Leverage the power of Three.js PositionalAudio to create an immersive cone of audio

Currently, I am in the process of creating an array of sounds utilizing PositionalAudio:

 var newSound = new THREE.PositionalAudio(listener);
 newSound.setBuffer(buffer);
 newSound.setRefDistance(20);
 newSound.autoplay = true;
 newSound.setLoop(true);
 soundArray.push(newSound);

I have connected these sounds to cubes on the screen. However, I want the user to only hear the sound if they are directly facing the cube within a 30-degree angle. Anything outside of this cone should not produce any sound.

While referring to the documentation here, I have noticed that only the 'setRefDistance' parameter is functioning properly. The other parameters do not seem to be working as expected. I am currently using r74 version of the software.

Do you have any suggestions or solutions for this issue? For more details, please refer to the gist found at: https://gist.github.com/evejweinberg/949e297c34177199386f945549a45c06

Answer №1

Three.js Audio serves as a wrapper for the web audio API, allowing users to customize settings for the panner through getOutput():

var sound = new THREE.PositionalAudio( listener );
var panner = sound.getOutput();
panner.coneInnerAngle = innerAngleInDegrees;
panner.coneOuterAngle = outerAngleInDegrees;
panner.coneOuterGain = outerGainFactor;

coneInnerAngle: This parameter is crucial for directional audio sources, defining an angle where there is no volume reduction. The default value is 360.

coneOuterAngle: Another key parameter for directional audio sources, setting an angle beyond which the volume diminishes to coneOuterGain. The default value is 360.

coneOuterGain: Determines the degree of volume reduction outside the coneOuterAngle for directional audio sources. The default value is 0.

Sources:

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