wired new saber sounds
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@@ -6,6 +6,7 @@ const LAYER_MIDDLE = 'middle';
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const LAYER_TOP = 'top';
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// Allows for modifying detune. PR has been sent to three.js.
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/*
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THREE.Audio.prototype.play = function () {
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if (this.isPlaying === true) {
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console.warn('THREE.Audio: Audio is already playing.');
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@@ -32,19 +33,41 @@ THREE.Audio.prototype.play = function () {
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this.source = source;
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return this.connect();
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};
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*/
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/**
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* Beat hit sound using positional audio and audio buffer source.
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*/
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AFRAME.registerComponent('beat-hit-sound', {
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directionsToSounds: {
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'up': '',
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'down': '',
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'upleft': 'left',
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'upright': 'right',
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'downleft': 'left',
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'downright': 'right',
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'left': 'left',
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'right': 'right'
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},
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init: function () {
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this.currentBeatEl = null;
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this.currentCutDirection = '';
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this.el.setAttribute('sound__beathit', {
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poolSize: 12,
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src: '#hitSound9',
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volume: 0.9
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});
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for (let i = 1; i <= 10; i++) {
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this.el.setAttribute(`sound__beathit${i}`, {
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poolSize: 4,
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src: `#hitSound${i}`
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});
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this.el.setAttribute(`sound__beathit${i}left`, {
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poolSize: 4,
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src: `#hitSound${i}left`
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});
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this.el.setAttribute(`sound__beathit${i}right`, {
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poolSize: 4,
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src: `#hitSound${i}right`
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});
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}
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this.processSound = this.processSound.bind(this);
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sourceCreatedCallback = this.sourceCreatedCallback.bind(this);
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@@ -52,18 +75,34 @@ AFRAME.registerComponent('beat-hit-sound', {
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play: function () {
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// Kick three.js loader...Don't know why sometimes doesn't load.
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if (!this.el.components.sound__beathit.loaded) {
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console.log('[beat-hit-sound] Kicking three.js AudioLoader / sound component...');
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this.el.setAttribute('sound__beathit', 'src', '');
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this.el.setAttribute('sound__beathit', 'src', '#hitSound9');
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for (let i = 1; i <= 10; i++) {
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if (!this.el.components[`sound__beathit${i}`].loaded) {
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console.log(`[beat-hit-sound: hit${i}] Kicking three.js AudioLoader / sound component...`);
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this.el.setAttribute(`sound__beathit${i}`, 'src', '');
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this.el.setAttribute(`sound__beathit${i}`, 'src', `#hitSound${i}`);
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}
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if (!this.el.components[`sound__beathit${i}left`].loaded) {
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console.log(`[beat-hit-sound: hit${i}left] Kicking three.js AudioLoader / sound component...`);
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this.el.setAttribute(`sound__beathit${i}left`, 'src', '');
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this.el.setAttribute(`sound__beathit${i}left`, 'src', `#hitSound${i}left`);
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}
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if (!this.el.components[`sound__beathit${i}right`].loaded) {
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console.log(`[beat-hit-sound: hit${i}right] Kicking three.js AudioLoader / sound component...`);
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this.el.setAttribute(`sound__beathit${i}right`, 'src', '');
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this.el.setAttribute(`sound__beathit${i}right`, 'src', `#hitSound${i}right`);
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}
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}
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},
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playSound: function (beatEl, cutDirection) {
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const soundPool = this.el.components.sound__beathit;
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const rand = 1 + Math.floor(Math.random() * 10);
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const dir = this.directionsToSounds[cutDirection || 'up'];
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//console.log(`sound__beathit${rand}${dir}`);
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const soundPool = this.el.components[`sound__beathit${rand}${dir}`];
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this.currentBeatEl = beatEl;
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this.currentCutDirection = cutDirection;
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soundPool.playSound(this.processSound);
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//soundPool.playSound(this.processSound);
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soundPool.playSound();
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},
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processSound: function (audio) {
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