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					218 lines
				
				5.1 KiB
			
		
		
			
		
	
	
					218 lines
				
				5.1 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webaudio - timing</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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								<body>
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									<div id="overlay">
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										<button id="startButton">Play</button>
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									</div>
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									<div id="container"></div>
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									<div id="info">
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										<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio - timing<br/>
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										sound effect by <a href="https://freesound.org/people/michorvath/sounds/269718/" target="_blank" rel="noopener noreferrer">michorvath</a>
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									</div>
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									<!-- Import maps polyfill -->
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									<!-- Remove this when import maps will be widely supported -->
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									<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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									<script type="importmap">
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										{
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											"imports": {
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												"three": "../build/three.module.js",
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												"three/addons/": "./jsm/"
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											}
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										}
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									</script>
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									<script type="module">
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										import * as THREE from 'three';
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										import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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										let scene, camera, renderer, clock;
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										const objects = [];
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										const speed = 2.5;
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										const height = 3;
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										const offset = 0.5;
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										const startButton = document.getElementById( 'startButton' );
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										startButton.addEventListener( 'click', init );
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										function init() {
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											const overlay = document.getElementById( 'overlay' );
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											overlay.remove();
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											const container = document.getElementById( 'container' );
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											scene = new THREE.Scene();
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											clock = new THREE.Clock();
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											//
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											camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
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											camera.position.set( 7, 3, 7 );
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											// lights
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											const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
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											scene.add( ambientLight );
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											const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
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											directionalLight.position.set( 0, 5, 5 );
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											scene.add( directionalLight );
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											const d = 5;
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											directionalLight.castShadow = true;
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											directionalLight.shadow.camera.left = - d;
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											directionalLight.shadow.camera.right = d;
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											directionalLight.shadow.camera.top = d;
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											directionalLight.shadow.camera.bottom = - d;
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											directionalLight.shadow.camera.near = 1;
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											directionalLight.shadow.camera.far = 20;
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											directionalLight.shadow.mapSize.x = 1024;
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											directionalLight.shadow.mapSize.y = 1024;
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											// audio
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											const audioLoader = new THREE.AudioLoader();
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											const listener = new THREE.AudioListener();
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											camera.add( listener );
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											// floor
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											const floorGeometry = new THREE.PlaneGeometry( 10, 10 );
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											const floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
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											const floor = new THREE.Mesh( floorGeometry, floorMaterial );
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											floor.rotation.x = Math.PI * - 0.5;
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											floor.receiveShadow = true;
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											scene.add( floor );
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											// objects
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											const count = 5;
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											const radius = 3;
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											const ballGeometry = new THREE.SphereGeometry( 0.3, 32, 16 );
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											ballGeometry.translate( 0, 0.3, 0 );
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											const ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
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											// create objects when audio buffer is loaded
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											audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
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												for ( let i = 0; i < count; i ++ ) {
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													const s = i / count * Math.PI * 2;
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													const ball = new THREE.Mesh( ballGeometry, ballMaterial );
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													ball.castShadow = true;
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													ball.userData.down = false;
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													ball.position.x = radius * Math.cos( s );
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													ball.position.z = radius * Math.sin( s );
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													const audio = new THREE.PositionalAudio( listener );
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													audio.setBuffer( buffer );
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													ball.add( audio );
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													scene.add( ball );
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													objects.push( ball );
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												}
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												animate();
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											} );
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											//
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											renderer = new THREE.WebGLRenderer( { antialias: true } );
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											renderer.shadowMap.enabled = true;
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											renderer.setSize( window.innerWidth, window.innerHeight );
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											renderer.setClearColor( 0x000000 );
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											renderer.setPixelRatio( window.devicePixelRatio );
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											container.appendChild( renderer.domElement );
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											//
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											const controls = new OrbitControls( camera, renderer.domElement );
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											controls.minDistance = 1;
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											controls.maxDistance = 25;
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											//
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											window.addEventListener( 'resize', onWindowResize );
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										}
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										function onWindowResize() {
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											camera.aspect = window.innerWidth / window.innerHeight;
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											camera.updateProjectionMatrix();
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											renderer.setSize( window.innerWidth, window.innerHeight );
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										}
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										function animate() {
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											requestAnimationFrame( animate );
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											render();
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										}
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										function render() {
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											const time = clock.getElapsedTime();
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											for ( let i = 0; i < objects.length; i ++ ) {
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												const ball = objects[ i ];
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												const previousHeight = ball.position.y;
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												ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
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												if ( ball.position.y < previousHeight ) {
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													ball.userData.down = true;
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												} else {
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													if ( ball.userData.down === true ) {
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														// ball changed direction from down to up
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														const audio = ball.children[ 0 ];
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														audio.play(); // play audio with perfect timing when ball hits the surface
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														ball.userData.down = false;
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													}
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												}
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											}
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											renderer.render( scene, camera );
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										}
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									</script>
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								</body>
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								</html>
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