A SoundInstance3d plays a Sound in 3D.

Hierarchy (view full)

Constructors

  • Create a new SoundInstance3d instance.

    Parameters

    • manager: SoundManager

      The sound manager.

    • sound: Sound

      The sound to play.

    • options: {
          distanceModel: string;
          duration: number;
          loop: boolean;
          maxDistance: number;
          pitch: number;
          position: Vec3;
          refDistance: number;
          rollOffFactor: number;
          startTime: number;
          volume: number;
      } = {}

      Options for the instance.

      • distanceModel: string

        Determines which algorithm to use to reduce the volume of the audio as it moves away from the listener. Can be:

        Defaults to DISTANCE_LINEAR.

      • duration: number

        The total time after the startTime when playback will stop or restart if loop is true.

      • loop: boolean

        Whether the sound should loop when it reaches the end or not. Defaults to false.

      • maxDistance: number

        The maximum distance from the listener at which audio falloff stops. Note the volume of the audio is not 0 after this distance, but just doesn't fall off anymore. Defaults to 10000.

      • pitch: number

        The relative pitch. Defaults to 1 (plays at normal pitch).

      • position: Vec3

        The position of the sound in 3D space.

      • refDistance: number

        The reference distance for reducing volume as the sound source moves further from the listener. Defaults to 1.

      • rollOffFactor: number

        The factor used in the falloff equation. Defaults to 1.

      • startTime: number

        The time from which the playback will start. Default is 0 to start at the beginning.

      • volume: number

        The playback volume, between 0 and 1. Defaults to 1.

    Returns SoundInstance3d

Properties

source: AudioBufferSourceNode = null

Gets the source that plays the sound resource. If the Web Audio API is not supported the type of source is Audio. Source is only available after calling play.

Accessors

  • get currentTime(): number
  • Gets the current time of the sound that is playing.

    Returns number

  • set currentTime(value): void
  • Sets the current time of the sound that is playing. If the value provided is bigger than the duration of the instance it will wrap from the beginning.

    Parameters

    • value: number

    Returns void

  • get duration(): number
  • Gets the duration of the sound that the instance will play starting from startTime.

    Returns number

  • set duration(value): void
  • Sets the duration of the sound that the instance will play starting from startTime.

    Parameters

    • value: number

    Returns void

  • get isSuspended(): boolean
  • Gets whether the instance is currently suspended because the window is not focused.

    Returns boolean

  • get maxDistance(): number
  • Gets the maximum distance from the listener at which audio falloff stops.

    Returns number

  • set maxDistance(value): void
  • Sets the maximum distance from the listener at which audio falloff stops. Note that the volume of the audio is not 0 after this distance, but just doesn't fall off anymore.

    Parameters

    • value: number

    Returns void

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Attempt to begin playback the sound. If the AudioContext is suspended, the audio will only start once it's resumed. If the sound is already playing, this will restart the sound.

    Returns boolean

    True if the sound was started immediately.

  • Connects external Web Audio API nodes. You need to pass the first node of the node graph that you created externally and the last node of that graph. The first node will be connected to the audio source and the last node will be connected to the destination of the AudioContext (e.g. speakers). Requires Web Audio API support.

    Parameters

    • firstNode: AudioNode

      The first node that will be connected to the audio source of sound instances.

    • OptionallastNode: AudioNode

      The last node that will be connected to the destination of the AudioContext. If unspecified then the firstNode will be connected to the destination instead.

    Returns void

    const context = app.systems.sound.context;
    const analyzer = context.createAnalyzer();
    const distortion = context.createWaveShaper();
    const filter = context.createBiquadFilter();
    analyzer.connect(distortion);
    distortion.connect(filter);
    instance.setExternalNodes(analyzer, filter);

Events

EVENT_END: string = 'end'

Fired when the sound currently played by the instance ends.

instance.on('end', () => {
console.log('Instance ended');
});
EVENT_PAUSE: string = 'pause'

Fired when the instance is paused.

instance.on('pause', () => {
console.log('Instance paused');
});
EVENT_PLAY: string = 'play'

Fired when the instance starts playing its source.

instance.on('play', () => {
console.log('Instance started playing');
});
EVENT_RESUME: string = 'resume'

Fired when the instance is resumed.

instance.on('resume', () => {
console.log('Instance resumed');
});
EVENT_STOP: string = 'stop'

Fired when the instance is stopped.

instance.on('stop', () => {
console.log('Instance stopped');
});