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

Code Example

// instantiate a listener const audioListener = new v3d.AudioListener(); // add the listener to the camera camera.add(audioListener); // instantiate audio object const oceanAmbientSound = new v3d.Audio(audioListener); // add the audio object to the scene scene.add(oceanAmbientSound); // instantiate a loader const 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 oceanAmbientSound.play(); }, // onProgress callback function(xhr) { console.log((xhr.loaded / xhr.total * 100) + '% loaded'); }, // onError callback function(err) { console.log('An error happened'); } );


AudioLoader(manager : LoadingManager)

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

Creates a new AudioLoader.


See the base Loader class for common properties.


See the base Loader class for common methods.

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

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 (optional) — Will be called while load progresses. The argument will be the ProgressEvent instance, which contains .lengthComputable, .total and .loaded. If the server does not set the Content-Length header; .total will be 0.
onError (optional) — Will be called when load errors.

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


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