arithmetic mean of all bins
Integration Checklist
- Create ONE
AudioListenerand add it to the camera - Create
AudioorPositionalAudiowith the listener - Load audio with
AudioLoader - Set buffer, volume, loop, and distance properties
- Add user interaction handler to resume
AudioContext - Call
play()ONLY after user interaction - For spatial audio: add
PositionalAudioas child of the target mesh
Reference Links
- references/methods.md -- Complete API signatures for AudioListener, Audio, PositionalAudio, AudioLoader, AudioAnalyser
- references/examples.md -- Working code examples for common audio scenarios
- references/anti-patterns.md -- What NOT to do with Three.js audio