@needle-tools/engine 4.7.0 → 4.7.2-alpha

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 (1074) hide show
  1. package/CHANGELOG.md +3782 -3778
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
  6. package/dist/gltf-progressive-YjtQYFa9.js +1052 -0
  7. package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
  8. package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
  9. package/dist/{needle-engine.bundle-BFsiOavn.min.js → needle-engine.bundle-BhDF-YSv.min.js} +107 -107
  10. package/dist/{needle-engine.bundle-BxOXkBoQ.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +114 -114
  11. package/dist/{needle-engine.bundle-BodidWhS.js → needle-engine.bundle-gp00DTS4.js} +2932 -2920
  12. package/dist/needle-engine.d.ts +129 -130
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
  17. package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
  18. package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
  19. package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
  20. package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
  21. package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
  22. package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
  23. package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
  24. package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
  25. package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
  26. package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
  27. package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
  28. package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
  29. package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
  30. package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +164 -166
  60. package/lib/engine/engine_addressables.js +601 -608
  61. package/lib/engine/engine_addressables.js.map +1 -1
  62. package/lib/engine/engine_animation.d.ts +43 -43
  63. package/lib/engine/engine_animation.js +133 -133
  64. package/lib/engine/engine_application.d.ts +45 -45
  65. package/lib/engine/engine_application.js +104 -104
  66. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  67. package/lib/engine/engine_assetdatabase.js +346 -346
  68. package/lib/engine/engine_audio.d.ts +4 -4
  69. package/lib/engine/engine_audio.js +23 -23
  70. package/lib/engine/engine_camera.d.ts +13 -13
  71. package/lib/engine/engine_camera.js +30 -30
  72. package/lib/engine/engine_components.d.ts +110 -110
  73. package/lib/engine/engine_components.js +374 -374
  74. package/lib/engine/engine_components_internal.d.ts +9 -9
  75. package/lib/engine/engine_components_internal.js +36 -36
  76. package/lib/engine/engine_constants.d.ts +10 -10
  77. package/lib/engine/engine_constants.js +41 -41
  78. package/lib/engine/engine_context.d.ts +475 -475
  79. package/lib/engine/engine_context.js +1673 -1673
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +101 -91
  118. package/lib/engine/engine_lightdata.js.map +1 -1
  119. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  120. package/lib/engine/engine_loaders.callbacks.js +86 -86
  121. package/lib/engine/engine_loaders.d.ts +48 -48
  122. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  123. package/lib/engine/engine_loaders.gltf.js +62 -62
  124. package/lib/engine/engine_loaders.js +337 -337
  125. package/lib/engine/engine_lods.d.ts +35 -31
  126. package/lib/engine/engine_lods.js +160 -146
  127. package/lib/engine/engine_lods.js.map +1 -1
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +260 -260
  135. package/lib/engine/engine_networking.js +764 -764
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +228 -228
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1433 -1433
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +94 -94
  173. package/lib/engine/engine_serialization_core.js +607 -607
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +204 -204
  187. package/lib/engine/engine_three_utils.js +788 -788
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +6 -6
  193. package/lib/engine/engine_tonemapping.js +197 -197
  194. package/lib/engine/engine_types.d.ts +578 -578
  195. package/lib/engine/engine_types.js +95 -95
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +248 -248
  201. package/lib/engine/engine_utils.js +1012 -1012
  202. package/lib/engine/engine_utils_format.d.ts +24 -24
  203. package/lib/engine/engine_utils_format.js +239 -239
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +522 -522
  206. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  207. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  208. package/lib/engine/engine_xr.d.ts +1 -1
  209. package/lib/engine/engine_xr.js +1 -1
  210. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  211. package/lib/engine/export/gltf/Writers.js +24 -24
  212. package/lib/engine/export/gltf/index.d.ts +11 -11
  213. package/lib/engine/export/gltf/index.js +123 -123
  214. package/lib/engine/export/index.d.ts +2 -2
  215. package/lib/engine/export/index.js +2 -2
  216. package/lib/engine/export/state.d.ts +7 -7
  217. package/lib/engine/export/state.js +17 -17
  218. package/lib/engine/export/utils.d.ts +2 -2
  219. package/lib/engine/export/utils.js +7 -7
  220. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  221. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  222. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  223. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  224. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  225. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  226. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  227. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  228. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  229. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  230. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  231. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  232. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  233. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  234. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  235. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  236. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  237. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  238. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  239. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  240. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  241. package/lib/engine/extensions/extension_resolver.js +1 -1
  242. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  243. package/lib/engine/extensions/extension_utils.js +152 -152
  244. package/lib/engine/extensions/extensions.d.ts +32 -32
  245. package/lib/engine/extensions/extensions.js +107 -107
  246. package/lib/engine/extensions/index.d.ts +6 -6
  247. package/lib/engine/extensions/index.js +6 -6
  248. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  249. package/lib/engine/extensions/usage_tracker.js +65 -65
  250. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  251. package/lib/engine/js-extensions/Camera.js +39 -39
  252. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  253. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  254. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  255. package/lib/engine/js-extensions/Layers.js +22 -22
  256. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  257. package/lib/engine/js-extensions/Object3D.js +136 -136
  258. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  259. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  260. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  261. package/lib/engine/js-extensions/Vector.js +13 -13
  262. package/lib/engine/js-extensions/index.d.ts +5 -5
  263. package/lib/engine/js-extensions/index.js +5 -5
  264. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  265. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  266. package/lib/engine/shaders/shaderData.d.ts +55 -55
  267. package/lib/engine/shaders/shaderData.js +58 -58
  268. package/lib/engine/tests/test_utils.d.ts +2 -2
  269. package/lib/engine/tests/test_utils.js +53 -53
  270. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  271. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  272. package/lib/engine/webcomponents/api.d.ts +5 -5
  273. package/lib/engine/webcomponents/api.js +4 -4
  274. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  275. package/lib/engine/webcomponents/buttons.js +264 -264
  276. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  277. package/lib/engine/webcomponents/fonts.js +32 -32
  278. package/lib/engine/webcomponents/icons.d.ts +9 -9
  279. package/lib/engine/webcomponents/icons.js +52 -52
  280. package/lib/engine/webcomponents/index.d.ts +1 -1
  281. package/lib/engine/webcomponents/index.js +1 -1
  282. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  283. package/lib/engine/webcomponents/logo-element.js +67 -67
  284. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  285. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  286. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  287. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  288. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  289. package/lib/engine/webcomponents/needle-button.js +161 -161
  290. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  291. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  292. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  293. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  294. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  295. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  296. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  297. package/lib/engine/webcomponents/needle-engine.js +821 -821
  298. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  299. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  300. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  301. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  302. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  303. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  304. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  305. package/lib/engine/xr/NeedleXRSync.js +188 -188
  306. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  307. package/lib/engine/xr/SceneTransition.js +69 -69
  308. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  309. package/lib/engine/xr/TempXRContext.js +187 -187
  310. package/lib/engine/xr/XRRig.d.ts +7 -7
  311. package/lib/engine/xr/XRRig.js +1 -1
  312. package/lib/engine/xr/api.d.ts +6 -6
  313. package/lib/engine/xr/api.js +6 -6
  314. package/lib/engine/xr/events.d.ts +66 -66
  315. package/lib/engine/xr/events.js +93 -93
  316. package/lib/engine/xr/internal.d.ts +12 -12
  317. package/lib/engine/xr/internal.js +25 -25
  318. package/lib/engine/xr/usdz.d.ts +12 -12
  319. package/lib/engine/xr/usdz.js +29 -29
  320. package/lib/engine/xr/utils.d.ts +11 -11
  321. package/lib/engine/xr/utils.js +34 -34
  322. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  323. package/lib/engine-components/AlignmentConstraint.js +39 -39
  324. package/lib/engine-components/Animation.d.ts +156 -156
  325. package/lib/engine-components/Animation.js +508 -508
  326. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  327. package/lib/engine-components/AnimationCurve.js +159 -159
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  1001. package/src/engine-components/ui/Outline.ts +13 -13
  1002. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1003. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1004. package/src/engine-components/ui/Raycaster.ts +102 -102
  1005. package/src/engine-components/ui/RectTransform.ts +375 -375
  1006. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1007. package/src/engine-components/ui/Symbols.ts +1 -1
  1008. package/src/engine-components/ui/Text.ts +578 -578
  1009. package/src/engine-components/ui/Utils.ts +113 -113
  1010. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1011. package/src/engine-components/utils/LookAt.ts +88 -88
  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
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  1043. package/src/engine-schemes/dist/transform.js +46 -0
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  1045. package/src/engine-schemes/dist/vec2.js +32 -0
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  1047. package/src/engine-schemes/dist/vec3.js +36 -0
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  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
  1071. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +0 -25
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  1073. package/dist/gltf-progressive-DSpdn0QT.js +0 -1054
  1074. package/dist/gltf-progressive-P8b8a0qY.umd.cjs +0 -8
@@ -1,636 +1,636 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { AudioLoader, PositionalAudio } from "three";
8
- import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
9
- import { isDevEnvironment } from "../engine/debug/index.js";
10
- import { Application, ApplicationEvents } from "../engine/engine_application.js";
11
- import { findObjectOfType } from "../engine/engine_components.js";
12
- import { Mathf } from "../engine/engine_math.js";
13
- import { serializable } from "../engine/engine_serialization_decorator.js";
14
- import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
15
- import { AudioListener } from "./AudioListener.js";
16
- import { Behaviour } from "./Component.js";
17
- const debug = getParam("debugaudio");
18
- /**
19
- * Defines how audio volume attenuates over distance from the listener.
20
- */
21
- export var AudioRolloffMode;
22
- (function (AudioRolloffMode) {
23
- /**
24
- * Logarithmic rolloff provides a natural, real-world attenuation where volume decreases
25
- * exponentially with distance.
26
- */
27
- AudioRolloffMode[AudioRolloffMode["Logarithmic"] = 0] = "Logarithmic";
28
- /**
29
- * Linear rolloff provides a straightforward volume reduction that decreases at a constant
30
- * rate with distance.
31
- */
32
- AudioRolloffMode[AudioRolloffMode["Linear"] = 1] = "Linear";
33
- /**
34
- * Custom rolloff allows for defining specialized distance-based attenuation curves.
35
- * Note: Custom rolloff is not fully implemented in this version.
36
- */
37
- AudioRolloffMode[AudioRolloffMode["Custom"] = 2] = "Custom";
38
- })(AudioRolloffMode || (AudioRolloffMode = {}));
39
- /**
40
- * Plays audio clips in the scene, with support for spatial positioning.
41
- *
42
- * The AudioSource component can play audio files or media streams with
43
- * options for spatial blending, volume control, looping, and more.
44
- *
45
- * When a page loses visibility (tab becomes inactive), audio will automatically
46
- * pause unless {@link playInBackground} is set to true. On mobile devices, audio always
47
- * pauses regardless of this setting. When the page becomes visible again,
48
- * previously playing audio will resume.
49
- *
50
- * AudioSource also responds to application mute state changes. When the application
51
- * is muted, the volume is set to 0. When unmuted, the volume
52
- * returns to its previous value.
53
- *
54
- * @category Multimedia
55
- * @group Components
56
- */
57
- export class AudioSource extends Behaviour {
58
- /**
59
- * Checks if the user has interacted with the page to allow audio playback.
60
- * Audio playback often requires a user gesture first due to browser autoplay policies.
61
- * This is the same as calling {@link Application.userInteractionRegistered}.
62
- *
63
- * @returns Whether user interaction has been registered to allow audio playback
64
- */
65
- static get userInteractionRegistered() {
66
- return Application.userInteractionRegistered;
67
- }
68
- /**
69
- * Registers a callback that will be executed once the user has interacted with the page,
70
- * allowing audio playback to begin.
71
- * This is the same as calling {@link Application.registerWaitForInteraction}.
72
- *
73
- * @param cb - The callback function to execute when user interaction is registered
74
- */
75
- static registerWaitForAllowAudio(cb) {
76
- Application.registerWaitForInteraction(cb);
77
- }
78
- /**
79
- * The audio clip to play. Can be a URL string pointing to an audio file or a {@link MediaStream} object.
80
- */
81
- clip = "";
82
- /**
83
- * When true, the audio will automatically start playing when the component is enabled.
84
- * When false, you must call play() manually to start audio playback.
85
- * @default false
86
- */
87
- playOnAwake = false;
88
- /**
89
- * When true, the audio clip will be loaded during initialization rather than when play() is called.
90
- * This can reduce playback delay but increases initial loading time.
91
- * @default true
92
- */
93
- preload = true;
94
- /**
95
- * When true, audio will continue playing when the browser tab loses focus.
96
- * When false, audio will pause when the tab is minimized or not active.
97
- * @default true
98
- */
99
- playInBackground = true;
100
- /**
101
- * Indicates whether the audio is currently playing.
102
- *
103
- * @returns True if the audio is playing, false otherwise
104
- */
105
- get isPlaying() { return this.sound?.isPlaying ?? false; }
106
- /**
107
- * The total duration of the current audio clip in seconds.
108
- *
109
- * @returns Duration in seconds or undefined if no clip is loaded
110
- */
111
- get duration() {
112
- return this.sound?.buffer?.duration;
113
- }
114
- /**
115
- * The current playback position as a normalized value between 0 and 1.
116
- * Can be set to seek to a specific position in the audio.
117
- */
118
- get time01() {
119
- const duration = this.duration;
120
- if (duration && this.sound) {
121
- return this.sound?.context.currentTime / duration;
122
- }
123
- return 0;
124
- }
125
- set time01(val) {
126
- const duration = this.duration;
127
- if (duration && this.sound) {
128
- this.time = val * duration;
129
- }
130
- }
131
- /**
132
- * The current playback position in seconds.
133
- * Can be set to seek to a specific time in the audio.
134
- */
135
- get time() { return this.sound?.source ? (this.sound.source?.context.currentTime - this._lastContextTime + this.sound.offset) : 0; }
136
- set time(val) {
137
- if (this.sound) {
138
- if (val === this.sound.offset)
139
- return;
140
- const wasPlaying = this.isPlaying;
141
- this.stop();
142
- this.sound.offset = val;
143
- if (wasPlaying)
144
- this.play();
145
- }
146
- }
147
- /**
148
- * When true, the audio will repeat after reaching the end.
149
- * When false, audio will play once and stop.
150
- * @default false
151
- */
152
- get loop() {
153
- if (this.sound)
154
- this._loop = this.sound.getLoop();
155
- return this._loop;
156
- }
157
- set loop(val) {
158
- this._loop = val;
159
- if (this.sound)
160
- this.sound.setLoop(val);
161
- }
162
- /**
163
- * Controls how the audio is positioned in space.
164
- * Values range from 0 (2D, non-positional) to 1 (fully 3D positioned).
165
- * Note: 2D playback is not fully supported in the current implementation.
166
- */
167
- get spatialBlend() {
168
- return this._spatialBlend;
169
- }
170
- set spatialBlend(val) {
171
- if (val === this._spatialBlend)
172
- return;
173
- this._spatialBlend = val;
174
- this._needUpdateSpatialDistanceSettings = true;
175
- }
176
- /**
177
- * The minimum distance from the audio source at which the volume starts to attenuate.
178
- * Within this radius, the audio plays at full volume regardless of distance.
179
- */
180
- get minDistance() {
181
- return this._minDistance;
182
- }
183
- set minDistance(val) {
184
- if (this._minDistance === val)
185
- return;
186
- this._minDistance = val;
187
- this._needUpdateSpatialDistanceSettings = true;
188
- }
189
- /**
190
- * The maximum distance from the audio source beyond which the volume no longer decreases.
191
- * This defines the outer limit of the attenuation curve.
192
- */
193
- get maxDistance() {
194
- return this._maxDistance;
195
- }
196
- set maxDistance(val) {
197
- if (this._maxDistance === val)
198
- return;
199
- this._maxDistance = val;
200
- this._needUpdateSpatialDistanceSettings = true;
201
- }
202
- _spatialBlend = 0;
203
- _minDistance = 1;
204
- _maxDistance = 100;
205
- /**
206
- * Controls the overall volume/loudness of the audio.
207
- * Values range from 0 (silent) to 1 (full volume).
208
- * @default 1
209
- */
210
- get volume() { return this._volume; }
211
- set volume(val) {
212
- this._volume = val;
213
- if (this.sound && !this.context.application.muted) {
214
- if (debug)
215
- console.log(this.name, "audio set volume", val);
216
- this.sound.setVolume(val);
217
- }
218
- }
219
- _volume = 1;
220
- /**
221
- * Controls the playback rate (speed) of the audio.
222
- * Values greater than 1 increase speed, values less than 1 decrease it.
223
- * This affects both speed and pitch of the audio.
224
- * @default 1
225
- */
226
- set pitch(val) {
227
- if (this.sound)
228
- this.sound.setPlaybackRate(val);
229
- }
230
- get pitch() {
231
- return this.sound ? this.sound.getPlaybackRate() : 1;
232
- }
233
- /**
234
- * Determines how audio volume decreases with distance from the listener.
235
- * @default AudioRolloffMode.Logarithmic
236
- * @see {@link AudioRolloffMode}
237
- */
238
- rollOffMode = 0;
239
- _loop = false;
240
- sound = null;
241
- helper = null;
242
- wasPlaying = false;
243
- audioLoader = null;
244
- shouldPlay = false;
245
- // set this from audio context time, used to set clip offset when setting "time" property
246
- // there is maybe a better way to set a audio clip current time?!
247
- _lastClipStartedLoading = null;
248
- _audioElement = null;
249
- /**
250
- * Returns the underlying {@link PositionalAudio} object, creating it if necessary.
251
- * The audio source needs a user interaction to be initialized due to browser autoplay policies.
252
- *
253
- * @returns The three.js PositionalAudio object or null if unavailable
254
- */
255
- get Sound() {
256
- if (!this.sound && AudioSource.userInteractionRegistered) {
257
- // Get or create an audiolistener in the scene
258
- let listener = this.gameObject.getComponent(AudioListener) // AudioListener on AudioSource?
259
- ?? this.context.mainCamera.getComponent(AudioListener) // AudioListener on current main camera?
260
- ?? findObjectOfType(AudioListener, this.context, false); // Active AudioListener in scene?
261
- if (!listener && this.context.mainCamera)
262
- listener = this.context.mainCamera.addComponent(AudioListener);
263
- if (listener?.listener) {
264
- this.sound = new PositionalAudio(listener.listener);
265
- this.gameObject?.add(this.sound);
266
- // this._listener = listener;
267
- // this._originalSoundMatrixWorldFunction = this.sound.updateMatrixWorld;
268
- // this.sound.updateMatrixWorld = this._onSoundMatrixWorld;
269
- }
270
- else if (debug)
271
- console.warn("No audio listener found in scene - can not play audio");
272
- }
273
- return this.sound;
274
- }
275
- // This is a hacky workaround to get the PositionalAudio behave like a 2D audio source
276
- // private _listener: AudioListener | null = null;
277
- // private _originalSoundMatrixWorldFunction: Function | null = null;
278
- // private _onSoundMatrixWorld = (force: boolean) => {
279
- // if (this._spatialBlend > .05) {
280
- // if (this._originalSoundMatrixWorldFunction) {
281
- // this._originalSoundMatrixWorldFunction.call(this.sound, force);
282
- // }
283
- // }
284
- // else {
285
- // // we use another object's matrix world function (but bound to the positional audio)
286
- // // this is just a little trick to prevent calling the PositionalAudio's updateMatrixWorld function
287
- // this.gameObject.updateMatrixWorld?.call(this.sound, force);
288
- // if (this.sound && this._listener) {
289
- // this.sound.gain.connect(this._listener.listener.getInput());
290
- // // const pos = getTempVector().setFromMatrixPosition(this._listener.gameObject.matrixWorld);
291
- // // const ctx = this.sound.context;
292
- // // const delay = this._listener.listener.timeDelta;
293
- // // const time = ctx.currentTime ;
294
- // // this.sound.panner.positionX.setValueAtTime(pos.x, time);
295
- // // this.sound.panner.positionY.setValueAtTime(pos.y, time);
296
- // // this.sound.panner.positionZ.setValueAtTime(pos.z, time);
297
- // // this.sound.panner.orientationX.setValueAtTime(0, time);
298
- // // this.sound.panner.orientationY.setValueAtTime(0, time);
299
- // // this.sound.panner.orientationZ.setValueAtTime(-1, time);
300
- // }
301
- // }
302
- // }
303
- /**
304
- * Indicates whether the audio source is queued to play when possible.
305
- * This may be true before user interaction has been registered.
306
- *
307
- * @returns Whether the audio source intends to play
308
- */
309
- get ShouldPlay() { return this.shouldPlay; }
310
- /**
311
- * Returns the Web Audio API context associated with this audio source.
312
- *
313
- * @returns The {@link AudioContext} or null if not available
314
- */
315
- get audioContext() {
316
- return this.sound?.context;
317
- }
318
- /** @internal */
319
- awake() {
320
- if (debug)
321
- console.log("[AudioSource]", this);
322
- this.audioLoader = new AudioLoader();
323
- if (this.playOnAwake)
324
- this.shouldPlay = true;
325
- if (this.preload) {
326
- if (typeof this.clip === "string") {
327
- this.audioLoader.load(this.clip, this.createAudio, () => { }, console.error);
328
- }
329
- }
330
- }
331
- /** @internal */
332
- onEnable() {
333
- if (this.sound)
334
- this.gameObject.add(this.sound);
335
- if (!AudioSource.userInteractionRegistered) {
336
- AudioSource.registerWaitForAllowAudio(() => {
337
- if (this.enabled && !this.destroyed && this.shouldPlay)
338
- this.onNewClip(this.clip);
339
- });
340
- }
341
- else if (this.playOnAwake && this.context.application.isVisible) {
342
- this.play();
343
- }
344
- globalThis.addEventListener('visibilitychange', this.onVisibilityChanged);
345
- this.context.application.addEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
346
- }
347
- /** @internal */
348
- onDisable() {
349
- globalThis.removeEventListener('visibilitychange', this.onVisibilityChanged);
350
- this.context.application.removeEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
351
- this.pause();
352
- }
353
- onVisibilityChanged = () => {
354
- switch (document.visibilityState) {
355
- case "hidden":
356
- if (this.playInBackground === false || DeviceUtilities.isMobileDevice()) {
357
- this.wasPlaying = this.isPlaying;
358
- if (this.isPlaying) {
359
- this.pause();
360
- }
361
- }
362
- break;
363
- case "visible":
364
- if (debug)
365
- console.log("visible", this.enabled, this.playOnAwake, !this.isPlaying, AudioSource.userInteractionRegistered, this.wasPlaying);
366
- if (this.enabled && this.playOnAwake && !this.isPlaying && AudioSource.userInteractionRegistered && this.wasPlaying) {
367
- this.play();
368
- }
369
- break;
370
- }
371
- };
372
- onApplicationMuteChanged = () => {
373
- if (this.context.application.muted)
374
- this.sound?.setVolume(0);
375
- else
376
- this.sound?.setVolume(this.volume);
377
- };
378
- createAudio = (buffer) => {
379
- if (this.destroyed) {
380
- if (debug)
381
- console.warn("AudioSource destroyed, not creating audio", this.name);
382
- return;
383
- }
384
- if (debug)
385
- console.log("AudioBuffer finished loading", buffer);
386
- const sound = this.Sound;
387
- if (!sound) {
388
- if (debug)
389
- console.warn("Failed getting sound?", this.name);
390
- return;
391
- }
392
- if (sound.isPlaying)
393
- sound.stop();
394
- if (buffer)
395
- sound.setBuffer(buffer);
396
- sound.loop = this._loop;
397
- if (this.context.application.muted)
398
- sound.setVolume(0);
399
- else
400
- sound.setVolume(this.volume);
401
- sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
402
- this.applySpatialDistanceSettings();
403
- if (sound.isPlaying)
404
- sound.stop();
405
- // const panner = sound.panner;
406
- // panner.coneOuterGain = 1;
407
- // sound.setDirectionalCone(360, 360, 1);
408
- // const src = sound.context.createBufferSource();
409
- // src.buffer = sound.buffer;
410
- // src.connect(sound.panner);
411
- // src.start(this.audioContext?.currentTime);
412
- // const gain = sound.context.createGain();
413
- // gain.gain.value = 1 - this.spatialBlend;
414
- // src.connect(gain);
415
- // make sure we only play the sound if the user has interacted with the page
416
- AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
417
- };
418
- __onAllowAudioCallback = () => {
419
- if (this.shouldPlay)
420
- this.play();
421
- };
422
- applySpatialDistanceSettings() {
423
- const sound = this.sound;
424
- if (!sound)
425
- return;
426
- this._needUpdateSpatialDistanceSettings = false;
427
- const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
428
- if (debug)
429
- console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
430
- sound.setRefDistance(dist);
431
- sound.setMaxDistance(Math.max(0.01, this._maxDistance));
432
- // sound.setRolloffFactor(this.spatialBlend);
433
- // sound.panner.positionZ.automationRate
434
- // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
435
- switch (this.rollOffMode) {
436
- case AudioRolloffMode.Logarithmic:
437
- sound.setDistanceModel('exponential');
438
- break;
439
- case AudioRolloffMode.Linear:
440
- sound.setDistanceModel('linear');
441
- break;
442
- case AudioRolloffMode.Custom:
443
- console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
444
- break;
445
- }
446
- if (this.spatialBlend > 0) {
447
- if (debug && !this.helper) {
448
- this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
449
- sound.add(this.helper);
450
- }
451
- }
452
- else if (this.helper && this.helper.parent) {
453
- this.helper.removeFromParent();
454
- }
455
- }
456
- async onNewClip(clip) {
457
- if (clip)
458
- this.clip = clip;
459
- if (typeof clip === "string") {
460
- if (debug)
461
- console.log(clip);
462
- if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
463
- if (!this.audioLoader)
464
- this.audioLoader = new AudioLoader();
465
- this.shouldPlay = true;
466
- if (this._lastClipStartedLoading === clip) {
467
- if (debug)
468
- console.log("Is currently loading:", this._lastClipStartedLoading, this);
469
- return;
470
- }
471
- this._lastClipStartedLoading = clip;
472
- if (debug)
473
- console.log("load audio", clip);
474
- const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
475
- if (this.destroyed)
476
- return;
477
- if (this._lastClipStartedLoading === clip)
478
- this._lastClipStartedLoading = null;
479
- if (buffer)
480
- this.createAudio(buffer);
481
- }
482
- else
483
- console.warn("Unsupported audio clip type", clip);
484
- }
485
- else {
486
- this.shouldPlay = true;
487
- this.createAudio();
488
- }
489
- }
490
- /**
491
- * Plays the audio clip or media stream.
492
- * If no argument is provided, plays the currently assigned clip.
493
- *
494
- * @param clip - Optional audio clip or {@link MediaStream} to play
495
- */
496
- play(clip = undefined) {
497
- // use audio source's clip when no clip is passed in
498
- if (!clip && this.clip)
499
- clip = this.clip;
500
- // We only support strings and media stream
501
- // TODO: maybe we should return here if an invalid value is passed in
502
- if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
503
- if (isDevEnvironment())
504
- console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip);
505
- // 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...
506
- clip = this.clip;
507
- }
508
- // Check if we need to call load first
509
- let needsLoading = !this.sound || (clip && clip !== this.clip);
510
- if (typeof clip === "string" && !this.audioLoader)
511
- needsLoading = true;
512
- if (clip instanceof MediaStream || typeof clip === "string")
513
- this.clip = clip;
514
- if (needsLoading) {
515
- this.shouldPlay = true;
516
- this.onNewClip(clip);
517
- return;
518
- }
519
- this.shouldPlay = true;
520
- this._hasEnded = false;
521
- if (debug)
522
- console.log("play", this.sound?.getVolume(), this.sound);
523
- if (this.sound && !this.sound.isPlaying) {
524
- const muted = this.context.application.muted;
525
- if (muted)
526
- this.sound.setVolume(0);
527
- this.gameObject?.add(this.sound);
528
- if (this.clip instanceof MediaStream) {
529
- // We have to set the audio element source to the mediastream as well
530
- // otherwise it will not play for some reason...
531
- this.sound.setMediaStreamSource(this.clip);
532
- if (!this._audioElement) {
533
- this._audioElement = document.createElement('audio');
534
- this._audioElement.style.display = "none";
535
- }
536
- if (!this._audioElement.parentNode)
537
- this.context.domElement.shadowRoot?.append(this._audioElement);
538
- this._audioElement.srcObject = this.clip;
539
- this._audioElement.autoplay = false;
540
- }
541
- else {
542
- if (this._audioElement)
543
- this._audioElement.remove();
544
- this.sound.play(muted ? .1 : 0);
545
- }
546
- }
547
- }
548
- /**
549
- * Pauses audio playback while maintaining the current position.
550
- * Use play() to resume from the paused position.
551
- */
552
- pause() {
553
- if (debug)
554
- console.log("Pause", this);
555
- this._hasEnded = true;
556
- this.shouldPlay = false;
557
- if (this.sound && this.sound.isPlaying && this.sound.source) {
558
- this._lastContextTime = this.sound?.context.currentTime;
559
- this.sound.pause();
560
- }
561
- this._audioElement?.remove();
562
- }
563
- /**
564
- * Stops audio playback completely and resets the playback position to the beginning.
565
- * Unlike pause(), calling play() after stop() will start from the beginning.
566
- */
567
- stop() {
568
- if (debug)
569
- console.log("Pause", this);
570
- this._hasEnded = true;
571
- this.shouldPlay = false;
572
- if (this.sound && this.sound.source) {
573
- this._lastContextTime = this.sound?.context.currentTime;
574
- if (debug)
575
- console.log(this._lastContextTime);
576
- this.sound.stop();
577
- }
578
- this._audioElement?.remove();
579
- }
580
- _lastContextTime = 0;
581
- _hasEnded = true;
582
- _needUpdateSpatialDistanceSettings = false;
583
- /** @internal */
584
- update() {
585
- if (this.helper) {
586
- if (this.isPlaying)
587
- this.helper.update();
588
- this.helper.visible = this.isPlaying;
589
- }
590
- if (this._needUpdateSpatialDistanceSettings) {
591
- this.applySpatialDistanceSettings();
592
- }
593
- if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
594
- this._hasEnded = true;
595
- if (debug)
596
- console.log("Audio clip ended", this.clip);
597
- this.dispatchEvent(new CustomEvent("ended", { detail: this }));
598
- }
599
- // this.gameObject.position.x = Math.sin(time.time) * 2;
600
- // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
601
- }
602
- }
603
- __decorate([
604
- serializable(URL)
605
- ], AudioSource.prototype, "clip", void 0);
606
- __decorate([
607
- serializable()
608
- ], AudioSource.prototype, "playOnAwake", void 0);
609
- __decorate([
610
- serializable()
611
- ], AudioSource.prototype, "preload", void 0);
612
- __decorate([
613
- serializable()
614
- ], AudioSource.prototype, "playInBackground", void 0);
615
- __decorate([
616
- serializable()
617
- ], AudioSource.prototype, "loop", null);
618
- __decorate([
619
- serializable()
620
- ], AudioSource.prototype, "spatialBlend", null);
621
- __decorate([
622
- serializable()
623
- ], AudioSource.prototype, "minDistance", null);
624
- __decorate([
625
- serializable()
626
- ], AudioSource.prototype, "maxDistance", null);
627
- __decorate([
628
- serializable()
629
- ], AudioSource.prototype, "volume", null);
630
- __decorate([
631
- serializable()
632
- ], AudioSource.prototype, "pitch", null);
633
- __decorate([
634
- serializable()
635
- ], AudioSource.prototype, "rollOffMode", void 0);
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { AudioLoader, PositionalAudio } from "three";
8
+ import { PositionalAudioHelper } from 'three/examples/jsm/helpers/PositionalAudioHelper.js';
9
+ import { isDevEnvironment } from "../engine/debug/index.js";
10
+ import { Application, ApplicationEvents } from "../engine/engine_application.js";
11
+ import { findObjectOfType } from "../engine/engine_components.js";
12
+ import { Mathf } from "../engine/engine_math.js";
13
+ import { serializable } from "../engine/engine_serialization_decorator.js";
14
+ import { DeviceUtilities, getParam } from "../engine/engine_utils.js";
15
+ import { AudioListener } from "./AudioListener.js";
16
+ import { Behaviour } from "./Component.js";
17
+ const debug = getParam("debugaudio");
18
+ /**
19
+ * Defines how audio volume attenuates over distance from the listener.
20
+ */
21
+ export var AudioRolloffMode;
22
+ (function (AudioRolloffMode) {
23
+ /**
24
+ * Logarithmic rolloff provides a natural, real-world attenuation where volume decreases
25
+ * exponentially with distance.
26
+ */
27
+ AudioRolloffMode[AudioRolloffMode["Logarithmic"] = 0] = "Logarithmic";
28
+ /**
29
+ * Linear rolloff provides a straightforward volume reduction that decreases at a constant
30
+ * rate with distance.
31
+ */
32
+ AudioRolloffMode[AudioRolloffMode["Linear"] = 1] = "Linear";
33
+ /**
34
+ * Custom rolloff allows for defining specialized distance-based attenuation curves.
35
+ * Note: Custom rolloff is not fully implemented in this version.
36
+ */
37
+ AudioRolloffMode[AudioRolloffMode["Custom"] = 2] = "Custom";
38
+ })(AudioRolloffMode || (AudioRolloffMode = {}));
39
+ /**
40
+ * Plays audio clips in the scene, with support for spatial positioning.
41
+ *
42
+ * The AudioSource component can play audio files or media streams with
43
+ * options for spatial blending, volume control, looping, and more.
44
+ *
45
+ * When a page loses visibility (tab becomes inactive), audio will automatically
46
+ * pause unless {@link playInBackground} is set to true. On mobile devices, audio always
47
+ * pauses regardless of this setting. When the page becomes visible again,
48
+ * previously playing audio will resume.
49
+ *
50
+ * AudioSource also responds to application mute state changes. When the application
51
+ * is muted, the volume is set to 0. When unmuted, the volume
52
+ * returns to its previous value.
53
+ *
54
+ * @category Multimedia
55
+ * @group Components
56
+ */
57
+ export class AudioSource extends Behaviour {
58
+ /**
59
+ * Checks if the user has interacted with the page to allow audio playback.
60
+ * Audio playback often requires a user gesture first due to browser autoplay policies.
61
+ * This is the same as calling {@link Application.userInteractionRegistered}.
62
+ *
63
+ * @returns Whether user interaction has been registered to allow audio playback
64
+ */
65
+ static get userInteractionRegistered() {
66
+ return Application.userInteractionRegistered;
67
+ }
68
+ /**
69
+ * Registers a callback that will be executed once the user has interacted with the page,
70
+ * allowing audio playback to begin.
71
+ * This is the same as calling {@link Application.registerWaitForInteraction}.
72
+ *
73
+ * @param cb - The callback function to execute when user interaction is registered
74
+ */
75
+ static registerWaitForAllowAudio(cb) {
76
+ Application.registerWaitForInteraction(cb);
77
+ }
78
+ /**
79
+ * The audio clip to play. Can be a URL string pointing to an audio file or a {@link MediaStream} object.
80
+ */
81
+ clip = "";
82
+ /**
83
+ * When true, the audio will automatically start playing when the component is enabled.
84
+ * When false, you must call play() manually to start audio playback.
85
+ * @default false
86
+ */
87
+ playOnAwake = false;
88
+ /**
89
+ * When true, the audio clip will be loaded during initialization rather than when play() is called.
90
+ * This can reduce playback delay but increases initial loading time.
91
+ * @default true
92
+ */
93
+ preload = true;
94
+ /**
95
+ * When true, audio will continue playing when the browser tab loses focus.
96
+ * When false, audio will pause when the tab is minimized or not active.
97
+ * @default true
98
+ */
99
+ playInBackground = true;
100
+ /**
101
+ * Indicates whether the audio is currently playing.
102
+ *
103
+ * @returns True if the audio is playing, false otherwise
104
+ */
105
+ get isPlaying() { return this.sound?.isPlaying ?? false; }
106
+ /**
107
+ * The total duration of the current audio clip in seconds.
108
+ *
109
+ * @returns Duration in seconds or undefined if no clip is loaded
110
+ */
111
+ get duration() {
112
+ return this.sound?.buffer?.duration;
113
+ }
114
+ /**
115
+ * The current playback position as a normalized value between 0 and 1.
116
+ * Can be set to seek to a specific position in the audio.
117
+ */
118
+ get time01() {
119
+ const duration = this.duration;
120
+ if (duration && this.sound) {
121
+ return this.sound?.context.currentTime / duration;
122
+ }
123
+ return 0;
124
+ }
125
+ set time01(val) {
126
+ const duration = this.duration;
127
+ if (duration && this.sound) {
128
+ this.time = val * duration;
129
+ }
130
+ }
131
+ /**
132
+ * The current playback position in seconds.
133
+ * Can be set to seek to a specific time in the audio.
134
+ */
135
+ get time() { return this.sound?.source ? (this.sound.source?.context.currentTime - this._lastContextTime + this.sound.offset) : 0; }
136
+ set time(val) {
137
+ if (this.sound) {
138
+ if (val === this.sound.offset)
139
+ return;
140
+ const wasPlaying = this.isPlaying;
141
+ this.stop();
142
+ this.sound.offset = val;
143
+ if (wasPlaying)
144
+ this.play();
145
+ }
146
+ }
147
+ /**
148
+ * When true, the audio will repeat after reaching the end.
149
+ * When false, audio will play once and stop.
150
+ * @default false
151
+ */
152
+ get loop() {
153
+ if (this.sound)
154
+ this._loop = this.sound.getLoop();
155
+ return this._loop;
156
+ }
157
+ set loop(val) {
158
+ this._loop = val;
159
+ if (this.sound)
160
+ this.sound.setLoop(val);
161
+ }
162
+ /**
163
+ * Controls how the audio is positioned in space.
164
+ * Values range from 0 (2D, non-positional) to 1 (fully 3D positioned).
165
+ * Note: 2D playback is not fully supported in the current implementation.
166
+ */
167
+ get spatialBlend() {
168
+ return this._spatialBlend;
169
+ }
170
+ set spatialBlend(val) {
171
+ if (val === this._spatialBlend)
172
+ return;
173
+ this._spatialBlend = val;
174
+ this._needUpdateSpatialDistanceSettings = true;
175
+ }
176
+ /**
177
+ * The minimum distance from the audio source at which the volume starts to attenuate.
178
+ * Within this radius, the audio plays at full volume regardless of distance.
179
+ */
180
+ get minDistance() {
181
+ return this._minDistance;
182
+ }
183
+ set minDistance(val) {
184
+ if (this._minDistance === val)
185
+ return;
186
+ this._minDistance = val;
187
+ this._needUpdateSpatialDistanceSettings = true;
188
+ }
189
+ /**
190
+ * The maximum distance from the audio source beyond which the volume no longer decreases.
191
+ * This defines the outer limit of the attenuation curve.
192
+ */
193
+ get maxDistance() {
194
+ return this._maxDistance;
195
+ }
196
+ set maxDistance(val) {
197
+ if (this._maxDistance === val)
198
+ return;
199
+ this._maxDistance = val;
200
+ this._needUpdateSpatialDistanceSettings = true;
201
+ }
202
+ _spatialBlend = 0;
203
+ _minDistance = 1;
204
+ _maxDistance = 100;
205
+ /**
206
+ * Controls the overall volume/loudness of the audio.
207
+ * Values range from 0 (silent) to 1 (full volume).
208
+ * @default 1
209
+ */
210
+ get volume() { return this._volume; }
211
+ set volume(val) {
212
+ this._volume = val;
213
+ if (this.sound && !this.context.application.muted) {
214
+ if (debug)
215
+ console.log(this.name, "audio set volume", val);
216
+ this.sound.setVolume(val);
217
+ }
218
+ }
219
+ _volume = 1;
220
+ /**
221
+ * Controls the playback rate (speed) of the audio.
222
+ * Values greater than 1 increase speed, values less than 1 decrease it.
223
+ * This affects both speed and pitch of the audio.
224
+ * @default 1
225
+ */
226
+ set pitch(val) {
227
+ if (this.sound)
228
+ this.sound.setPlaybackRate(val);
229
+ }
230
+ get pitch() {
231
+ return this.sound ? this.sound.getPlaybackRate() : 1;
232
+ }
233
+ /**
234
+ * Determines how audio volume decreases with distance from the listener.
235
+ * @default AudioRolloffMode.Logarithmic
236
+ * @see {@link AudioRolloffMode}
237
+ */
238
+ rollOffMode = 0;
239
+ _loop = false;
240
+ sound = null;
241
+ helper = null;
242
+ wasPlaying = false;
243
+ audioLoader = null;
244
+ shouldPlay = false;
245
+ // set this from audio context time, used to set clip offset when setting "time" property
246
+ // there is maybe a better way to set a audio clip current time?!
247
+ _lastClipStartedLoading = null;
248
+ _audioElement = null;
249
+ /**
250
+ * Returns the underlying {@link PositionalAudio} object, creating it if necessary.
251
+ * The audio source needs a user interaction to be initialized due to browser autoplay policies.
252
+ *
253
+ * @returns The three.js PositionalAudio object or null if unavailable
254
+ */
255
+ get Sound() {
256
+ if (!this.sound && AudioSource.userInteractionRegistered) {
257
+ // Get or create an audiolistener in the scene
258
+ let listener = this.gameObject.getComponent(AudioListener) // AudioListener on AudioSource?
259
+ ?? this.context.mainCamera.getComponent(AudioListener) // AudioListener on current main camera?
260
+ ?? findObjectOfType(AudioListener, this.context, false); // Active AudioListener in scene?
261
+ if (!listener && this.context.mainCamera)
262
+ listener = this.context.mainCamera.addComponent(AudioListener);
263
+ if (listener?.listener) {
264
+ this.sound = new PositionalAudio(listener.listener);
265
+ this.gameObject?.add(this.sound);
266
+ // this._listener = listener;
267
+ // this._originalSoundMatrixWorldFunction = this.sound.updateMatrixWorld;
268
+ // this.sound.updateMatrixWorld = this._onSoundMatrixWorld;
269
+ }
270
+ else if (debug)
271
+ console.warn("No audio listener found in scene - can not play audio");
272
+ }
273
+ return this.sound;
274
+ }
275
+ // This is a hacky workaround to get the PositionalAudio behave like a 2D audio source
276
+ // private _listener: AudioListener | null = null;
277
+ // private _originalSoundMatrixWorldFunction: Function | null = null;
278
+ // private _onSoundMatrixWorld = (force: boolean) => {
279
+ // if (this._spatialBlend > .05) {
280
+ // if (this._originalSoundMatrixWorldFunction) {
281
+ // this._originalSoundMatrixWorldFunction.call(this.sound, force);
282
+ // }
283
+ // }
284
+ // else {
285
+ // // we use another object's matrix world function (but bound to the positional audio)
286
+ // // this is just a little trick to prevent calling the PositionalAudio's updateMatrixWorld function
287
+ // this.gameObject.updateMatrixWorld?.call(this.sound, force);
288
+ // if (this.sound && this._listener) {
289
+ // this.sound.gain.connect(this._listener.listener.getInput());
290
+ // // const pos = getTempVector().setFromMatrixPosition(this._listener.gameObject.matrixWorld);
291
+ // // const ctx = this.sound.context;
292
+ // // const delay = this._listener.listener.timeDelta;
293
+ // // const time = ctx.currentTime ;
294
+ // // this.sound.panner.positionX.setValueAtTime(pos.x, time);
295
+ // // this.sound.panner.positionY.setValueAtTime(pos.y, time);
296
+ // // this.sound.panner.positionZ.setValueAtTime(pos.z, time);
297
+ // // this.sound.panner.orientationX.setValueAtTime(0, time);
298
+ // // this.sound.panner.orientationY.setValueAtTime(0, time);
299
+ // // this.sound.panner.orientationZ.setValueAtTime(-1, time);
300
+ // }
301
+ // }
302
+ // }
303
+ /**
304
+ * Indicates whether the audio source is queued to play when possible.
305
+ * This may be true before user interaction has been registered.
306
+ *
307
+ * @returns Whether the audio source intends to play
308
+ */
309
+ get ShouldPlay() { return this.shouldPlay; }
310
+ /**
311
+ * Returns the Web Audio API context associated with this audio source.
312
+ *
313
+ * @returns The {@link AudioContext} or null if not available
314
+ */
315
+ get audioContext() {
316
+ return this.sound?.context;
317
+ }
318
+ /** @internal */
319
+ awake() {
320
+ if (debug)
321
+ console.log("[AudioSource]", this);
322
+ this.audioLoader = new AudioLoader();
323
+ if (this.playOnAwake)
324
+ this.shouldPlay = true;
325
+ if (this.preload) {
326
+ if (typeof this.clip === "string") {
327
+ this.audioLoader.load(this.clip, this.createAudio, () => { }, console.error);
328
+ }
329
+ }
330
+ }
331
+ /** @internal */
332
+ onEnable() {
333
+ if (this.sound)
334
+ this.gameObject.add(this.sound);
335
+ if (!AudioSource.userInteractionRegistered) {
336
+ AudioSource.registerWaitForAllowAudio(() => {
337
+ if (this.enabled && !this.destroyed && this.shouldPlay)
338
+ this.onNewClip(this.clip);
339
+ });
340
+ }
341
+ else if (this.playOnAwake && this.context.application.isVisible) {
342
+ this.play();
343
+ }
344
+ globalThis.addEventListener('visibilitychange', this.onVisibilityChanged);
345
+ this.context.application.addEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
346
+ }
347
+ /** @internal */
348
+ onDisable() {
349
+ globalThis.removeEventListener('visibilitychange', this.onVisibilityChanged);
350
+ this.context.application.removeEventListener(ApplicationEvents.MuteChanged, this.onApplicationMuteChanged);
351
+ this.pause();
352
+ }
353
+ onVisibilityChanged = () => {
354
+ switch (document.visibilityState) {
355
+ case "hidden":
356
+ if (this.playInBackground === false || DeviceUtilities.isMobileDevice()) {
357
+ this.wasPlaying = this.isPlaying;
358
+ if (this.isPlaying) {
359
+ this.pause();
360
+ }
361
+ }
362
+ break;
363
+ case "visible":
364
+ if (debug)
365
+ console.log("visible", this.enabled, this.playOnAwake, !this.isPlaying, AudioSource.userInteractionRegistered, this.wasPlaying);
366
+ if (this.enabled && this.playOnAwake && !this.isPlaying && AudioSource.userInteractionRegistered && this.wasPlaying) {
367
+ this.play();
368
+ }
369
+ break;
370
+ }
371
+ };
372
+ onApplicationMuteChanged = () => {
373
+ if (this.context.application.muted)
374
+ this.sound?.setVolume(0);
375
+ else
376
+ this.sound?.setVolume(this.volume);
377
+ };
378
+ createAudio = (buffer) => {
379
+ if (this.destroyed) {
380
+ if (debug)
381
+ console.warn("AudioSource destroyed, not creating audio", this.name);
382
+ return;
383
+ }
384
+ if (debug)
385
+ console.log("AudioBuffer finished loading", buffer);
386
+ const sound = this.Sound;
387
+ if (!sound) {
388
+ if (debug)
389
+ console.warn("Failed getting sound?", this.name);
390
+ return;
391
+ }
392
+ if (sound.isPlaying)
393
+ sound.stop();
394
+ if (buffer)
395
+ sound.setBuffer(buffer);
396
+ sound.loop = this._loop;
397
+ if (this.context.application.muted)
398
+ sound.setVolume(0);
399
+ else
400
+ sound.setVolume(this.volume);
401
+ sound.autoplay = this.shouldPlay && AudioSource.userInteractionRegistered;
402
+ this.applySpatialDistanceSettings();
403
+ if (sound.isPlaying)
404
+ sound.stop();
405
+ // const panner = sound.panner;
406
+ // panner.coneOuterGain = 1;
407
+ // sound.setDirectionalCone(360, 360, 1);
408
+ // const src = sound.context.createBufferSource();
409
+ // src.buffer = sound.buffer;
410
+ // src.connect(sound.panner);
411
+ // src.start(this.audioContext?.currentTime);
412
+ // const gain = sound.context.createGain();
413
+ // gain.gain.value = 1 - this.spatialBlend;
414
+ // src.connect(gain);
415
+ // make sure we only play the sound if the user has interacted with the page
416
+ AudioSource.registerWaitForAllowAudio(this.__onAllowAudioCallback);
417
+ };
418
+ __onAllowAudioCallback = () => {
419
+ if (this.shouldPlay)
420
+ this.play();
421
+ };
422
+ applySpatialDistanceSettings() {
423
+ const sound = this.sound;
424
+ if (!sound)
425
+ return;
426
+ this._needUpdateSpatialDistanceSettings = false;
427
+ const dist = Mathf.lerp(10 * this._maxDistance / Math.max(0.0001, this.spatialBlend), this._minDistance, this.spatialBlend);
428
+ if (debug)
429
+ console.log(this.name, this._minDistance, this._maxDistance, this.spatialBlend, "Ref distance=" + dist);
430
+ sound.setRefDistance(dist);
431
+ sound.setMaxDistance(Math.max(0.01, this._maxDistance));
432
+ // sound.setRolloffFactor(this.spatialBlend);
433
+ // sound.panner.positionZ.automationRate
434
+ // https://developer.mozilla.org/en-US/docs/Web/API/PannerNode/distanceModel
435
+ switch (this.rollOffMode) {
436
+ case AudioRolloffMode.Logarithmic:
437
+ sound.setDistanceModel('exponential');
438
+ break;
439
+ case AudioRolloffMode.Linear:
440
+ sound.setDistanceModel('linear');
441
+ break;
442
+ case AudioRolloffMode.Custom:
443
+ console.warn("Custom rolloff for AudioSource is not supported: " + this.name);
444
+ break;
445
+ }
446
+ if (this.spatialBlend > 0) {
447
+ if (debug && !this.helper) {
448
+ this.helper = new PositionalAudioHelper(sound, sound.getRefDistance());
449
+ sound.add(this.helper);
450
+ }
451
+ }
452
+ else if (this.helper && this.helper.parent) {
453
+ this.helper.removeFromParent();
454
+ }
455
+ }
456
+ async onNewClip(clip) {
457
+ if (clip)
458
+ this.clip = clip;
459
+ if (typeof clip === "string") {
460
+ if (debug)
461
+ console.log(clip);
462
+ if (clip.endsWith(".mp3") || clip.endsWith(".wav")) {
463
+ if (!this.audioLoader)
464
+ this.audioLoader = new AudioLoader();
465
+ this.shouldPlay = true;
466
+ if (this._lastClipStartedLoading === clip) {
467
+ if (debug)
468
+ console.log("Is currently loading:", this._lastClipStartedLoading, this);
469
+ return;
470
+ }
471
+ this._lastClipStartedLoading = clip;
472
+ if (debug)
473
+ console.log("load audio", clip);
474
+ const buffer = await this.audioLoader.loadAsync(clip).catch(console.error);
475
+ if (this.destroyed)
476
+ return;
477
+ if (this._lastClipStartedLoading === clip)
478
+ this._lastClipStartedLoading = null;
479
+ if (buffer)
480
+ this.createAudio(buffer);
481
+ }
482
+ else
483
+ console.warn("Unsupported audio clip type", clip);
484
+ }
485
+ else {
486
+ this.shouldPlay = true;
487
+ this.createAudio();
488
+ }
489
+ }
490
+ /**
491
+ * Plays the audio clip or media stream.
492
+ * If no argument is provided, plays the currently assigned clip.
493
+ *
494
+ * @param clip - Optional audio clip or {@link MediaStream} to play
495
+ */
496
+ play(clip = undefined) {
497
+ // use audio source's clip when no clip is passed in
498
+ if (!clip && this.clip)
499
+ clip = this.clip;
500
+ // We only support strings and media stream
501
+ // TODO: maybe we should return here if an invalid value is passed in
502
+ if (clip !== undefined && typeof clip !== "string" && !(clip instanceof MediaStream)) {
503
+ if (isDevEnvironment())
504
+ console.warn("Called play on AudioSource with unknown argument type:", clip + "\nUsing the assigned clip instead:", this.clip);
505
+ // 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...
506
+ clip = this.clip;
507
+ }
508
+ // Check if we need to call load first
509
+ let needsLoading = !this.sound || (clip && clip !== this.clip);
510
+ if (typeof clip === "string" && !this.audioLoader)
511
+ needsLoading = true;
512
+ if (clip instanceof MediaStream || typeof clip === "string")
513
+ this.clip = clip;
514
+ if (needsLoading) {
515
+ this.shouldPlay = true;
516
+ this.onNewClip(clip);
517
+ return;
518
+ }
519
+ this.shouldPlay = true;
520
+ this._hasEnded = false;
521
+ if (debug)
522
+ console.log("play", this.sound?.getVolume(), this.sound);
523
+ if (this.sound && !this.sound.isPlaying) {
524
+ const muted = this.context.application.muted;
525
+ if (muted)
526
+ this.sound.setVolume(0);
527
+ this.gameObject?.add(this.sound);
528
+ if (this.clip instanceof MediaStream) {
529
+ // We have to set the audio element source to the mediastream as well
530
+ // otherwise it will not play for some reason...
531
+ this.sound.setMediaStreamSource(this.clip);
532
+ if (!this._audioElement) {
533
+ this._audioElement = document.createElement('audio');
534
+ this._audioElement.style.display = "none";
535
+ }
536
+ if (!this._audioElement.parentNode)
537
+ this.context.domElement.shadowRoot?.append(this._audioElement);
538
+ this._audioElement.srcObject = this.clip;
539
+ this._audioElement.autoplay = false;
540
+ }
541
+ else {
542
+ if (this._audioElement)
543
+ this._audioElement.remove();
544
+ this.sound.play(muted ? .1 : 0);
545
+ }
546
+ }
547
+ }
548
+ /**
549
+ * Pauses audio playback while maintaining the current position.
550
+ * Use play() to resume from the paused position.
551
+ */
552
+ pause() {
553
+ if (debug)
554
+ console.log("Pause", this);
555
+ this._hasEnded = true;
556
+ this.shouldPlay = false;
557
+ if (this.sound && this.sound.isPlaying && this.sound.source) {
558
+ this._lastContextTime = this.sound?.context.currentTime;
559
+ this.sound.pause();
560
+ }
561
+ this._audioElement?.remove();
562
+ }
563
+ /**
564
+ * Stops audio playback completely and resets the playback position to the beginning.
565
+ * Unlike pause(), calling play() after stop() will start from the beginning.
566
+ */
567
+ stop() {
568
+ if (debug)
569
+ console.log("Pause", this);
570
+ this._hasEnded = true;
571
+ this.shouldPlay = false;
572
+ if (this.sound && this.sound.source) {
573
+ this._lastContextTime = this.sound?.context.currentTime;
574
+ if (debug)
575
+ console.log(this._lastContextTime);
576
+ this.sound.stop();
577
+ }
578
+ this._audioElement?.remove();
579
+ }
580
+ _lastContextTime = 0;
581
+ _hasEnded = true;
582
+ _needUpdateSpatialDistanceSettings = false;
583
+ /** @internal */
584
+ update() {
585
+ if (this.helper) {
586
+ if (this.isPlaying)
587
+ this.helper.update();
588
+ this.helper.visible = this.isPlaying;
589
+ }
590
+ if (this._needUpdateSpatialDistanceSettings) {
591
+ this.applySpatialDistanceSettings();
592
+ }
593
+ if (this.sound && !this.sound.isPlaying && this.shouldPlay && !this._hasEnded) {
594
+ this._hasEnded = true;
595
+ if (debug)
596
+ console.log("Audio clip ended", this.clip);
597
+ this.dispatchEvent(new CustomEvent("ended", { detail: this }));
598
+ }
599
+ // this.gameObject.position.x = Math.sin(time.time) * 2;
600
+ // this.gameObject.position.z = Math.cos(time.time * .5) * 2;
601
+ }
602
+ }
603
+ __decorate([
604
+ serializable(URL)
605
+ ], AudioSource.prototype, "clip", void 0);
606
+ __decorate([
607
+ serializable()
608
+ ], AudioSource.prototype, "playOnAwake", void 0);
609
+ __decorate([
610
+ serializable()
611
+ ], AudioSource.prototype, "preload", void 0);
612
+ __decorate([
613
+ serializable()
614
+ ], AudioSource.prototype, "playInBackground", void 0);
615
+ __decorate([
616
+ serializable()
617
+ ], AudioSource.prototype, "loop", null);
618
+ __decorate([
619
+ serializable()
620
+ ], AudioSource.prototype, "spatialBlend", null);
621
+ __decorate([
622
+ serializable()
623
+ ], AudioSource.prototype, "minDistance", null);
624
+ __decorate([
625
+ serializable()
626
+ ], AudioSource.prototype, "maxDistance", null);
627
+ __decorate([
628
+ serializable()
629
+ ], AudioSource.prototype, "volume", null);
630
+ __decorate([
631
+ serializable()
632
+ ], AudioSource.prototype, "pitch", null);
633
+ __decorate([
634
+ serializable()
635
+ ], AudioSource.prototype, "rollOffMode", void 0);
636
636
  //# sourceMappingURL=AudioSource.js.map