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@scenoco-three/audio

v0.4.0

Published

Audio for SceNoCo: a <Sound> component (2D + positional) on the AssetCache + a camera AudioListener

Readme

@scenoco-three/audio

Audio for SceNoCo: a Sound component for 2D (global) and positional 3D audio, built on core's lazy engine.audioListener and the AssetCache. Import it for sound; don't, and no audio (or AudioContext) ships.

npm i @scenoco-three/audio
import '@scenoco-three/audio'; // registers the <Sound> component (side effect)
await engine.loadSceneAsync(bundle); // audio buffers preload before play
<Scene>
  <PerspectiveCamera position="0 0 10" />
  <Mesh><Sound src="music.mp3" loop="true" volume="0.6" /></Mesh>      <!-- 2D background music -->
  <Mesh position="-4 0 0">
    <SphereGeometry /><MeshStandardMaterial />
    <Sound src="engine.ogg" positional="true" loop="true" refDistance="2" />  <!-- 3D world sound -->
  </Mesh>
</Scene>

<Sound> — component

| Attr | Type | Default | | | --- | --- | --- | --- | | src | string (asset) | '' | Audio file URL (mp3/ogg/wav/…), loaded via AssetCache. | | autoplay | bool | true | Play as soon as the clip is loaded. | | loop | bool | false | | | volume | float | 1 | 0..1. | | positional | bool | false | 3D audio that attenuates with distance from the camera. | | refDistance | float | 1 | Reference distance for positional falloff. |

Control it from code via the component: getComponent(Sound)?.play() / .stop() / .setVolume(v).

How it works

src is an asset (asset: 'audio'), so it's enumerated and preloaded like textures/models; the decoded AudioBuffer is resolved from engine.assets (sync if preloaded, else streamed). The "ears" are engine.audioListener — created lazily on the active camera, so a scene with no <Sound> never opens an AudioContext. Positional sounds add a THREE.PositionalAudio to their node; 2D sounds use THREE.Audio. Headless (no Web Audio) the component is inert.

Standalone & dependencies

Depends on @scenoco-three/core; three is a peer. It registers one component and uses only public core seams (engine.audioListener, engine.assets) — core has no audio dependency, so importing this package is the only thing that adds audio to a build. For the compiler/Vite plugin to validate <Sound>, register the package (registerPackages).

See the repository.

License

MIT