The audio clip to play. Can be a URL string pointing to an audio file or a MediaStream object.
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
When true, audio will continue playing when the browser tab loses focus. When false, audio will pause when the tab is minimized or not active.
When true, the audio will automatically start playing when the component is enabled. When false, you must call play() manually to start audio playback.
When true, the audio clip will be loaded during initialization rather than when play() is called. This can reduce playback delay but increases initial loading time.
Determines how audio volume decreases with distance from the listener.
Optional
sourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Returns the Web Audio API context associated with this audio source.
The AudioContext or null if not available
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
The total duration of the current audio clip in seconds.
Duration in seconds or undefined if no clip is loaded
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
Indicates whether the audio is currently playing.
True if the audio is playing, false otherwise
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The maximum distance from the audio source beyond which the volume no longer decreases. This defines the outer limit of the attenuation curve.
The minimum distance from the audio source at which the volume starts to attenuate. Within this radius, the audio plays at full volume regardless of distance.
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the audio source is queued to play when possible. This may be true before user interaction has been registered.
Whether the audio source intends to play
Returns the underlying PositionalAudio object, creating it if necessary. The audio source needs a user interaction to be initialized due to browser autoplay policies.
The three.js PositionalAudio object or null if unavailable
Controls how the audio is positioned in space. Values range from 0 (2D, non-positional) to 1 (fully 3D positioned). Note: 2D playback is not fully supported in the current implementation.
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
The current playback position in seconds. Can be set to seek to a specific time in the audio.
The current playback position as a normalized value between 0 and 1. Can be set to seek to a specific position in the audio.
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Static
userChecks if the user has interacted with the page to allow audio playback. Audio playback often requires a user gesture first due to browser autoplay policies. This is the same as calling Application.userInteractionRegistered.
Whether user interaction has been registered to allow audio playback
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Optional
earlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
Optional
lateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
Optional
onCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
Optional
onCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
Optional
onCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
Optional
onCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
Optional
onCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
Optional
onCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
Optional
onCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
Optional
onCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
Optional
onCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
Optional
onCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer enters this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer exits this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer moves while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
Optional
onCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
Optional
onCalled when another collider exits this component's trigger collider
The collider that exited this trigger
Optional
onCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
Optional
onCalled each frame while this component is active in an XR session
Event data for the current XR frame
Optional
onCalled when a field decorated with @validate() is modified.
Optional
prop: stringThe name of the field that was changed
Optional
onXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
Optional
onXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
Pauses audio playback while maintaining the current position. Use play() to resume from the paused position.
Plays the audio clip or media stream. If no argument is provided, plays the currently assigned clip.
Optional audio clip or MediaStream to play
Optional
resolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Optional
startCalled once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops audio playback completely and resets the playback position to the beginning. Unlike pause(), calling play() after stop() will start from the beginning.
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
Optional
supportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
Static
registerRegisters a callback that will be executed once the user has interacted with the page, allowing audio playback to begin. This is the same as calling Application.registerWaitForInteraction.
The callback function to execute when user interaction is registered
Plays audio clips in the scene, with support for spatial positioning.
The AudioSource component can play audio files or media streams with options for spatial blending, volume control, looping, and more.
When a page loses visibility (tab becomes inactive), audio will automatically pause unless playInBackground is set to true. On mobile devices, audio always pauses regardless of this setting. When the page becomes visible again, previously playing audio will resume.
AudioSource also responds to application mute state changes. When the application is muted, the volume is set to 0. When unmuted, the volume returns to its previous value.