@needle-tools/engine 4.4.0-beta.2 → 4.4.0-beta.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1051) hide show
  1. package/CHANGELOG.md +3614 -3607
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +503 -460
  6. package/dist/needle-engine.bundle.light.js +502 -459
  7. package/dist/needle-engine.bundle.light.min.js +69 -69
  8. package/dist/needle-engine.bundle.light.umd.cjs +76 -76
  9. package/dist/needle-engine.bundle.min.js +69 -69
  10. package/dist/needle-engine.bundle.umd.cjs +67 -67
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +300 -300
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +380 -380
  66. package/lib/engine/engine_components_internal.d.ts +9 -9
  67. package/lib/engine/engine_components_internal.js +36 -36
  68. package/lib/engine/engine_constants.d.ts +10 -10
  69. package/lib/engine/engine_constants.js +41 -41
  70. package/lib/engine/engine_context.d.ts +345 -345
  71. package/lib/engine/engine_context.js +1515 -1515
  72. package/lib/engine/engine_context_registry.d.ts +71 -71
  73. package/lib/engine/engine_context_registry.js +117 -117
  74. package/lib/engine/engine_coroutine.d.ts +35 -35
  75. package/lib/engine/engine_coroutine.js +52 -52
  76. package/lib/engine/engine_create_objects.d.ts +118 -118
  77. package/lib/engine/engine_create_objects.js +308 -308
  78. package/lib/engine/engine_default_parameters.d.ts +2 -2
  79. package/lib/engine/engine_default_parameters.js +3 -3
  80. package/lib/engine/engine_editor-sync.d.ts +21 -21
  81. package/lib/engine/engine_editor-sync.js +4 -4
  82. package/lib/engine/engine_element.d.ts +113 -113
  83. package/lib/engine/engine_element.js +829 -830
  84. package/lib/engine/engine_element.js.map +1 -1
  85. package/lib/engine/engine_element_attributes.d.ts +72 -72
  86. package/lib/engine/engine_element_attributes.js +1 -1
  87. package/lib/engine/engine_element_extras.d.ts +6 -6
  88. package/lib/engine/engine_element_extras.js +13 -13
  89. package/lib/engine/engine_element_loading.d.ts +44 -44
  90. package/lib/engine/engine_element_loading.js +349 -349
  91. package/lib/engine/engine_element_overlay.d.ts +21 -21
  92. package/lib/engine/engine_element_overlay.js +166 -166
  93. package/lib/engine/engine_fileloader.d.ts +2 -2
  94. package/lib/engine/engine_fileloader.js +8 -8
  95. package/lib/engine/engine_gameobject.d.ts +68 -68
  96. package/lib/engine/engine_gameobject.js +591 -591
  97. package/lib/engine/engine_generic_utils.d.ts +1 -1
  98. package/lib/engine/engine_generic_utils.js +13 -13
  99. package/lib/engine/engine_gizmos.d.ts +149 -149
  100. package/lib/engine/engine_gizmos.js +530 -530
  101. package/lib/engine/engine_gltf.d.ts +12 -12
  102. package/lib/engine/engine_gltf.js +15 -15
  103. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  104. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  105. package/lib/engine/engine_hot_reload.d.ts +7 -7
  106. package/lib/engine/engine_hot_reload.js +184 -184
  107. package/lib/engine/engine_input.d.ts +352 -352
  108. package/lib/engine/engine_input.js +1265 -1265
  109. package/lib/engine/engine_input_utils.d.ts +2 -2
  110. package/lib/engine/engine_input_utils.js +22 -22
  111. package/lib/engine/engine_instancing.d.ts +19 -19
  112. package/lib/engine/engine_instancing.js +39 -39
  113. package/lib/engine/engine_license.d.ts +9 -9
  114. package/lib/engine/engine_license.js +320 -320
  115. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  116. package/lib/engine/engine_lifecycle_api.js +99 -99
  117. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  118. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  119. package/lib/engine/engine_lightdata.d.ts +23 -23
  120. package/lib/engine/engine_lightdata.js +91 -91
  121. package/lib/engine/engine_loaders.d.ts +13 -13
  122. package/lib/engine/engine_loaders.js +62 -62
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +252 -252
  132. package/lib/engine/engine_networking.js +743 -743
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +212 -212
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1432 -1432
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_scenetools.d.ts +50 -50
  166. package/lib/engine/engine_scenetools.js +321 -321
  167. package/lib/engine/engine_serialization.d.ts +3 -3
  168. package/lib/engine/engine_serialization.js +3 -3
  169. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  170. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  171. package/lib/engine/engine_serialization_core.d.ts +85 -85
  172. package/lib/engine/engine_serialization_core.js +602 -602
  173. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  174. package/lib/engine/engine_serialization_decorator.js +66 -66
  175. package/lib/engine/engine_setup.d.ts +1 -1
  176. package/lib/engine/engine_setup.js +2 -2
  177. package/lib/engine/engine_shaders.d.ts +53 -53
  178. package/lib/engine/engine_shaders.js +252 -252
  179. package/lib/engine/engine_shims.d.ts +4 -4
  180. package/lib/engine/engine_shims.js +24 -24
  181. package/lib/engine/engine_test_utils.d.ts +39 -39
  182. package/lib/engine/engine_test_utils.js +83 -83
  183. package/lib/engine/engine_texture.d.ts +28 -28
  184. package/lib/engine/engine_texture.js +64 -64
  185. package/lib/engine/engine_three_utils.d.ts +201 -201
  186. package/lib/engine/engine_three_utils.js +731 -731
  187. package/lib/engine/engine_time.d.ts +51 -51
  188. package/lib/engine/engine_time.js +82 -82
  189. package/lib/engine/engine_time_utils.d.ts +88 -88
  190. package/lib/engine/engine_time_utils.js +215 -215
  191. package/lib/engine/engine_tonemapping.d.ts +2 -2
  192. package/lib/engine/engine_tonemapping.js +194 -194
  193. package/lib/engine/engine_types.d.ts +572 -572
  194. package/lib/engine/engine_types.js +88 -88
  195. package/lib/engine/engine_typestore.d.ts +28 -28
  196. package/lib/engine/engine_typestore.js +55 -55
  197. package/lib/engine/engine_util_decorator.d.ts +13 -13
  198. package/lib/engine/engine_util_decorator.js +116 -116
  199. package/lib/engine/engine_utils.d.ts +266 -266
  200. package/lib/engine/engine_utils.js +878 -878
  201. package/lib/engine/engine_utils_format.d.ts +21 -21
  202. package/lib/engine/engine_utils_format.js +193 -193
  203. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  204. package/lib/engine/engine_utils_screenshot.js +513 -513
  205. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  206. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  207. package/lib/engine/engine_web_api.d.ts +12 -0
  208. package/lib/engine/engine_web_api.js +113 -0
  209. package/lib/engine/engine_web_api.js.map +1 -0
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  262. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  263. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  264. package/lib/engine/js-extensions/Vector.js +13 -13
  265. package/lib/engine/js-extensions/index.d.ts +5 -5
  266. package/lib/engine/js-extensions/index.js +5 -5
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  268. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  269. package/lib/engine/shaders/shaderData.d.ts +55 -55
  270. package/lib/engine/shaders/shaderData.js +58 -58
  271. package/lib/engine/tests/test_utils.d.ts +2 -2
  272. package/lib/engine/tests/test_utils.js +53 -53
  273. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  274. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  275. package/lib/engine/webcomponents/api.d.ts +5 -5
  276. package/lib/engine/webcomponents/api.js +4 -4
  277. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  278. package/lib/engine/webcomponents/buttons.js +237 -237
  279. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  280. package/lib/engine/webcomponents/fonts.js +32 -32
  281. package/lib/engine/webcomponents/icons.d.ts +9 -9
  282. package/lib/engine/webcomponents/icons.js +52 -52
  283. package/lib/engine/webcomponents/index.d.ts +1 -1
  284. package/lib/engine/webcomponents/index.js +1 -1
  285. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  286. package/lib/engine/webcomponents/logo-element.js +67 -67
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  288. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  289. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  290. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  291. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  292. package/lib/engine/webcomponents/needle-button.js +161 -161
  293. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  294. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  295. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  296. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  297. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  298. package/lib/engine/xr/NeedleXRSync.js +188 -188
  299. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  300. package/lib/engine/xr/SceneTransition.js +69 -69
  301. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  302. package/lib/engine/xr/TempXRContext.js +187 -187
  303. package/lib/engine/xr/XRRig.d.ts +7 -7
  304. package/lib/engine/xr/XRRig.js +1 -1
  305. package/lib/engine/xr/api.d.ts +6 -6
  306. package/lib/engine/xr/api.js +6 -6
  307. package/lib/engine/xr/events.d.ts +66 -66
  308. package/lib/engine/xr/events.js +93 -93
  309. package/lib/engine/xr/internal.d.ts +12 -12
  310. package/lib/engine/xr/internal.js +25 -25
  311. package/lib/engine/xr/usdz.d.ts +12 -12
  312. package/lib/engine/xr/usdz.js +29 -29
  313. package/lib/engine/xr/utils.d.ts +11 -11
  314. package/lib/engine/xr/utils.js +34 -34
  315. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  316. package/lib/engine-components/AlignmentConstraint.js +39 -39
  317. package/lib/engine-components/Animation.d.ts +156 -156
  318. package/lib/engine-components/Animation.js +508 -508
  319. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  320. package/lib/engine-components/AnimationCurve.js +159 -159
  321. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  322. package/lib/engine-components/AnimationUtils.js +27 -27
  323. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  324. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  325. package/lib/engine-components/Animator.d.ts +217 -217
  326. package/lib/engine-components/Animator.js +354 -354
  327. package/lib/engine-components/AnimatorController.d.ts +227 -227
  328. package/lib/engine-components/AnimatorController.js +1152 -1152
  329. package/lib/engine-components/AudioListener.d.ts +33 -33
  330. package/lib/engine-components/AudioListener.js +86 -86
  331. package/lib/engine-components/AudioSource.d.ts +217 -217
  332. package/lib/engine-components/AudioSource.js +627 -627
  333. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  334. package/lib/engine-components/AvatarLoader.js +231 -231
  335. package/lib/engine-components/AxesHelper.d.ts +32 -32
  336. package/lib/engine-components/AxesHelper.js +67 -67
  337. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  338. package/lib/engine-components/BasicIKConstraint.js +43 -43
  339. package/lib/engine-components/BoxCollider.d.ts +2 -2
  340. package/lib/engine-components/BoxCollider.js +2 -2
  341. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  342. package/lib/engine-components/BoxHelperComponent.js +102 -102
  343. package/lib/engine-components/Camera.d.ts +231 -231
  344. package/lib/engine-components/Camera.js +700 -694
  345. package/lib/engine-components/Camera.js.map +1 -1
  346. package/lib/engine-components/CameraUtils.d.ts +1 -1
  347. package/lib/engine-components/CameraUtils.js +118 -127
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  1019. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1020. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1021. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1022. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1023. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1024. package/src/engine-schemes/dist/transform.js +46 -0
  1025. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1026. package/src/engine-schemes/dist/vec2.js +32 -0
  1027. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1028. package/src/engine-schemes/dist/vec3.js +36 -0
  1029. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1030. package/src/engine-schemes/dist/vec4.js +40 -0
  1031. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1032. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1033. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1034. package/src/engine-schemes/schemes.ts +28 -28
  1035. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1036. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1037. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1038. package/src/engine-schemes/transform.ts +50 -50
  1039. package/src/engine-schemes/transforms.fbs +25 -25
  1040. package/src/engine-schemes/vec.fbs +19 -19
  1041. package/src/engine-schemes/vec2.ts +33 -33
  1042. package/src/engine-schemes/vec3.ts +38 -38
  1043. package/src/engine-schemes/vec4.ts +43 -43
  1044. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1045. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1046. package/src/include/draco/draco_decoder.js +34 -34
  1047. package/src/include/ktx2/basis_transcoder.js +21 -21
  1048. package/src/include/needle/arial-msdf.json +1471 -1471
  1049. package/src/include/three/DragControls.js +231 -231
  1050. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1051. package/src/needle-engine.ts +70 -70
@@ -1,640 +1,640 @@
1
- import { AudioLoader, PositionalAudio } from "three";
2
- import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
3
-
4
- import { isDevEnvironment } from "../engine/debug/index.js";
5
- import { Application, ApplicationEvents } from "../engine/engine_application.js";
6
- import { findObjectOfType } from "../engine/engine_components.js";
7
- import { Mathf } from "../engine/engine_math.js";
8
- import { serializable } from "../engine/engine_serialization_decorator.js";
9
- import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
10
- import { AudioListener } from "./AudioListener.js";
11
- import { Behaviour, GameObject } from "./Component.js";
12
-
13
-
14
- const debug = getParam("debugaudio");
15
-
16
- /**
17
- * Defines how audio volume attenuates over distance from the listener.
18
- */
19
- export enum AudioRolloffMode {
20
- /**
21
- * Logarithmic rolloff provides a natural, real-world attenuation where volume decreases
22
- * exponentially with distance.
23
- */
24
- Logarithmic = 0,
25
-
26
- /**
27
- * Linear rolloff provides a straightforward volume reduction that decreases at a constant
28
- * rate with distance.
29
- */
30
- Linear = 1,
31
-
32
- /**
33
- * Custom rolloff allows for defining specialized distance-based attenuation curves.
34
- * Note: Custom rolloff is not fully implemented in this version.
35
- */
36
- Custom = 2,
37
- }
38
-
39
-
40
- /**
41
- * Plays audio clips in the scene, with support for spatial positioning.
42
- *
43
- * The AudioSource component can play audio files or media streams with
44
- * options for spatial blending, volume control, looping, and more.
45
- *
46
- * When a page loses visibility (tab becomes inactive), audio will automatically
47
- * pause unless {@link playInBackground} is set to true. On mobile devices, audio always
48
- * pauses regardless of this setting. When the page becomes visible again,
49
- * previously playing audio will resume.
50
- *
51
- * AudioSource also responds to application mute state changes. When the application
52
- * is muted, the volume is set to 0. When unmuted, the volume
53
- * returns to its previous value.
54
- *
55
- * @category Multimedia
56
- * @group Components
57
- */
58
- export class AudioSource extends Behaviour {
59
-
60
- /**
61
- * Checks if the user has interacted with the page to allow audio playback.
62
- * Audio playback often requires a user gesture first due to browser autoplay policies.
63
- * This is the same as calling {@link Application.userInteractionRegistered}.
64
- *
65
- * @returns Whether user interaction has been registered to allow audio playback
66
- */
67
- public static get userInteractionRegistered(): boolean {
68
- return Application.userInteractionRegistered;
69
- }
70
-
71
- /**
72
- * Registers a callback that will be executed once the user has interacted with the page,
73
- * allowing audio playback to begin.
74
- * This is the same as calling {@link Application.registerWaitForInteraction}.
75
- *
76
- * @param cb - The callback function to execute when user interaction is registered
77
- */
78
- public static registerWaitForAllowAudio(cb: Function) {
79
- Application.registerWaitForInteraction(cb);
80
- }
81
-
82
- /**
83
- * The audio clip to play. Can be a URL string pointing to an audio file or a {@link MediaStream} object.
84
- */
85
- @serializable(URL)
86
- clip: string | MediaStream = "";
87
-
88
- /**
89
- * When true, the audio will automatically start playing when the component is enabled.
90
- * When false, you must call play() manually to start audio playback.
91
- * @default false
92
- */
93
- @serializable()
94
- playOnAwake: boolean = false;
95
-
96
- /**
97
- * When true, the audio clip will be loaded during initialization rather than when play() is called.
98
- * This can reduce playback delay but increases initial loading time.
99
- * @default false
100
- */
101
- @serializable()
102
- preload: boolean = false;
103
-
104
- /**
105
- * When true, audio will continue playing when the browser tab loses focus.
106
- * When false, audio will pause when the tab is minimized or not active.
107
- * @default true
108
- */
109
- @serializable()
110
- playInBackground: boolean = true;
111
-
112
- /**
113
- * Indicates whether the audio is currently playing.
114
- *
115
- * @returns True if the audio is playing, false otherwise
116
- */
117
- get isPlaying(): boolean { return this.sound?.isPlaying ?? false; }
118
-
119
- /**
120
- * The total duration of the current audio clip in seconds.
121
- *
122
- * @returns Duration in seconds or undefined if no clip is loaded
123
- */
124
- get duration() {
125
- return this.sound?.buffer?.duration;
126
- }
127
-
128
- /**
129
- * The current playback position as a normalized value between 0 and 1.
130
- * Can be set to seek to a specific position in the audio.
131
- */
132
- get time01() {
133
- const duration = this.duration;
134
- if (duration && this.sound) {
135
- return this.sound?.context.currentTime / duration;
136
- }
137
- return 0;
138
- }
139
- set time01(val: number) {
140
- const duration = this.duration;
141
- if (duration && this.sound) {
142
- this.time = val * duration;
143
- }
144
- }
145
-
146
- /**
147
- * The current playback position in seconds.
148
- * Can be set to seek to a specific time in the audio.
149
- */
150
- get time(): number { return this.sound?.source ? (this.sound.source?.context.currentTime - this._lastContextTime + this.sound.offset) : 0; }
151
- set time(val: number) {
152
- if (this.sound) {
153
- if (val === this.sound.offset) return;
154
- const wasPlaying = this.isPlaying;
155
- this.stop();
156
- this.sound.offset = val;
157
- if (wasPlaying)
158
- this.play();
159
- }
160
- }
161
-
162
- /**
163
- * When true, the audio will repeat after reaching the end.
164
- * When false, audio will play once and stop.
165
- * @default false
166
- */
167
- @serializable()
168
- get loop(): boolean {
169
- if (this.sound) this._loop = this.sound.getLoop();
170
- return this._loop;
171
- }
172
- set loop(val: boolean) {
173
- this._loop = val;
174
- if (this.sound) this.sound.setLoop(val);
175
- }
176
-
177
- /**
178
- * Controls how the audio is positioned in space.
179
- * Values range from 0 (2D, non-positional) to 1 (fully 3D positioned).
180
- * Note: 2D playback is not fully supported in the current implementation.
181
- */
182
- @serializable()
183
- get spatialBlend(): number {
184
- return this._spatialBlend;
185
- }
186
- set spatialBlend(val: number) {
187
- if (val === this._spatialBlend) return;
188
- this._spatialBlend = val;
189
- this._needUpdateSpatialDistanceSettings = true;
190
- }
191
-
192
- /**
193
- * The minimum distance from the audio source at which the volume starts to attenuate.
194
- * Within this radius, the audio plays at full volume regardless of distance.
195
- */
196
- @serializable()
197
- get minDistance(): number {
198
- return this._minDistance;
199
- }
200
- set minDistance(val: number) {
201
- if (this._minDistance === val) return;
202
- this._minDistance = val;
203
- this._needUpdateSpatialDistanceSettings = true;
204
- }
205
-
206
- /**
207
- * The maximum distance from the audio source beyond which the volume no longer decreases.
208
- * This defines the outer limit of the attenuation curve.
209
- */
210
- @serializable()
211
- get maxDistance(): number {
212
- return this._maxDistance;
213
- }
214
- set maxDistance(val: number) {
215
- if (this._maxDistance === val) return;
216
- this._maxDistance = val;
217
- this._needUpdateSpatialDistanceSettings = true;
218
- }
219
-
220
- private _spatialBlend: number = 0;
221
- private _minDistance: number = 1;
222
- private _maxDistance: number = 100;
223
-
224
- /**
225
- * Controls the overall volume/loudness of the audio.
226
- * Values range from 0 (silent) to 1 (full volume).
227
- * @default 1
228
- */
229
- @serializable()
230
- get volume(): number { return this._volume; }
231
- set volume(val: number) {
232
- this._volume = val;
233
- if (this.sound && !this.context.application.muted) {
234
- if (debug) console.log(this.name, "audio set volume", val);
235
- this.sound.setVolume(val);
236
- }
237
- }
238
- private _volume: number = 1;
239
-
240
- /**
241
- * Controls the playback rate (speed) of the audio.
242
- * Values greater than 1 increase speed, values less than 1 decrease it.
243
- * This affects both speed and pitch of the audio.
244
- * @default 1
245
- */
246
- @serializable()
247
- set pitch(val: number) {
248
- if (this.sound) this.sound.setPlaybackRate(val);
249
- }
250
- get pitch(): number {
251
- return this.sound ? this.sound.getPlaybackRate() : 1;
252
- }
253
-
254
- /**
255
- * Determines how audio volume decreases with distance from the listener.
256
- * @default AudioRolloffMode.Logarithmic
257
- * @see {@link AudioRolloffMode}
258
- */
259
- @serializable()
260
- rollOffMode: AudioRolloffMode = 0;
261
-
262
-
263
- private _loop: boolean = false;
264
- private sound: PositionalAudio | null = null;
265
- private helper: PositionalAudioHelper | null = null;
266
- private wasPlaying = false;
267
- private audioLoader: AudioLoader | null = null;
268
- private shouldPlay: boolean = false;
269
- // set this from audio context time, used to set clip offset when setting "time" property
270
- // there is maybe a better way to set a audio clip current time?!
271
- private _lastClipStartedLoading: string | MediaStream | null = null;
272
- private _audioElement: HTMLAudioElement | null = null;
273
-
274
- /**
275
- * Returns the underlying {@link PositionalAudio} object, creating it if necessary.
276
- * The audio source needs a user interaction to be initialized due to browser autoplay policies.
277
- *
278
- * @returns The three.js PositionalAudio object or null if unavailable
279
- */
280
- public get Sound(): PositionalAudio | null {
281
- if (!this.sound && AudioSource.userInteractionRegistered) {
282
- // Get or create an audiolistener in the scene
283
- let listener = this.gameObject.getComponent(AudioListener) // AudioListener on AudioSource?
284
- ?? this.context.mainCamera.getComponent(AudioListener) // AudioListener on current main camera?
285
- ?? findObjectOfType(AudioListener, this.context, false); // Active AudioListener in scene?
286
-
287
- if (!listener && this.context.mainCamera) listener = this.context.mainCamera.addComponent(AudioListener);
288
-
289
- if (listener?.listener) {
290
- this.sound = new PositionalAudio(listener.listener);
291
- this.gameObject?.add(this.sound);
292
-
293
- // this._listener = listener;
294
- // this._originalSoundMatrixWorldFunction = this.sound.updateMatrixWorld;
295
- // this.sound.updateMatrixWorld = this._onSoundMatrixWorld;
296
- }
297
- else if (debug) console.warn("No audio listener found in scene - can not play audio");
298
- }
299
- return this.sound;
300
- }
301
-
302
- // This is a hacky workaround to get the PositionalAudio behave like a 2D audio source
303
- // private _listener: AudioListener | null = null;
304
- // private _originalSoundMatrixWorldFunction: Function | null = null;
305
- // private _onSoundMatrixWorld = (force: boolean) => {
306
- // if (this._spatialBlend > .05) {
307
- // if (this._originalSoundMatrixWorldFunction) {
308
- // this._originalSoundMatrixWorldFunction.call(this.sound, force);
309
- // }
310
- // }
311
- // else {
312
- // // we use another object's matrix world function (but bound to the positional audio)
313
- // // this is just a little trick to prevent calling the PositionalAudio's updateMatrixWorld function
314
- // this.gameObject.updateMatrixWorld?.call(this.sound, force);
315
- // if (this.sound && this._listener) {
316
- // this.sound.gain.connect(this._listener.listener.getInput());
317
- // // const pos = getTempVector().setFromMatrixPosition(this._listener.gameObject.matrixWorld);
318
- // // const ctx = this.sound.context;
319
- // // const delay = this._listener.listener.timeDelta;
320
- // // const time = ctx.currentTime ;
321
- // // this.sound.panner.positionX.setValueAtTime(pos.x, time);
322
- // // this.sound.panner.positionY.setValueAtTime(pos.y, time);
323
- // // this.sound.panner.positionZ.setValueAtTime(pos.z, time);
324
- // // this.sound.panner.orientationX.setValueAtTime(0, time);
325
- // // this.sound.panner.orientationY.setValueAtTime(0, time);
326
- // // this.sound.panner.orientationZ.setValueAtTime(-1, time);
327
- // }
328
- // }
329
- // }
330
-
331
- /**
332
- * Indicates whether the audio source is queued to play when possible.
333
- * This may be true before user interaction has been registered.
334
- *
335
- * @returns Whether the audio source intends to play
336
- */
337
- public get ShouldPlay(): boolean { return this.shouldPlay; }
338
-
339
- /**
340
- * Returns the Web Audio API context associated with this audio source.
341
- *
342
- * @returns The {@link AudioContext} or null if not available
343
- */
344
- public get audioContext() {
345
- return this.sound?.context;
346
- }
347
-
348
- /** @internal */
349
- awake() {
350
- if (debug) console.log(this);
351
- this.audioLoader = new AudioLoader();
352
- if (this.playOnAwake) this.shouldPlay = true;
353
-
354
- if (this.preload) {
355
- if (typeof this.clip === "string") {
356
- this.audioLoader.load(this.clip, this.createAudio, () => { }, console.error);
357
- }
358
- }
359
- }
360
-
361
- /** @internal */
362
- onEnable(): void {
363
- if (this.sound)
364
- this.gameObject.add(this.sound);
365
-
366
- if (!AudioSource.userInteractionRegistered) {
367
- AudioSource.registerWaitForAllowAudio(() => {
368
- if (this.enabled && !this.destroyed && this.shouldPlay)
369
- this.onNewClip(this.clip);
370
- });
371
- }
372
- else if (this.playOnAwake && this.context.application.isVisible) {
373
- this.play();
374
- }
375
- globalThis.addEventListener('visibilitychange', this.onVisibilityChanged);
376
- this.context.application.addEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
377
- }
378
-
379
- /** @internal */
380
- onDisable() {
381
- globalThis.removeEventListener('visibilitychange', this.onVisibilityChanged);
382
- this.context.application.removeEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
383
- this.pause();
384
- }
385
-
386
- private onVisibilityChanged = () => {
387
- switch (document.visibilityState) {
388
- case "hidden":
389
- if (this.playInBackground === false || DeviceUtilities.isMobileDevice()) {
390
- this.wasPlaying = this.isPlaying;
391
- if (this.isPlaying) {
392
- this.pause();
393
- }
394
- }
395
- break;
396
- case "visible":
397
- if (debug) console.log("visible", this.enabled, this.playOnAwake, !this.isPlaying, AudioSource.userInteractionRegistered, this.wasPlaying);
398
- if (this.enabled && this.playOnAwake && !this.isPlaying && AudioSource.userInteractionRegistered && this.wasPlaying) {
399
- this.play();
400
- }
401
- break;
402
- }
403
- }
404
-
405
- private onApplicationMuteChanged = () => {
406
- if (this.context.application.muted)
407
- this.sound?.setVolume(0);
408
- else
409
- this.sound?.setVolume(this.volume);
410
- }
411
-
412
- private createAudio = (buffer?: AudioBuffer) => {
413
- if (debug) console.log("AudioBuffer finished loading", buffer);
414
-
415
- const sound = this.Sound;
416
- if (!sound) {
417
- if (debug) console.warn("Failed getting sound?", this.name);
418
- return;
419
- }
420
-
421
- if (sound.isPlaying)
422
- sound.stop();
423
-
424
- if (buffer) sound.setBuffer(buffer);
425
- sound.loop = this._loop;
426
- if (this.context.application.muted) sound.setVolume(0);
427
- else sound.setVolume(this.volume);
428
- sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
429
-
430
- this.applySpatialDistanceSettings();
431
-
432
- if (sound.isPlaying)
433
- sound.stop();
434
-
435
- // const panner = sound.panner;
436
- // panner.coneOuterGain = 1;
437
- // sound.setDirectionalCone(360, 360, 1);
438
- // const src = sound.context.createBufferSource();
439
- // src.buffer = sound.buffer;
440
- // src.connect(sound.panner);
441
- // src.start(this.audioContext?.currentTime);
442
- // const gain = sound.context.createGain();
443
- // gain.gain.value = 1 - this.spatialBlend;
444
- // src.connect(gain);
445
-
446
- // make sure we only play the sound if the user has interacted with the page
447
- AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
448
- }
449
- private __onAllowAudioCallback = () => {
450
- if (this.shouldPlay)
451
- this.play();
452
- }
453
-
454
- private applySpatialDistanceSettings() {
455
- const sound = this.sound;
456
- if (!sound) return;
457
- this._needUpdateSpatialDistanceSettings = false;
458
- const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
459
- if (debug) console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
460
- sound.setRefDistance(dist);
461
- sound.setMaxDistance(Math.max(0.01, this._maxDistance));
462
- // sound.setRolloffFactor(this.spatialBlend);
463
- // sound.panner.positionZ.automationRate
464
-
465
- // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
466
- switch (this.rollOffMode) {
467
- case AudioRolloffMode.Logarithmic:
468
- sound.setDistanceModel('exponential');
469
- break;
470
- case AudioRolloffMode.Linear:
471
- sound.setDistanceModel('linear');
472
- break;
473
- case AudioRolloffMode.Custom:
474
- console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
475
- break;
476
- }
477
-
478
- if (this.spatialBlend > 0) {
479
- if (debug && !this.helper) {
480
- this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
481
- sound.add(this.helper);
482
- }
483
- }
484
- else if (this.helper && this.helper.parent) {
485
- this.helper.removeFromParent();
486
- }
487
- }
488
-
489
- private async onNewClip(clip?: string | MediaStream) {
490
- if (clip) this.clip = clip;
491
- if (typeof clip === "string") {
492
- if (debug)
493
- console.log(clip);
494
- if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
495
- if (!this.audioLoader)
496
- this.audioLoader = new AudioLoader();
497
- this.shouldPlay = true;
498
- if (this._lastClipStartedLoading === clip) {
499
- if (debug) console.log("Is currently loading:", this._lastClipStartedLoading, this)
500
- return;
501
- }
502
- this._lastClipStartedLoading = clip;
503
- if (debug)
504
- console.log("load audio", clip);
505
- const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
506
- this._lastClipStartedLoading = null;
507
- if (buffer)
508
- this.createAudio(buffer);
509
- }
510
- else console.warn("Unsupported audio clip type", clip)
511
- }
512
- else {
513
- this.shouldPlay = true;
514
- this.createAudio();
515
- }
516
- }
517
-
518
- /**
519
- * Plays the audio clip or media stream.
520
- * If no argument is provided, plays the currently assigned clip.
521
- *
522
- * @param clip - Optional audio clip or {@link MediaStream} to play
523
- */
524
- play(clip: string | MediaStream | undefined = undefined) {
525
- // use audio source's clip when no clip is passed in
526
- if (!clip && this.clip)
527
- clip = this.clip;
528
-
529
- // We only support strings and media stream
530
- // TODO: maybe we should return here if an invalid value is passed in
531
- if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
532
- if (isDevEnvironment())
533
- console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip)
534
- // e.g. when a AudioSource.Play is called from SpatialTrigger onEnter this event is called with the TriggerReceiver... to still make this work we *re-use* our already assigned clip. Because otherwise calling `play` would not play the clip...
535
- clip = this.clip;
536
- }
537
-
538
- // Check if we need to call load first
539
- let needsLoading = !this.sound || (clip && clip !== this.clip);
540
- if (typeof clip === "string" && !this.audioLoader) needsLoading = true;
541
- if (clip instanceof MediaStream || typeof clip === "string")
542
- this.clip = clip;
543
- if (needsLoading) {
544
- this.shouldPlay = true;
545
- this.onNewClip(clip);
546
- return;
547
- }
548
-
549
- this.shouldPlay = true;
550
- this._hasEnded = false;
551
- if (debug)
552
- console.log("play", this.sound?.getVolume(), this.sound);
553
- if (this.sound && !this.sound.isPlaying) {
554
- const muted = this.context.application.muted;
555
- if (muted) this.sound.setVolume(0);
556
- this.gameObject?.add(this.sound);
557
-
558
- if (this.clip instanceof MediaStream) {
559
-
560
- // We have to set the audio element source to the mediastream as well
561
- // otherwise it will not play for some reason...
562
- this.sound.setMediaStreamSource(this.clip);
563
-
564
- if (!this._audioElement) {
565
- this._audioElement = document.createElement('audio');
566
- this._audioElement.style.display = "none";
567
- }
568
- if (!this._audioElement.parentNode)
569
- this.context.domElement.shadowRoot?.append(this._audioElement);
570
- this._audioElement.srcObject = this.clip;
571
- this._audioElement.autoplay = false;
572
-
573
- }
574
- else {
575
- if (this._audioElement) this._audioElement.remove();
576
- this.sound.play(muted ? .1 : 0);
577
- }
578
- }
579
- }
580
-
581
- /**
582
- * Pauses audio playback while maintaining the current position.
583
- * Use play() to resume from the paused position.
584
- */
585
- pause() {
586
- if (debug) console.log("Pause", this);
587
- this._hasEnded = true;
588
- this.shouldPlay = false;
589
- if (this.sound && this.sound.isPlaying && this.sound.source) {
590
- this._lastContextTime = this.sound?.context.currentTime;
591
- this.sound.pause();
592
- }
593
- this._audioElement?.remove();
594
- }
595
-
596
- /**
597
- * Stops audio playback completely and resets the playback position to the beginning.
598
- * Unlike pause(), calling play() after stop() will start from the beginning.
599
- */
600
- stop() {
601
- if (debug) console.log("Pause", this);
602
- this._hasEnded = true;
603
- this.shouldPlay = false;
604
- if (this.sound && this.sound.source) {
605
- this._lastContextTime = this.sound?.context.currentTime;
606
- if (debug)
607
- console.log(this._lastContextTime)
608
- this.sound.stop();
609
- }
610
- this._audioElement?.remove();
611
- }
612
-
613
- private _lastContextTime: number = 0;
614
-
615
- private _hasEnded: boolean = true;
616
- private _needUpdateSpatialDistanceSettings: boolean = false;
617
-
618
- /** @internal */
619
- update() {
620
- if (this.helper) {
621
- if (this.isPlaying)
622
- this.helper.update();
623
- this.helper.visible = this.isPlaying;
624
- }
625
-
626
- if (this._needUpdateSpatialDistanceSettings) {
627
- this.applySpatialDistanceSettings();
628
- }
629
-
630
- if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
631
- this._hasEnded = true;
632
- if (debug)
633
- console.log("Audio clip ended", this.clip);
634
- this.dispatchEvent(new CustomEvent("ended", { detail: this }));
635
- }
636
-
637
- // this.gameObject.position.x = Math.sin(time.time) * 2;
638
- // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
639
- }
1
+ import { AudioLoader, PositionalAudio } from "three";
2
+ import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
3
+
4
+ import { isDevEnvironment } from "../engine/debug/index.js";
5
+ import { Application, ApplicationEvents } from "../engine/engine_application.js";
6
+ import { findObjectOfType } from "../engine/engine_components.js";
7
+ import { Mathf } from "../engine/engine_math.js";
8
+ import { serializable } from "../engine/engine_serialization_decorator.js";
9
+ import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
10
+ import { AudioListener } from "./AudioListener.js";
11
+ import { Behaviour, GameObject } from "./Component.js";
12
+
13
+
14
+ const debug = getParam("debugaudio");
15
+
16
+ /**
17
+ * Defines how audio volume attenuates over distance from the listener.
18
+ */
19
+ export enum AudioRolloffMode {
20
+ /**
21
+ * Logarithmic rolloff provides a natural, real-world attenuation where volume decreases
22
+ * exponentially with distance.
23
+ */
24
+ Logarithmic = 0,
25
+
26
+ /**
27
+ * Linear rolloff provides a straightforward volume reduction that decreases at a constant
28
+ * rate with distance.
29
+ */
30
+ Linear = 1,
31
+
32
+ /**
33
+ * Custom rolloff allows for defining specialized distance-based attenuation curves.
34
+ * Note: Custom rolloff is not fully implemented in this version.
35
+ */
36
+ Custom = 2,
37
+ }
38
+
39
+
40
+ /**
41
+ * Plays audio clips in the scene, with support for spatial positioning.
42
+ *
43
+ * The AudioSource component can play audio files or media streams with
44
+ * options for spatial blending, volume control, looping, and more.
45
+ *
46
+ * When a page loses visibility (tab becomes inactive), audio will automatically
47
+ * pause unless {@link playInBackground} is set to true. On mobile devices, audio always
48
+ * pauses regardless of this setting. When the page becomes visible again,
49
+ * previously playing audio will resume.
50
+ *
51
+ * AudioSource also responds to application mute state changes. When the application
52
+ * is muted, the volume is set to 0. When unmuted, the volume
53
+ * returns to its previous value.
54
+ *
55
+ * @category Multimedia
56
+ * @group Components
57
+ */
58
+ export class AudioSource extends Behaviour {
59
+
60
+ /**
61
+ * Checks if the user has interacted with the page to allow audio playback.
62
+ * Audio playback often requires a user gesture first due to browser autoplay policies.
63
+ * This is the same as calling {@link Application.userInteractionRegistered}.
64
+ *
65
+ * @returns Whether user interaction has been registered to allow audio playback
66
+ */
67
+ public static get userInteractionRegistered(): boolean {
68
+ return Application.userInteractionRegistered;
69
+ }
70
+
71
+ /**
72
+ * Registers a callback that will be executed once the user has interacted with the page,
73
+ * allowing audio playback to begin.
74
+ * This is the same as calling {@link Application.registerWaitForInteraction}.
75
+ *
76
+ * @param cb - The callback function to execute when user interaction is registered
77
+ */
78
+ public static registerWaitForAllowAudio(cb: Function) {
79
+ Application.registerWaitForInteraction(cb);
80
+ }
81
+
82
+ /**
83
+ * The audio clip to play. Can be a URL string pointing to an audio file or a {@link MediaStream} object.
84
+ */
85
+ @serializable(URL)
86
+ clip: string | MediaStream = "";
87
+
88
+ /**
89
+ * When true, the audio will automatically start playing when the component is enabled.
90
+ * When false, you must call play() manually to start audio playback.
91
+ * @default false
92
+ */
93
+ @serializable()
94
+ playOnAwake: boolean = false;
95
+
96
+ /**
97
+ * When true, the audio clip will be loaded during initialization rather than when play() is called.
98
+ * This can reduce playback delay but increases initial loading time.
99
+ * @default false
100
+ */
101
+ @serializable()
102
+ preload: boolean = false;
103
+
104
+ /**
105
+ * When true, audio will continue playing when the browser tab loses focus.
106
+ * When false, audio will pause when the tab is minimized or not active.
107
+ * @default true
108
+ */
109
+ @serializable()
110
+ playInBackground: boolean = true;
111
+
112
+ /**
113
+ * Indicates whether the audio is currently playing.
114
+ *
115
+ * @returns True if the audio is playing, false otherwise
116
+ */
117
+ get isPlaying(): boolean { return this.sound?.isPlaying ?? false; }
118
+
119
+ /**
120
+ * The total duration of the current audio clip in seconds.
121
+ *
122
+ * @returns Duration in seconds or undefined if no clip is loaded
123
+ */
124
+ get duration() {
125
+ return this.sound?.buffer?.duration;
126
+ }
127
+
128
+ /**
129
+ * The current playback position as a normalized value between 0 and 1.
130
+ * Can be set to seek to a specific position in the audio.
131
+ */
132
+ get time01() {
133
+ const duration = this.duration;
134
+ if (duration && this.sound) {
135
+ return this.sound?.context.currentTime / duration;
136
+ }
137
+ return 0;
138
+ }
139
+ set time01(val: number) {
140
+ const duration = this.duration;
141
+ if (duration && this.sound) {
142
+ this.time = val * duration;
143
+ }
144
+ }
145
+
146
+ /**
147
+ * The current playback position in seconds.
148
+ * Can be set to seek to a specific time in the audio.
149
+ */
150
+ get time(): number { return this.sound?.source ? (this.sound.source?.context.currentTime - this._lastContextTime + this.sound.offset) : 0; }
151
+ set time(val: number) {
152
+ if (this.sound) {
153
+ if (val === this.sound.offset) return;
154
+ const wasPlaying = this.isPlaying;
155
+ this.stop();
156
+ this.sound.offset = val;
157
+ if (wasPlaying)
158
+ this.play();
159
+ }
160
+ }
161
+
162
+ /**
163
+ * When true, the audio will repeat after reaching the end.
164
+ * When false, audio will play once and stop.
165
+ * @default false
166
+ */
167
+ @serializable()
168
+ get loop(): boolean {
169
+ if (this.sound) this._loop = this.sound.getLoop();
170
+ return this._loop;
171
+ }
172
+ set loop(val: boolean) {
173
+ this._loop = val;
174
+ if (this.sound) this.sound.setLoop(val);
175
+ }
176
+
177
+ /**
178
+ * Controls how the audio is positioned in space.
179
+ * Values range from 0 (2D, non-positional) to 1 (fully 3D positioned).
180
+ * Note: 2D playback is not fully supported in the current implementation.
181
+ */
182
+ @serializable()
183
+ get spatialBlend(): number {
184
+ return this._spatialBlend;
185
+ }
186
+ set spatialBlend(val: number) {
187
+ if (val === this._spatialBlend) return;
188
+ this._spatialBlend = val;
189
+ this._needUpdateSpatialDistanceSettings = true;
190
+ }
191
+
192
+ /**
193
+ * The minimum distance from the audio source at which the volume starts to attenuate.
194
+ * Within this radius, the audio plays at full volume regardless of distance.
195
+ */
196
+ @serializable()
197
+ get minDistance(): number {
198
+ return this._minDistance;
199
+ }
200
+ set minDistance(val: number) {
201
+ if (this._minDistance === val) return;
202
+ this._minDistance = val;
203
+ this._needUpdateSpatialDistanceSettings = true;
204
+ }
205
+
206
+ /**
207
+ * The maximum distance from the audio source beyond which the volume no longer decreases.
208
+ * This defines the outer limit of the attenuation curve.
209
+ */
210
+ @serializable()
211
+ get maxDistance(): number {
212
+ return this._maxDistance;
213
+ }
214
+ set maxDistance(val: number) {
215
+ if (this._maxDistance === val) return;
216
+ this._maxDistance = val;
217
+ this._needUpdateSpatialDistanceSettings = true;
218
+ }
219
+
220
+ private _spatialBlend: number = 0;
221
+ private _minDistance: number = 1;
222
+ private _maxDistance: number = 100;
223
+
224
+ /**
225
+ * Controls the overall volume/loudness of the audio.
226
+ * Values range from 0 (silent) to 1 (full volume).
227
+ * @default 1
228
+ */
229
+ @serializable()
230
+ get volume(): number { return this._volume; }
231
+ set volume(val: number) {
232
+ this._volume = val;
233
+ if (this.sound && !this.context.application.muted) {
234
+ if (debug) console.log(this.name, "audio set volume", val);
235
+ this.sound.setVolume(val);
236
+ }
237
+ }
238
+ private _volume: number = 1;
239
+
240
+ /**
241
+ * Controls the playback rate (speed) of the audio.
242
+ * Values greater than 1 increase speed, values less than 1 decrease it.
243
+ * This affects both speed and pitch of the audio.
244
+ * @default 1
245
+ */
246
+ @serializable()
247
+ set pitch(val: number) {
248
+ if (this.sound) this.sound.setPlaybackRate(val);
249
+ }
250
+ get pitch(): number {
251
+ return this.sound ? this.sound.getPlaybackRate() : 1;
252
+ }
253
+
254
+ /**
255
+ * Determines how audio volume decreases with distance from the listener.
256
+ * @default AudioRolloffMode.Logarithmic
257
+ * @see {@link AudioRolloffMode}
258
+ */
259
+ @serializable()
260
+ rollOffMode: AudioRolloffMode = 0;
261
+
262
+
263
+ private _loop: boolean = false;
264
+ private sound: PositionalAudio | null = null;
265
+ private helper: PositionalAudioHelper | null = null;
266
+ private wasPlaying = false;
267
+ private audioLoader: AudioLoader | null = null;
268
+ private shouldPlay: boolean = false;
269
+ // set this from audio context time, used to set clip offset when setting "time" property
270
+ // there is maybe a better way to set a audio clip current time?!
271
+ private _lastClipStartedLoading: string | MediaStream | null = null;
272
+ private _audioElement: HTMLAudioElement | null = null;
273
+
274
+ /**
275
+ * Returns the underlying {@link PositionalAudio} object, creating it if necessary.
276
+ * The audio source needs a user interaction to be initialized due to browser autoplay policies.
277
+ *
278
+ * @returns The three.js PositionalAudio object or null if unavailable
279
+ */
280
+ public get Sound(): PositionalAudio | null {
281
+ if (!this.sound && AudioSource.userInteractionRegistered) {
282
+ // Get or create an audiolistener in the scene
283
+ let listener = this.gameObject.getComponent(AudioListener) // AudioListener on AudioSource?
284
+ ?? this.context.mainCamera.getComponent(AudioListener) // AudioListener on current main camera?
285
+ ?? findObjectOfType(AudioListener, this.context, false); // Active AudioListener in scene?
286
+
287
+ if (!listener && this.context.mainCamera) listener = this.context.mainCamera.addComponent(AudioListener);
288
+
289
+ if (listener?.listener) {
290
+ this.sound = new PositionalAudio(listener.listener);
291
+ this.gameObject?.add(this.sound);
292
+
293
+ // this._listener = listener;
294
+ // this._originalSoundMatrixWorldFunction = this.sound.updateMatrixWorld;
295
+ // this.sound.updateMatrixWorld = this._onSoundMatrixWorld;
296
+ }
297
+ else if (debug) console.warn("No audio listener found in scene - can not play audio");
298
+ }
299
+ return this.sound;
300
+ }
301
+
302
+ // This is a hacky workaround to get the PositionalAudio behave like a 2D audio source
303
+ // private _listener: AudioListener | null = null;
304
+ // private _originalSoundMatrixWorldFunction: Function | null = null;
305
+ // private _onSoundMatrixWorld = (force: boolean) => {
306
+ // if (this._spatialBlend > .05) {
307
+ // if (this._originalSoundMatrixWorldFunction) {
308
+ // this._originalSoundMatrixWorldFunction.call(this.sound, force);
309
+ // }
310
+ // }
311
+ // else {
312
+ // // we use another object's matrix world function (but bound to the positional audio)
313
+ // // this is just a little trick to prevent calling the PositionalAudio's updateMatrixWorld function
314
+ // this.gameObject.updateMatrixWorld?.call(this.sound, force);
315
+ // if (this.sound && this._listener) {
316
+ // this.sound.gain.connect(this._listener.listener.getInput());
317
+ // // const pos = getTempVector().setFromMatrixPosition(this._listener.gameObject.matrixWorld);
318
+ // // const ctx = this.sound.context;
319
+ // // const delay = this._listener.listener.timeDelta;
320
+ // // const time = ctx.currentTime ;
321
+ // // this.sound.panner.positionX.setValueAtTime(pos.x, time);
322
+ // // this.sound.panner.positionY.setValueAtTime(pos.y, time);
323
+ // // this.sound.panner.positionZ.setValueAtTime(pos.z, time);
324
+ // // this.sound.panner.orientationX.setValueAtTime(0, time);
325
+ // // this.sound.panner.orientationY.setValueAtTime(0, time);
326
+ // // this.sound.panner.orientationZ.setValueAtTime(-1, time);
327
+ // }
328
+ // }
329
+ // }
330
+
331
+ /**
332
+ * Indicates whether the audio source is queued to play when possible.
333
+ * This may be true before user interaction has been registered.
334
+ *
335
+ * @returns Whether the audio source intends to play
336
+ */
337
+ public get ShouldPlay(): boolean { return this.shouldPlay; }
338
+
339
+ /**
340
+ * Returns the Web Audio API context associated with this audio source.
341
+ *
342
+ * @returns The {@link AudioContext} or null if not available
343
+ */
344
+ public get audioContext() {
345
+ return this.sound?.context;
346
+ }
347
+
348
+ /** @internal */
349
+ awake() {
350
+ if (debug) console.log(this);
351
+ this.audioLoader = new AudioLoader();
352
+ if (this.playOnAwake) this.shouldPlay = true;
353
+
354
+ if (this.preload) {
355
+ if (typeof this.clip === "string") {
356
+ this.audioLoader.load(this.clip, this.createAudio, () => { }, console.error);
357
+ }
358
+ }
359
+ }
360
+
361
+ /** @internal */
362
+ onEnable(): void {
363
+ if (this.sound)
364
+ this.gameObject.add(this.sound);
365
+
366
+ if (!AudioSource.userInteractionRegistered) {
367
+ AudioSource.registerWaitForAllowAudio(() => {
368
+ if (this.enabled && !this.destroyed && this.shouldPlay)
369
+ this.onNewClip(this.clip);
370
+ });
371
+ }
372
+ else if (this.playOnAwake && this.context.application.isVisible) {
373
+ this.play();
374
+ }
375
+ globalThis.addEventListener('visibilitychange', this.onVisibilityChanged);
376
+ this.context.application.addEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
377
+ }
378
+
379
+ /** @internal */
380
+ onDisable() {
381
+ globalThis.removeEventListener('visibilitychange', this.onVisibilityChanged);
382
+ this.context.application.removeEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
383
+ this.pause();
384
+ }
385
+
386
+ private onVisibilityChanged = () => {
387
+ switch (document.visibilityState) {
388
+ case "hidden":
389
+ if (this.playInBackground === false || DeviceUtilities.isMobileDevice()) {
390
+ this.wasPlaying = this.isPlaying;
391
+ if (this.isPlaying) {
392
+ this.pause();
393
+ }
394
+ }
395
+ break;
396
+ case "visible":
397
+ if (debug) console.log("visible", this.enabled, this.playOnAwake, !this.isPlaying, AudioSource.userInteractionRegistered, this.wasPlaying);
398
+ if (this.enabled && this.playOnAwake && !this.isPlaying && AudioSource.userInteractionRegistered && this.wasPlaying) {
399
+ this.play();
400
+ }
401
+ break;
402
+ }
403
+ }
404
+
405
+ private onApplicationMuteChanged = () => {
406
+ if (this.context.application.muted)
407
+ this.sound?.setVolume(0);
408
+ else
409
+ this.sound?.setVolume(this.volume);
410
+ }
411
+
412
+ private createAudio = (buffer?: AudioBuffer) => {
413
+ if (debug) console.log("AudioBuffer finished loading", buffer);
414
+
415
+ const sound = this.Sound;
416
+ if (!sound) {
417
+ if (debug) console.warn("Failed getting sound?", this.name);
418
+ return;
419
+ }
420
+
421
+ if (sound.isPlaying)
422
+ sound.stop();
423
+
424
+ if (buffer) sound.setBuffer(buffer);
425
+ sound.loop = this._loop;
426
+ if (this.context.application.muted) sound.setVolume(0);
427
+ else sound.setVolume(this.volume);
428
+ sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
429
+
430
+ this.applySpatialDistanceSettings();
431
+
432
+ if (sound.isPlaying)
433
+ sound.stop();
434
+
435
+ // const panner = sound.panner;
436
+ // panner.coneOuterGain = 1;
437
+ // sound.setDirectionalCone(360, 360, 1);
438
+ // const src = sound.context.createBufferSource();
439
+ // src.buffer = sound.buffer;
440
+ // src.connect(sound.panner);
441
+ // src.start(this.audioContext?.currentTime);
442
+ // const gain = sound.context.createGain();
443
+ // gain.gain.value = 1 - this.spatialBlend;
444
+ // src.connect(gain);
445
+
446
+ // make sure we only play the sound if the user has interacted with the page
447
+ AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
448
+ }
449
+ private __onAllowAudioCallback = () => {
450
+ if (this.shouldPlay)
451
+ this.play();
452
+ }
453
+
454
+ private applySpatialDistanceSettings() {
455
+ const sound = this.sound;
456
+ if (!sound) return;
457
+ this._needUpdateSpatialDistanceSettings = false;
458
+ const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
459
+ if (debug) console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
460
+ sound.setRefDistance(dist);
461
+ sound.setMaxDistance(Math.max(0.01, this._maxDistance));
462
+ // sound.setRolloffFactor(this.spatialBlend);
463
+ // sound.panner.positionZ.automationRate
464
+
465
+ // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
466
+ switch (this.rollOffMode) {
467
+ case AudioRolloffMode.Logarithmic:
468
+ sound.setDistanceModel('exponential');
469
+ break;
470
+ case AudioRolloffMode.Linear:
471
+ sound.setDistanceModel('linear');
472
+ break;
473
+ case AudioRolloffMode.Custom:
474
+ console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
475
+ break;
476
+ }
477
+
478
+ if (this.spatialBlend > 0) {
479
+ if (debug && !this.helper) {
480
+ this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
481
+ sound.add(this.helper);
482
+ }
483
+ }
484
+ else if (this.helper && this.helper.parent) {
485
+ this.helper.removeFromParent();
486
+ }
487
+ }
488
+
489
+ private async onNewClip(clip?: string | MediaStream) {
490
+ if (clip) this.clip = clip;
491
+ if (typeof clip === "string") {
492
+ if (debug)
493
+ console.log(clip);
494
+ if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
495
+ if (!this.audioLoader)
496
+ this.audioLoader = new AudioLoader();
497
+ this.shouldPlay = true;
498
+ if (this._lastClipStartedLoading === clip) {
499
+ if (debug) console.log("Is currently loading:", this._lastClipStartedLoading, this)
500
+ return;
501
+ }
502
+ this._lastClipStartedLoading = clip;
503
+ if (debug)
504
+ console.log("load audio", clip);
505
+ const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
506
+ this._lastClipStartedLoading = null;
507
+ if (buffer)
508
+ this.createAudio(buffer);
509
+ }
510
+ else console.warn("Unsupported audio clip type", clip)
511
+ }
512
+ else {
513
+ this.shouldPlay = true;
514
+ this.createAudio();
515
+ }
516
+ }
517
+
518
+ /**
519
+ * Plays the audio clip or media stream.
520
+ * If no argument is provided, plays the currently assigned clip.
521
+ *
522
+ * @param clip - Optional audio clip or {@link MediaStream} to play
523
+ */
524
+ play(clip: string | MediaStream | undefined = undefined) {
525
+ // use audio source's clip when no clip is passed in
526
+ if (!clip && this.clip)
527
+ clip = this.clip;
528
+
529
+ // We only support strings and media stream
530
+ // TODO: maybe we should return here if an invalid value is passed in
531
+ if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
532
+ if (isDevEnvironment())
533
+ console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip)
534
+ // e.g. when a AudioSource.Play is called from SpatialTrigger onEnter this event is called with the TriggerReceiver... to still make this work we *re-use* our already assigned clip. Because otherwise calling `play` would not play the clip...
535
+ clip = this.clip;
536
+ }
537
+
538
+ // Check if we need to call load first
539
+ let needsLoading = !this.sound || (clip && clip !== this.clip);
540
+ if (typeof clip === "string" && !this.audioLoader) needsLoading = true;
541
+ if (clip instanceof MediaStream || typeof clip === "string")
542
+ this.clip = clip;
543
+ if (needsLoading) {
544
+ this.shouldPlay = true;
545
+ this.onNewClip(clip);
546
+ return;
547
+ }
548
+
549
+ this.shouldPlay = true;
550
+ this._hasEnded = false;
551
+ if (debug)
552
+ console.log("play", this.sound?.getVolume(), this.sound);
553
+ if (this.sound && !this.sound.isPlaying) {
554
+ const muted = this.context.application.muted;
555
+ if (muted) this.sound.setVolume(0);
556
+ this.gameObject?.add(this.sound);
557
+
558
+ if (this.clip instanceof MediaStream) {
559
+
560
+ // We have to set the audio element source to the mediastream as well
561
+ // otherwise it will not play for some reason...
562
+ this.sound.setMediaStreamSource(this.clip);
563
+
564
+ if (!this._audioElement) {
565
+ this._audioElement = document.createElement('audio');
566
+ this._audioElement.style.display = "none";
567
+ }
568
+ if (!this._audioElement.parentNode)
569
+ this.context.domElement.shadowRoot?.append(this._audioElement);
570
+ this._audioElement.srcObject = this.clip;
571
+ this._audioElement.autoplay = false;
572
+
573
+ }
574
+ else {
575
+ if (this._audioElement) this._audioElement.remove();
576
+ this.sound.play(muted ? .1 : 0);
577
+ }
578
+ }
579
+ }
580
+
581
+ /**
582
+ * Pauses audio playback while maintaining the current position.
583
+ * Use play() to resume from the paused position.
584
+ */
585
+ pause() {
586
+ if (debug) console.log("Pause", this);
587
+ this._hasEnded = true;
588
+ this.shouldPlay = false;
589
+ if (this.sound && this.sound.isPlaying && this.sound.source) {
590
+ this._lastContextTime = this.sound?.context.currentTime;
591
+ this.sound.pause();
592
+ }
593
+ this._audioElement?.remove();
594
+ }
595
+
596
+ /**
597
+ * Stops audio playback completely and resets the playback position to the beginning.
598
+ * Unlike pause(), calling play() after stop() will start from the beginning.
599
+ */
600
+ stop() {
601
+ if (debug) console.log("Pause", this);
602
+ this._hasEnded = true;
603
+ this.shouldPlay = false;
604
+ if (this.sound && this.sound.source) {
605
+ this._lastContextTime = this.sound?.context.currentTime;
606
+ if (debug)
607
+ console.log(this._lastContextTime)
608
+ this.sound.stop();
609
+ }
610
+ this._audioElement?.remove();
611
+ }
612
+
613
+ private _lastContextTime: number = 0;
614
+
615
+ private _hasEnded: boolean = true;
616
+ private _needUpdateSpatialDistanceSettings: boolean = false;
617
+
618
+ /** @internal */
619
+ update() {
620
+ if (this.helper) {
621
+ if (this.isPlaying)
622
+ this.helper.update();
623
+ this.helper.visible = this.isPlaying;
624
+ }
625
+
626
+ if (this._needUpdateSpatialDistanceSettings) {
627
+ this.applySpatialDistanceSettings();
628
+ }
629
+
630
+ if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
631
+ this._hasEnded = true;
632
+ if (debug)
633
+ console.log("Audio clip ended", this.clip);
634
+ this.dispatchEvent(new CustomEvent("ended", { detail: this }));
635
+ }
636
+
637
+ // this.gameObject.position.x = Math.sin(time.time) * 2;
638
+ // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
639
+ }
640
640
  }