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Learn Three.js

You're reading from   Learn Three.js Programming 3D animations and visualizations for the web with HTML5 and WebGL

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Product type Paperback
Published in Aug 2018
Publisher Packt
ISBN-13 9781788833288
Length 528 pages
Edition 3rd Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. The Basic Components that Make Up a Three.js Application FREE CHAPTER 3. Working with Light Sources in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Points and Sprites 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Render Postprocessing 12. Adding Physics and Sounds to Your Scene 13. Other Books You May Enjoy

Add sound sources to your scene

With the subjects discussed until now, we have a lot of the ingredients in place to create beautiful scenes, games, and other 3D visualizations. What we haven't shown, however, is how to add sounds to your Three.js scene. In this section, we'll look at two Three.js objects that allow you to add sources of sound to your scene. This is especially interesting since these sound sources respond to the position of the camera:

  • The distance between the sound source and the camera determines the volume of the sound source
  • The positions to the left-hand side and the right-hand side of the camera determine the sound volume of the left-hand side speaker and the right-hand side speaker, respectively

The best way to explain this is to see this in action. Open up the 07-audio.html example in your browser, and you'll see three cubes with...

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