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Code Editor : PositionalAudio.js
import { Vector3 } from '../math/Vector3.js'; import { Quaternion } from '../math/Quaternion.js'; import { Audio } from './Audio.js'; const _position = /*@__PURE__*/ new Vector3(); const _quaternion = /*@__PURE__*/ new Quaternion(); const _scale = /*@__PURE__*/ new Vector3(); const _orientation = /*@__PURE__*/ new Vector3(); class PositionalAudio extends Audio { constructor( listener ) { super( listener ); this.panner = this.context.createPanner(); this.panner.panningModel = 'HRTF'; this.panner.connect( this.gain ); } connect() { super.connect(); this.panner.connect( this.gain ); } disconnect() { super.disconnect(); this.panner.disconnect( this.gain ); } getOutput() { return this.panner; } getRefDistance() { return this.panner.refDistance; } setRefDistance( value ) { this.panner.refDistance = value; return this; } getRolloffFactor() { return this.panner.rolloffFactor; } setRolloffFactor( value ) { this.panner.rolloffFactor = value; return this; } getDistanceModel() { return this.panner.distanceModel; } setDistanceModel( value ) { this.panner.distanceModel = value; return this; } getMaxDistance() { return this.panner.maxDistance; } setMaxDistance( value ) { this.panner.maxDistance = value; return this; } setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { this.panner.coneInnerAngle = coneInnerAngle; this.panner.coneOuterAngle = coneOuterAngle; this.panner.coneOuterGain = coneOuterGain; return this; } updateMatrixWorld( force ) { super.updateMatrixWorld( force ); if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; this.matrixWorld.decompose( _position, _quaternion, _scale ); _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); const panner = this.panner; if ( panner.positionX ) { // code path for Chrome and Firefox (see #14393) const endTime = this.context.currentTime + this.listener.timeDelta; panner.positionX.linearRampToValueAtTime( _position.x, endTime ); panner.positionY.linearRampToValueAtTime( _position.y, endTime ); panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); } else { panner.setPosition( _position.x, _position.y, _position.z ); panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); } } } export { PositionalAudio };
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