When to use this skill
ALWAYS use this skill when the user mentions:
AudioListeneronCamera,AudiovsPositionalAudio, distance models, refDistance/maxDistance/rolloffAudioAnalyserfor visualization bars/spectrum- Browser autoplay policies blocking audio start
IMPORTANT: audio vs loaders
| Step | Skill |
|------|--------|
| Decode mp3/ogg buffer | threejs-loaders (AudioLoader) |
| Spatial playback API | threejs-audio |
Trigger phrases include:
- "PositionalAudio", "AudioListener", "AudioAnalyser", "panner"
- "空间音频", "音量衰减", "频谱"
How to use this skill
- Attach listener to camera object so head-related audio follows view.
- Validate AudioContext state — check
listener.context.statebefore playback; resume if suspended. - Create context compatible with user gesture unlock patterns in browsers.
- PositionalAudio — set
refDistance,maxDistance,rolloffFactor,distanceModelper docs. - Load buffer via
AudioLoader(threejs-loaders), thenpositionalAudio.setBuffer. - Analyser — connect graph
listener.context.createAnalyser()pathways per examples; watch performance. - Update — audio nodes usually need no per-frame update unless following moving sources manually.
Example: PositionalAudio with context validation
import * as THREE from 'three';
const listener = new THREE.AudioListener();
camera.add(listener);
// Validate AudioContext state before attempting playback
function ensureAudioContext() {
if (listener.context.state === 'suspended') {
listener.context.resume();
}
}
// Resume on user gesture (required by browser autoplay policy)
document.addEventListener('click', ensureAudioContext, { once: true });
const sound = new THREE.PositionalAudio(listener);
const loader = new THREE.AudioLoader();
loader.load('sound.mp3', (buffer) => {
sound.setBuffer(buffer);
sound.setRefDistance(20);
sound.setRolloffFactor(1);
});
mesh.add(sound); // Attach to a scene object for spatial positioning
See examples/workflow-positional-audio.md.
Doc map (official)
| Docs section | Representative links | |--------------|----------------------| | Audio | https://threejs.org/docs/AudioListener.html | | Audio | https://threejs.org/docs/Audio.html | | Audio | https://threejs.org/docs/PositionalAudio.html | | Audio | https://threejs.org/docs/AudioAnalyser.html |
Extended list: references/official-sections.md.
Scope
- In scope: Core Audio classes, spatialization parameters, analyser usage overview.
- Out of scope: FMOD/Wwise-style authoring tools.
Common pitfalls and best practices
- Autoplay restrictions require user interaction to resume AudioContext.
- Too many positional sources hurt CPU—pool or LOD audio.
- Ensure world units match distance model expectations.
Documentation and version
Audio classes are under Audio in three.js docs. Decoding buffers uses AudioLoader—see threejs-loaders. Browser Web Audio policies are external but must be mentioned when AudioContext is suspended.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
AudioListener,PositionalAudio, orAudioAnalyseras relevant. - Delegate file loading of sound buffers to threejs-loaders (
AudioLoader). - Note autoplay / user-gesture requirements for resuming context.
- Relate distance attenuation to world units and threejs-objects placement.
- Avoid promising DAW-level mixing—stay within three.js audio scope.
References
- https://threejs.org/docs/#Audio
- https://threejs.org/docs/AudioListener.html
- https://threejs.org/docs/PositionalAudio.html
Keywords
English: audio, positional audio, listener, analyser, spatial sound, web audio, three.js
中文: 音频、空间音频、AudioListener、PositionalAudio、Web Audio、three.js