@needle-tools/engine 4.5.5-next.f053174 → 4.5.6

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 (1044) hide show
  1. package/CHANGELOG.md +3740 -3740
  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-DFfLpZpn.min.js → needle-engine.bundle-2nTaeeW3.min.js} +62 -62
  6. package/dist/{needle-engine.bundle-Dx2hV9Bu.umd.cjs → needle-engine.bundle-B3qVc_uH.umd.cjs} +54 -54
  7. package/dist/{needle-engine.bundle-DvRTYg0j.js → needle-engine.bundle-B9tUMvDR.js} +623 -623
  8. package/dist/{needle-engine.bundle-BxW8rOic.light.min.js → needle-engine.bundle-BWeBylyu.light.min.js} +62 -62
  9. package/dist/{needle-engine.bundle-5YrltOTW.light.umd.cjs → needle-engine.bundle-Bx32FU5Z.light.umd.cjs} +54 -54
  10. package/dist/{needle-engine.bundle-Bjtl-M4D.light.js → needle-engine.bundle-CAuuubKQ.light.js} +623 -623
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/assets/index.d.ts +11 -11
  32. package/lib/engine/assets/index.js +47 -47
  33. package/lib/engine/assets/static.d.ts +1 -1
  34. package/lib/engine/assets/static.js +4 -4
  35. package/lib/engine/codegen/register_types.d.ts +1 -1
  36. package/lib/engine/codegen/register_types.js +300 -300
  37. package/lib/engine/debug/debug.d.ts +15 -15
  38. package/lib/engine/debug/debug.js +44 -44
  39. package/lib/engine/debug/debug_console.d.ts +2 -2
  40. package/lib/engine/debug/debug_console.js +307 -307
  41. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  42. package/lib/engine/debug/debug_overlay.js +316 -316
  43. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  44. package/lib/engine/debug/debug_spatial_console.js +390 -390
  45. package/lib/engine/debug/index.d.ts +2 -2
  46. package/lib/engine/debug/index.js +2 -2
  47. package/lib/engine/engine_addressables.d.ts +166 -166
  48. package/lib/engine/engine_addressables.js +608 -608
  49. package/lib/engine/engine_animation.d.ts +43 -43
  50. package/lib/engine/engine_animation.js +133 -133
  51. package/lib/engine/engine_application.d.ts +45 -45
  52. package/lib/engine/engine_application.js +104 -104
  53. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  54. package/lib/engine/engine_assetdatabase.js +344 -344
  55. package/lib/engine/engine_audio.d.ts +4 -4
  56. package/lib/engine/engine_audio.js +23 -23
  57. package/lib/engine/engine_camera.d.ts +13 -13
  58. package/lib/engine/engine_camera.js +30 -30
  59. package/lib/engine/engine_components.d.ts +110 -110
  60. package/lib/engine/engine_components.js +374 -374
  61. package/lib/engine/engine_components_internal.d.ts +9 -9
  62. package/lib/engine/engine_components_internal.js +36 -36
  63. package/lib/engine/engine_constants.d.ts +10 -10
  64. package/lib/engine/engine_constants.js +41 -41
  65. package/lib/engine/engine_context.d.ts +472 -472
  66. package/lib/engine/engine_context.js +1664 -1664
  67. package/lib/engine/engine_context_registry.d.ts +71 -71
  68. package/lib/engine/engine_context_registry.js +117 -117
  69. package/lib/engine/engine_coroutine.d.ts +35 -35
  70. package/lib/engine/engine_coroutine.js +52 -52
  71. package/lib/engine/engine_create_objects.d.ts +119 -119
  72. package/lib/engine/engine_create_objects.js +320 -320
  73. package/lib/engine/engine_default_parameters.d.ts +2 -2
  74. package/lib/engine/engine_default_parameters.js +3 -3
  75. package/lib/engine/engine_editor-sync.d.ts +21 -21
  76. package/lib/engine/engine_editor-sync.js +4 -4
  77. package/lib/engine/engine_fileloader.d.ts +2 -2
  78. package/lib/engine/engine_fileloader.js +8 -8
  79. package/lib/engine/engine_gameobject.d.ts +68 -68
  80. package/lib/engine/engine_gameobject.js +616 -616
  81. package/lib/engine/engine_generic_utils.d.ts +1 -1
  82. package/lib/engine/engine_generic_utils.js +13 -13
  83. package/lib/engine/engine_gizmos.d.ts +149 -149
  84. package/lib/engine/engine_gizmos.js +530 -530
  85. package/lib/engine/engine_gltf.d.ts +12 -12
  86. package/lib/engine/engine_gltf.js +15 -15
  87. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  88. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  89. package/lib/engine/engine_hot_reload.d.ts +8 -8
  90. package/lib/engine/engine_hot_reload.js +197 -197
  91. package/lib/engine/engine_input.d.ts +362 -362
  92. package/lib/engine/engine_input.js +1294 -1294
  93. package/lib/engine/engine_input_utils.d.ts +2 -2
  94. package/lib/engine/engine_input_utils.js +22 -22
  95. package/lib/engine/engine_instancing.d.ts +19 -19
  96. package/lib/engine/engine_instancing.js +39 -39
  97. package/lib/engine/engine_license.d.ts +11 -11
  98. package/lib/engine/engine_license.js +369 -369
  99. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  100. package/lib/engine/engine_lifecycle_api.js +106 -106
  101. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  102. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  103. package/lib/engine/engine_lightdata.d.ts +23 -23
  104. package/lib/engine/engine_lightdata.js +91 -91
  105. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  106. package/lib/engine/engine_loaders.callbacks.js +86 -86
  107. package/lib/engine/engine_loaders.d.ts +48 -48
  108. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  109. package/lib/engine/engine_loaders.gltf.js +62 -62
  110. package/lib/engine/engine_loaders.js +337 -337
  111. package/lib/engine/engine_lods.d.ts +31 -31
  112. package/lib/engine/engine_lods.js +146 -146
  113. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  114. package/lib/engine/engine_mainloop_utils.js +466 -466
  115. package/lib/engine/engine_math.d.ts +114 -114
  116. package/lib/engine/engine_math.js +247 -247
  117. package/lib/engine/engine_modules.d.ts +36 -36
  118. package/lib/engine/engine_modules.js +85 -85
  119. package/lib/engine/engine_networking.d.ts +260 -260
  120. package/lib/engine/engine_networking.js +764 -764
  121. package/lib/engine/engine_networking_auto.d.ts +24 -24
  122. package/lib/engine/engine_networking_auto.js +310 -310
  123. package/lib/engine/engine_networking_blob.d.ts +48 -48
  124. package/lib/engine/engine_networking_blob.js +228 -228
  125. package/lib/engine/engine_networking_files.d.ts +35 -35
  126. package/lib/engine/engine_networking_files.js +172 -172
  127. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  128. package/lib/engine/engine_networking_files_default_components.js +42 -42
  129. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  130. package/lib/engine/engine_networking_instantiate.js +345 -345
  131. package/lib/engine/engine_networking_peer.d.ts +15 -15
  132. package/lib/engine/engine_networking_peer.js +132 -132
  133. package/lib/engine/engine_networking_streams.d.ts +123 -123
  134. package/lib/engine/engine_networking_streams.js +645 -645
  135. package/lib/engine/engine_networking_types.d.ts +22 -22
  136. package/lib/engine/engine_networking_types.js +7 -7
  137. package/lib/engine/engine_networking_utils.d.ts +2 -2
  138. package/lib/engine/engine_networking_utils.js +20 -20
  139. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  140. package/lib/engine/engine_networking_websocket.js +2 -2
  141. package/lib/engine/engine_patcher.d.ts +10 -10
  142. package/lib/engine/engine_patcher.js +142 -142
  143. package/lib/engine/engine_physics.d.ts +152 -152
  144. package/lib/engine/engine_physics.js +645 -645
  145. package/lib/engine/engine_physics.types.d.ts +40 -40
  146. package/lib/engine/engine_physics.types.js +33 -33
  147. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  148. package/lib/engine/engine_physics_rapier.js +1433 -1433
  149. package/lib/engine/engine_playerview.d.ts +26 -26
  150. package/lib/engine/engine_playerview.js +64 -64
  151. package/lib/engine/engine_scenelighting.d.ts +71 -71
  152. package/lib/engine/engine_scenelighting.js +226 -226
  153. package/lib/engine/engine_serialization.d.ts +3 -3
  154. package/lib/engine/engine_serialization.js +3 -3
  155. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  156. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  157. package/lib/engine/engine_serialization_core.d.ts +94 -94
  158. package/lib/engine/engine_serialization_core.js +607 -607
  159. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  160. package/lib/engine/engine_serialization_decorator.js +66 -66
  161. package/lib/engine/engine_setup.d.ts +1 -1
  162. package/lib/engine/engine_setup.js +2 -2
  163. package/lib/engine/engine_shaders.d.ts +53 -53
  164. package/lib/engine/engine_shaders.js +252 -252
  165. package/lib/engine/engine_shims.d.ts +4 -4
  166. package/lib/engine/engine_shims.js +24 -24
  167. package/lib/engine/engine_test_utils.d.ts +39 -39
  168. package/lib/engine/engine_test_utils.js +83 -83
  169. package/lib/engine/engine_texture.d.ts +28 -28
  170. package/lib/engine/engine_texture.js +64 -64
  171. package/lib/engine/engine_three_utils.d.ts +201 -201
  172. package/lib/engine/engine_three_utils.js +731 -731
  173. package/lib/engine/engine_time.d.ts +51 -51
  174. package/lib/engine/engine_time.js +82 -82
  175. package/lib/engine/engine_time_utils.d.ts +88 -88
  176. package/lib/engine/engine_time_utils.js +215 -215
  177. package/lib/engine/engine_tonemapping.d.ts +2 -2
  178. package/lib/engine/engine_tonemapping.js +194 -194
  179. package/lib/engine/engine_types.d.ts +578 -578
  180. package/lib/engine/engine_types.js +95 -95
  181. package/lib/engine/engine_typestore.d.ts +28 -28
  182. package/lib/engine/engine_typestore.js +55 -55
  183. package/lib/engine/engine_util_decorator.d.ts +13 -13
  184. package/lib/engine/engine_util_decorator.js +116 -116
  185. package/lib/engine/engine_utils.d.ts +248 -248
  186. package/lib/engine/engine_utils.js +993 -993
  187. package/lib/engine/engine_utils_format.d.ts +24 -24
  188. package/lib/engine/engine_utils_format.js +239 -239
  189. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  190. package/lib/engine/engine_utils_screenshot.js +513 -513
  191. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  192. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  193. package/lib/engine/engine_xr.d.ts +1 -1
  194. package/lib/engine/engine_xr.js +1 -1
  195. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  196. package/lib/engine/export/gltf/Writers.js +24 -24
  197. package/lib/engine/export/gltf/index.d.ts +11 -11
  198. package/lib/engine/export/gltf/index.js +123 -123
  199. package/lib/engine/export/index.d.ts +2 -2
  200. package/lib/engine/export/index.js +2 -2
  201. package/lib/engine/export/state.d.ts +7 -7
  202. package/lib/engine/export/state.js +17 -17
  203. package/lib/engine/export/utils.d.ts +2 -2
  204. package/lib/engine/export/utils.js +7 -7
  205. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  206. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  207. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  208. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  209. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  210. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  211. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  212. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  213. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  214. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  215. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  216. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  217. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  218. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  219. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  220. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  221. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  222. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  223. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  224. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  225. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  226. package/lib/engine/extensions/extension_resolver.js +1 -1
  227. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  228. package/lib/engine/extensions/extension_utils.js +152 -152
  229. package/lib/engine/extensions/extensions.d.ts +32 -32
  230. package/lib/engine/extensions/extensions.js +107 -107
  231. package/lib/engine/extensions/index.d.ts +6 -6
  232. package/lib/engine/extensions/index.js +6 -6
  233. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  234. package/lib/engine/extensions/usage_tracker.js +65 -65
  235. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  236. package/lib/engine/js-extensions/Camera.js +39 -39
  237. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  238. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  239. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  240. package/lib/engine/js-extensions/Layers.js +22 -22
  241. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  242. package/lib/engine/js-extensions/Object3D.js +136 -136
  243. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  244. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  245. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  246. package/lib/engine/js-extensions/Vector.js +13 -13
  247. package/lib/engine/js-extensions/index.d.ts +5 -5
  248. package/lib/engine/js-extensions/index.js +5 -5
  249. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  250. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  251. package/lib/engine/shaders/shaderData.d.ts +55 -55
  252. package/lib/engine/shaders/shaderData.js +58 -58
  253. package/lib/engine/tests/test_utils.d.ts +2 -2
  254. package/lib/engine/tests/test_utils.js +53 -53
  255. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  256. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  257. package/lib/engine/webcomponents/api.d.ts +5 -5
  258. package/lib/engine/webcomponents/api.js +4 -4
  259. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  260. package/lib/engine/webcomponents/buttons.js +264 -264
  261. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  262. package/lib/engine/webcomponents/fonts.js +32 -32
  263. package/lib/engine/webcomponents/icons.d.ts +9 -9
  264. package/lib/engine/webcomponents/icons.js +52 -52
  265. package/lib/engine/webcomponents/index.d.ts +1 -1
  266. package/lib/engine/webcomponents/index.js +1 -1
  267. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  268. package/lib/engine/webcomponents/logo-element.js +67 -67
  269. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  270. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  271. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  272. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  273. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  274. package/lib/engine/webcomponents/needle-button.js +161 -161
  275. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  276. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  277. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  278. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  279. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  280. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  281. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  282. package/lib/engine/webcomponents/needle-engine.js +831 -831
  283. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  284. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  287. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  288. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +634 -634
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +700 -700
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  1009. package/src/engine-schemes/dist/api.js +17 -0
  1010. package/src/engine-schemes/dist/api.js.meta +7 -0
  1011. package/src/engine-schemes/dist/schemes.js +25 -0
  1012. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1013. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1014. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1015. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1016. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1017. package/src/engine-schemes/dist/transform.js +46 -0
  1018. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1019. package/src/engine-schemes/dist/vec2.js +32 -0
  1020. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1021. package/src/engine-schemes/dist/vec3.js +36 -0
  1022. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec4.js +40 -0
  1024. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1026. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
@@ -1,645 +1,645 @@
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(this.destroyed) {
414
- if(debug) console.warn("AudioSource destroyed, not creating audio", this.name);
415
- return;
416
- }
417
-
418
- if (debug) console.log("AudioBuffer finished loading", buffer);
419
-
420
- const sound = this.Sound;
421
- if (!sound) {
422
- if (debug) console.warn("Failed getting sound?", this.name);
423
- return;
424
- }
425
-
426
- if (sound.isPlaying)
427
- sound.stop();
428
-
429
- if (buffer) sound.setBuffer(buffer);
430
- sound.loop = this._loop;
431
- if (this.context.application.muted) sound.setVolume(0);
432
- else sound.setVolume(this.volume);
433
- sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
434
-
435
- this.applySpatialDistanceSettings();
436
-
437
- if (sound.isPlaying)
438
- sound.stop();
439
-
440
- // const panner = sound.panner;
441
- // panner.coneOuterGain = 1;
442
- // sound.setDirectionalCone(360, 360, 1);
443
- // const src = sound.context.createBufferSource();
444
- // src.buffer = sound.buffer;
445
- // src.connect(sound.panner);
446
- // src.start(this.audioContext?.currentTime);
447
- // const gain = sound.context.createGain();
448
- // gain.gain.value = 1 - this.spatialBlend;
449
- // src.connect(gain);
450
-
451
- // make sure we only play the sound if the user has interacted with the page
452
- AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
453
- }
454
- private __onAllowAudioCallback = () => {
455
- if (this.shouldPlay)
456
- this.play();
457
- }
458
-
459
- private applySpatialDistanceSettings() {
460
- const sound = this.sound;
461
- if (!sound) return;
462
- this._needUpdateSpatialDistanceSettings = false;
463
- const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
464
- if (debug) console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
465
- sound.setRefDistance(dist);
466
- sound.setMaxDistance(Math.max(0.01, this._maxDistance));
467
- // sound.setRolloffFactor(this.spatialBlend);
468
- // sound.panner.positionZ.automationRate
469
-
470
- // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
471
- switch (this.rollOffMode) {
472
- case AudioRolloffMode.Logarithmic:
473
- sound.setDistanceModel('exponential');
474
- break;
475
- case AudioRolloffMode.Linear:
476
- sound.setDistanceModel('linear');
477
- break;
478
- case AudioRolloffMode.Custom:
479
- console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
480
- break;
481
- }
482
-
483
- if (this.spatialBlend > 0) {
484
- if (debug && !this.helper) {
485
- this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
486
- sound.add(this.helper);
487
- }
488
- }
489
- else if (this.helper && this.helper.parent) {
490
- this.helper.removeFromParent();
491
- }
492
- }
493
-
494
- private async onNewClip(clip?: string | MediaStream) {
495
- if (clip) this.clip = clip;
496
- if (typeof clip === "string") {
497
- if (debug)
498
- console.log(clip);
499
- if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
500
- if (!this.audioLoader)
501
- this.audioLoader = new AudioLoader();
502
- this.shouldPlay = true;
503
- if (this._lastClipStartedLoading === clip) {
504
- if (debug) console.log("Is currently loading:", this._lastClipStartedLoading, this)
505
- return;
506
- }
507
- this._lastClipStartedLoading = clip;
508
- if (debug)
509
- console.log("load audio", clip);
510
- const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
511
- if(this.destroyed) return;
512
- this._lastClipStartedLoading = null;
513
- if (buffer) this.createAudio(buffer);
514
- }
515
- else console.warn("Unsupported audio clip type", clip)
516
- }
517
- else {
518
- this.shouldPlay = true;
519
- this.createAudio();
520
- }
521
- }
522
-
523
- /**
524
- * Plays the audio clip or media stream.
525
- * If no argument is provided, plays the currently assigned clip.
526
- *
527
- * @param clip - Optional audio clip or {@link MediaStream} to play
528
- */
529
- play(clip: string | MediaStream | undefined = undefined) {
530
- // use audio source's clip when no clip is passed in
531
- if (!clip && this.clip)
532
- clip = this.clip;
533
-
534
- // We only support strings and media stream
535
- // TODO: maybe we should return here if an invalid value is passed in
536
- if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
537
- if (isDevEnvironment())
538
- console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip)
539
- // 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...
540
- clip = this.clip;
541
- }
542
-
543
- // Check if we need to call load first
544
- let needsLoading = !this.sound || (clip && clip !== this.clip);
545
- if (typeof clip === "string" && !this.audioLoader) needsLoading = true;
546
- if (clip instanceof MediaStream || typeof clip === "string")
547
- this.clip = clip;
548
- if (needsLoading) {
549
- this.shouldPlay = true;
550
- this.onNewClip(clip);
551
- return;
552
- }
553
-
554
- this.shouldPlay = true;
555
- this._hasEnded = false;
556
- if (debug)
557
- console.log("play", this.sound?.getVolume(), this.sound);
558
- if (this.sound && !this.sound.isPlaying) {
559
- const muted = this.context.application.muted;
560
- if (muted) this.sound.setVolume(0);
561
- this.gameObject?.add(this.sound);
562
-
563
- if (this.clip instanceof MediaStream) {
564
-
565
- // We have to set the audio element source to the mediastream as well
566
- // otherwise it will not play for some reason...
567
- this.sound.setMediaStreamSource(this.clip);
568
-
569
- if (!this._audioElement) {
570
- this._audioElement = document.createElement('audio');
571
- this._audioElement.style.display = "none";
572
- }
573
- if (!this._audioElement.parentNode)
574
- this.context.domElement.shadowRoot?.append(this._audioElement);
575
- this._audioElement.srcObject = this.clip;
576
- this._audioElement.autoplay = false;
577
-
578
- }
579
- else {
580
- if (this._audioElement) this._audioElement.remove();
581
- this.sound.play(muted ? .1 : 0);
582
- }
583
- }
584
- }
585
-
586
- /**
587
- * Pauses audio playback while maintaining the current position.
588
- * Use play() to resume from the paused position.
589
- */
590
- pause() {
591
- if (debug) console.log("Pause", this);
592
- this._hasEnded = true;
593
- this.shouldPlay = false;
594
- if (this.sound && this.sound.isPlaying && this.sound.source) {
595
- this._lastContextTime = this.sound?.context.currentTime;
596
- this.sound.pause();
597
- }
598
- this._audioElement?.remove();
599
- }
600
-
601
- /**
602
- * Stops audio playback completely and resets the playback position to the beginning.
603
- * Unlike pause(), calling play() after stop() will start from the beginning.
604
- */
605
- stop() {
606
- if (debug) console.log("Pause", this);
607
- this._hasEnded = true;
608
- this.shouldPlay = false;
609
- if (this.sound && this.sound.source) {
610
- this._lastContextTime = this.sound?.context.currentTime;
611
- if (debug)
612
- console.log(this._lastContextTime)
613
- this.sound.stop();
614
- }
615
- this._audioElement?.remove();
616
- }
617
-
618
- private _lastContextTime: number = 0;
619
-
620
- private _hasEnded: boolean = true;
621
- private _needUpdateSpatialDistanceSettings: boolean = false;
622
-
623
- /** @internal */
624
- update() {
625
- if (this.helper) {
626
- if (this.isPlaying)
627
- this.helper.update();
628
- this.helper.visible = this.isPlaying;
629
- }
630
-
631
- if (this._needUpdateSpatialDistanceSettings) {
632
- this.applySpatialDistanceSettings();
633
- }
634
-
635
- if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
636
- this._hasEnded = true;
637
- if (debug)
638
- console.log("Audio clip ended", this.clip);
639
- this.dispatchEvent(new CustomEvent("ended", { detail: this }));
640
- }
641
-
642
- // this.gameObject.position.x = Math.sin(time.time) * 2;
643
- // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
644
- }
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(this.destroyed) {
414
+ if(debug) console.warn("AudioSource destroyed, not creating audio", this.name);
415
+ return;
416
+ }
417
+
418
+ if (debug) console.log("AudioBuffer finished loading", buffer);
419
+
420
+ const sound = this.Sound;
421
+ if (!sound) {
422
+ if (debug) console.warn("Failed getting sound?", this.name);
423
+ return;
424
+ }
425
+
426
+ if (sound.isPlaying)
427
+ sound.stop();
428
+
429
+ if (buffer) sound.setBuffer(buffer);
430
+ sound.loop = this._loop;
431
+ if (this.context.application.muted) sound.setVolume(0);
432
+ else sound.setVolume(this.volume);
433
+ sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
434
+
435
+ this.applySpatialDistanceSettings();
436
+
437
+ if (sound.isPlaying)
438
+ sound.stop();
439
+
440
+ // const panner = sound.panner;
441
+ // panner.coneOuterGain = 1;
442
+ // sound.setDirectionalCone(360, 360, 1);
443
+ // const src = sound.context.createBufferSource();
444
+ // src.buffer = sound.buffer;
445
+ // src.connect(sound.panner);
446
+ // src.start(this.audioContext?.currentTime);
447
+ // const gain = sound.context.createGain();
448
+ // gain.gain.value = 1 - this.spatialBlend;
449
+ // src.connect(gain);
450
+
451
+ // make sure we only play the sound if the user has interacted with the page
452
+ AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
453
+ }
454
+ private __onAllowAudioCallback = () => {
455
+ if (this.shouldPlay)
456
+ this.play();
457
+ }
458
+
459
+ private applySpatialDistanceSettings() {
460
+ const sound = this.sound;
461
+ if (!sound) return;
462
+ this._needUpdateSpatialDistanceSettings = false;
463
+ const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
464
+ if (debug) console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
465
+ sound.setRefDistance(dist);
466
+ sound.setMaxDistance(Math.max(0.01, this._maxDistance));
467
+ // sound.setRolloffFactor(this.spatialBlend);
468
+ // sound.panner.positionZ.automationRate
469
+
470
+ // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
471
+ switch (this.rollOffMode) {
472
+ case AudioRolloffMode.Logarithmic:
473
+ sound.setDistanceModel('exponential');
474
+ break;
475
+ case AudioRolloffMode.Linear:
476
+ sound.setDistanceModel('linear');
477
+ break;
478
+ case AudioRolloffMode.Custom:
479
+ console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
480
+ break;
481
+ }
482
+
483
+ if (this.spatialBlend > 0) {
484
+ if (debug && !this.helper) {
485
+ this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
486
+ sound.add(this.helper);
487
+ }
488
+ }
489
+ else if (this.helper && this.helper.parent) {
490
+ this.helper.removeFromParent();
491
+ }
492
+ }
493
+
494
+ private async onNewClip(clip?: string | MediaStream) {
495
+ if (clip) this.clip = clip;
496
+ if (typeof clip === "string") {
497
+ if (debug)
498
+ console.log(clip);
499
+ if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
500
+ if (!this.audioLoader)
501
+ this.audioLoader = new AudioLoader();
502
+ this.shouldPlay = true;
503
+ if (this._lastClipStartedLoading === clip) {
504
+ if (debug) console.log("Is currently loading:", this._lastClipStartedLoading, this)
505
+ return;
506
+ }
507
+ this._lastClipStartedLoading = clip;
508
+ if (debug)
509
+ console.log("load audio", clip);
510
+ const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
511
+ if(this.destroyed) return;
512
+ this._lastClipStartedLoading = null;
513
+ if (buffer) this.createAudio(buffer);
514
+ }
515
+ else console.warn("Unsupported audio clip type", clip)
516
+ }
517
+ else {
518
+ this.shouldPlay = true;
519
+ this.createAudio();
520
+ }
521
+ }
522
+
523
+ /**
524
+ * Plays the audio clip or media stream.
525
+ * If no argument is provided, plays the currently assigned clip.
526
+ *
527
+ * @param clip - Optional audio clip or {@link MediaStream} to play
528
+ */
529
+ play(clip: string | MediaStream | undefined = undefined) {
530
+ // use audio source's clip when no clip is passed in
531
+ if (!clip && this.clip)
532
+ clip = this.clip;
533
+
534
+ // We only support strings and media stream
535
+ // TODO: maybe we should return here if an invalid value is passed in
536
+ if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
537
+ if (isDevEnvironment())
538
+ console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip)
539
+ // 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...
540
+ clip = this.clip;
541
+ }
542
+
543
+ // Check if we need to call load first
544
+ let needsLoading = !this.sound || (clip && clip !== this.clip);
545
+ if (typeof clip === "string" && !this.audioLoader) needsLoading = true;
546
+ if (clip instanceof MediaStream || typeof clip === "string")
547
+ this.clip = clip;
548
+ if (needsLoading) {
549
+ this.shouldPlay = true;
550
+ this.onNewClip(clip);
551
+ return;
552
+ }
553
+
554
+ this.shouldPlay = true;
555
+ this._hasEnded = false;
556
+ if (debug)
557
+ console.log("play", this.sound?.getVolume(), this.sound);
558
+ if (this.sound && !this.sound.isPlaying) {
559
+ const muted = this.context.application.muted;
560
+ if (muted) this.sound.setVolume(0);
561
+ this.gameObject?.add(this.sound);
562
+
563
+ if (this.clip instanceof MediaStream) {
564
+
565
+ // We have to set the audio element source to the mediastream as well
566
+ // otherwise it will not play for some reason...
567
+ this.sound.setMediaStreamSource(this.clip);
568
+
569
+ if (!this._audioElement) {
570
+ this._audioElement = document.createElement('audio');
571
+ this._audioElement.style.display = "none";
572
+ }
573
+ if (!this._audioElement.parentNode)
574
+ this.context.domElement.shadowRoot?.append(this._audioElement);
575
+ this._audioElement.srcObject = this.clip;
576
+ this._audioElement.autoplay = false;
577
+
578
+ }
579
+ else {
580
+ if (this._audioElement) this._audioElement.remove();
581
+ this.sound.play(muted ? .1 : 0);
582
+ }
583
+ }
584
+ }
585
+
586
+ /**
587
+ * Pauses audio playback while maintaining the current position.
588
+ * Use play() to resume from the paused position.
589
+ */
590
+ pause() {
591
+ if (debug) console.log("Pause", this);
592
+ this._hasEnded = true;
593
+ this.shouldPlay = false;
594
+ if (this.sound && this.sound.isPlaying && this.sound.source) {
595
+ this._lastContextTime = this.sound?.context.currentTime;
596
+ this.sound.pause();
597
+ }
598
+ this._audioElement?.remove();
599
+ }
600
+
601
+ /**
602
+ * Stops audio playback completely and resets the playback position to the beginning.
603
+ * Unlike pause(), calling play() after stop() will start from the beginning.
604
+ */
605
+ stop() {
606
+ if (debug) console.log("Pause", this);
607
+ this._hasEnded = true;
608
+ this.shouldPlay = false;
609
+ if (this.sound && this.sound.source) {
610
+ this._lastContextTime = this.sound?.context.currentTime;
611
+ if (debug)
612
+ console.log(this._lastContextTime)
613
+ this.sound.stop();
614
+ }
615
+ this._audioElement?.remove();
616
+ }
617
+
618
+ private _lastContextTime: number = 0;
619
+
620
+ private _hasEnded: boolean = true;
621
+ private _needUpdateSpatialDistanceSettings: boolean = false;
622
+
623
+ /** @internal */
624
+ update() {
625
+ if (this.helper) {
626
+ if (this.isPlaying)
627
+ this.helper.update();
628
+ this.helper.visible = this.isPlaying;
629
+ }
630
+
631
+ if (this._needUpdateSpatialDistanceSettings) {
632
+ this.applySpatialDistanceSettings();
633
+ }
634
+
635
+ if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
636
+ this._hasEnded = true;
637
+ if (debug)
638
+ console.log("Audio clip ended", this.clip);
639
+ this.dispatchEvent(new CustomEvent("ended", { detail: this }));
640
+ }
641
+
642
+ // this.gameObject.position.x = Math.sin(time.time) * 2;
643
+ // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
644
+ }
645
645
  }