The audio clip to play. Can be a string (URL) or a MediaStream.
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
When true, the audio will play in the background. This means it will continue playing if the browser tab is not focused/active or minimized
true
If true, the audio source will start playing as soon as the scene starts. If false, you can call play() to start the audio.
false
If true, the audio source will start loading the audio clip as soon as the scene starts. If false, the audio clip will be loaded when play() is called.
false
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
Get the audio context from the Sound
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
The duration of the audio clip in seconds.
If true, the audio is currently playing.
the layer of the gameObject this component is attached to
If true, the audio source will loop the audio clip. If false, the audio clip will play once.
false
the name of the gameObject this component is attached to
shorthand for this.context.scene
the scene of the context
Can be used to play the audio clip in 2D or 3D space.
2D Playback is currently not fully supported.
0 = 2D, 1 = 3D
Is the gameObject marked as static
the tag of the gameObject this component is attached to
The current time of the audio clip in seconds.
The current time of the audio clip in 0-1 range.
Static
userCheck if the user has interacted with the page to allow audio playback. Internally calling Application.userInteractionRegistered
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<AudioSource, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerPlay a audioclip or mediastream
Optional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Static
registerRegister a callback that is called when the user has interacted with the page to allow audio playback. Internally calling Application.registerWaitForInteraction
Generated using TypeDoc
The AudioSource can be used to play audio in the scene.
Use
clip
to set the audio file to play.