PositionalAudio - Verge3D User Manual - Soft8Soft
Description: Learn how to use PositionalAudio in your interactive 3D apps made with Verge3D

Object3D → Audio →

# PositionalAudio

Create a positional audio object.

This uses the Web Audio API.

## Code Example

`// create an AudioListener and add it to the camera const listener = new v3d.AudioListener(); camera.add(listener); // create the PositionalAudio object (passing in the listener) const sound = new v3d.PositionalAudio(listener); // load a sound and set it as the PositionalAudio object's buffer const audioLoader = new v3d.AudioLoader(); audioLoader.load('mysong.mp3', function(buffer) { sound.setBuffer(buffer); sound.setRefDistance(20); sound.play(); }); // create an object for the sound to play from const sphere = new v3d.SphereGeometry(20, 32, 16); const material = new v3d.MeshStandardMaterial({ color: 0xff2200 }); const mesh = new v3d.Mesh(sphere, material); app.scene.add(mesh); // finally add the sound to the mesh mesh.add(sound);`

## Constructor

### PositionalAudio(listener : AudioListener)

listener — (required) AudioListener instance.

## Properties

See the Audio class for inherited properties.

### # .panner : PannerNode

The PositionalAudio's PannerNode.

## Methods

See the Audio class for inherited methods.

### # .getOutput() → PannerNode

Returns the panner.

### # .getRefDistance() → Float

Returns the value of panner.refDistance.

### # .setRefDistance(value : Float) → this

Sets the value of panner.refDistance.

### # .getRolloffFactor() → Float

Returns the value of panner.rolloffFactor.

### # .setRolloffFactor(value : Float) → this

Sets the value of panner.rolloffFactor.

### # .getDistanceModel() → String

Returns the value of panner.distanceModel.

### # .setDistanceModel(value : String) → this

Sets the value of panner.distanceModel.

### # .getMaxDistance() → Float

Returns the value of panner.maxDistance.

### # .setMaxDistance(value : Float) → this

Sets the value of panner.maxDistance.

### # .setDirectionalCone(coneInnerAngle : Float, coneOuterAngle : Float, coneOuterGain : Float) → this

This method can be used in order to transform an omnidirectional sound into a directional sound.

## Puzzles

Verge3D offers the positional speaker puzzle to simplify work with positional audio.

## Source

For more info on how to obtain the source code of this module see this page.