sky*_*ind 6 audio three.js tween.js
想要在两个音频之间进行交叉淡入淡出效果.我尝试了Tween.JS,但它并不顺利,我想要...
var sound_b_1 = new THREE.PositionalAudio( listener );
sound_b_1.load('mysound.ogg');
sound_b_1.setRefDistance(20);
sound_b_1.setVolume(1);
sound_b_1.autoplay = true;
scene.add(sound_b_1);
var volume = {x : 1}; // tweens not work without object
// using Tween.js
new TWEEN.Tween(volume).to({
x: 0
}, 1000).onUpdate(function() {
sound_b_1.setVolume(this.x);
}).onComplete(function() {
sound_b_1.stop();
}).start();
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热门使用Tween或其他方式吗?
我没有发现您提供的代码有任何问题,对我来说工作正常,只是它不完整。您需要调用TWEEN.update(time)渲染/更新函数:
完整代码:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
var listener = new THREE.AudioListener();
var sound_b_1 = new THREE.PositionalAudio( listener )
sound_b_1.load('mysound.ogg');
sound_b_1.setRefDistance(20);
sound_b_1.setVolume(1);
sound_b_1.autoplay = true;
scene.add(sound_b_1);
var volume = {x : 1}; // tweens not work without object
// using Tween.js
new TWEEN.Tween(volume).to({
x: 0
}, 1000).onUpdate(function() {
sound_b_1.setVolume(this.x);
}).onComplete(function() {
sound_b_1.stop();
}).start();
var time = 0; // incrementing time variable
var render = function () {
requestAnimationFrame( render );
// normally the render render function is called 60 times a second.
// convert to milliseconds
time += ((1/60) * 1000);
TWEEN.update(time);
renderer.render(scene, camera);
};
//setTimeout(()=>{sound_b_1.stop();}, 5000);
render();
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这将导致 mysound.ogg 以最大音量开始播放,然后线性插值到完全没有音量,然后停止播放。
如果您想要另一个音频剪辑开始播放,您只需执行相同的操作,但让音量从 0 开始并插值到 1。