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threejs-audio

three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or visualization; not a replacement for full game audio middleware.

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SKILL.md
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name
threejs-audio
license
Apache-2.0
description
three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or visualization; not a replacement for full game audio middleware.
## When to use this skill **ALWAYS use this skill when the user mentions:** - `AudioListener` on `Camera`, `Audio` vs `PositionalAudio`, distance models, refDistance/maxDistance/rolloff - `AudioAnalyser` for 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 1. **Attach listener** to camera object so head-related audio follows view. 2. **Create context** compatible with user gesture unlock patterns in browsers. 3. **PositionalAudio**: set `refDistance`, `maxDistance`, `rolloffFactor`, `distanceModel` per docs. 4. **Load buffer** via `AudioLoader` (**threejs-loaders**), then `positionalAudio.setBuffer`. 5. **Analyser**: connect graph `listener.context.createAnalyser()` pathways per examples; watch performance. 6. **Update**: audio nodes usually need no per-frame update unless following moving sources manually. See [examples/workflow-positional-audio.md](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](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](https://threejs.org/docs/#Audio) in [three.js docs](https://threejs.org/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: 1. Link `AudioListener`, `PositionalAudio`, or `AudioAnalyser` as relevant. 2. Delegate file loading of sound buffers to **threejs-loaders** (`AudioLoader`). 3. Note autoplay / user-gesture requirements for resuming context. 4. Relate distance attenuation to world units and **threejs-objects** placement. 5. 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
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