Class for loading an AudioBuffer. This uses the FileLoader internally for loading files.


// instantiate a listener var audioListener = new v3d.AudioListener(); // add the listener to the camera camera.add(audioListener); // instantiate audio object var oceanAmbientSound = new v3d.Audio(audioListener); // add the audio object to the scene scene.add(oceanAmbientSound); // instantiate a loader var loader = new v3d.AudioLoader(); // load a resource loader.load( // resource URL 'audio/ambient_ocean.ogg', // onLoad callback function(audioBuffer) { // set the audio object buffer to the loaded object oceanAmbientSound.setBuffer(audioBuffer); // play the audio; }, // onProgress callback function(xhr) { console.log((xhr.loaded / * 100) + '% loaded'); }, // onError callback function(err) { console.log('An error happened'); } );


AudioLoader(context : String, manager : LoadingManager)

context — The AudioContext for the loader to use. Default is window.AudioContext.
manager — The loadingManager for the loader to use. Default is v3d.DefaultLoadingManager.

Creates a new AudioLoader.


.manager : LoadingManager

The loadingManager the loader is using. Default is DefaultLoadingManager.


.load (url : String, onLoad : Function, onProgress : Function, onError : Function) : null

url — the path or URL to the file. This can also be a Data URI.
onLoad — Will be called when load completes. The argument will be the loaded text response.
onProgress — Will be called while load progresses. The argument will be the XMLHttpRequest instance, which contains .total and .loaded bytes.
onError — Will be called when load errors.

Begin loading from url and pass the loaded AudioBuffer to onLoad.

.setPath (path : String) : AudioLoader

path — Base path of the file to load.

Sets the base path or URL from which to load files. This can be useful if you are loading many audios from the same directory.


For more info on how to obtain the source code of this module see this page.