Add runtime audio system for Three.js

This commit is contained in:
2026-04-02 19:39:23 +02:00
parent ce9b7fc255
commit 75c6492751

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@@ -0,0 +1,300 @@
import { AudioListener, Group, PositionalAudio, Scene, type PerspectiveCamera } from "three";
import type { LoadedAudioAsset } from "../assets/audio-assets";
import type { ProjectAssetRecord } from "../assets/project-assets";
import type { InteractionLink } from "../interactions/interaction-links";
import type { RuntimeSceneDefinition, RuntimeSoundEmitter } from "./runtime-scene-build";
interface RuntimeSoundEmitterState {
entity: RuntimeSoundEmitter;
group: Group;
audio: PositionalAudio | null;
buffer: AudioBuffer | null;
}
function getErrorDetail(error: unknown): string {
if (error instanceof Error && error.message.trim().length > 0) {
return error.message.trim();
}
return "Unknown error.";
}
function formatSoundEmitterLabel(entityId: string, link: InteractionLink | null): string {
return link === null ? entityId : `${entityId} (${link.id})`;
}
export class RuntimeAudioSystem {
private readonly camera: PerspectiveCamera;
private readonly scene: Scene;
private readonly soundGroup = new Group();
private readonly soundEmitters = new Map<string, RuntimeSoundEmitterState>();
private readonly pendingPlayEmitterIds = new Set<string>();
private readonly listener: AudioListener | null;
private runtimeScene: RuntimeSceneDefinition | null = null;
private projectAssets: Record<string, ProjectAssetRecord> = {};
private loadedAudioAssets: Record<string, LoadedAudioAsset> = {};
private runtimeMessageHandler: ((message: string | null) => void) | null;
private currentRuntimeMessage: string | null = null;
private unlockRequested = false;
constructor(
scene: Scene,
camera: PerspectiveCamera,
runtimeMessageHandler: ((message: string | null) => void) | null
) {
this.scene = scene;
this.camera = camera;
this.runtimeMessageHandler = runtimeMessageHandler;
this.scene.add(this.soundGroup);
let listener: AudioListener | null = null;
try {
listener = new AudioListener();
this.camera.add(listener);
} catch (error) {
console.warn(`Audio is unavailable in this browser environment: ${getErrorDetail(error)}`);
}
this.listener = listener;
}
setRuntimeMessageHandler(handler: ((message: string | null) => void) | null) {
this.runtimeMessageHandler = handler;
}
loadScene(runtimeScene: RuntimeSceneDefinition) {
this.runtimeScene = runtimeScene;
this.rebuildSoundEmitters();
this.queueAutoplayEmitters();
}
updateAssets(projectAssets: Record<string, ProjectAssetRecord>, loadedAudioAssets: Record<string, LoadedAudioAsset>) {
this.projectAssets = projectAssets;
this.loadedAudioAssets = loadedAudioAssets;
this.rebuildSoundEmitters();
this.queueAutoplayEmitters();
}
updateListenerTransform() {
this.listener?.updateMatrixWorld(true);
}
handleUserGesture() {
if (this.listener === null) {
return;
}
const context = this.listener.context;
if (context.state === "running") {
if (this.unlockRequested) {
this.unlockRequested = false;
this.setRuntimeMessage(null);
}
return;
}
this.unlockRequested = true;
void context
.resume()
.then(() => {
this.unlockRequested = false;
this.flushPendingPlays();
this.setRuntimeMessage(null);
})
.catch((error) => {
this.setRuntimeMessage(`Audio unlock failed: ${getErrorDetail(error)}`);
});
}
playSound(soundEmitterId: string, link: InteractionLink) {
const soundEmitter = this.soundEmitters.get(soundEmitterId);
if (soundEmitter === undefined) {
this.setRuntimeMessage(`Sound emitter ${formatSoundEmitterLabel(soundEmitterId, link)} could not be found.`);
return;
}
if (soundEmitter.buffer === null) {
const assetLabel =
soundEmitter.entity.audioAssetId === null ? "no assigned audio asset" : `audio asset ${soundEmitter.entity.audioAssetId}`;
this.setRuntimeMessage(`Sound emitter ${formatSoundEmitterLabel(soundEmitterId, link)} cannot play because ${assetLabel} is unavailable.`);
console.warn(`playSound: ${soundEmitterId} has no playable audio buffer.`);
return;
}
if (this.listener === null || this.listener.context.state !== "running") {
this.pendingPlayEmitterIds.add(soundEmitterId);
this.setRuntimeMessage("Audio is locked. Click the runner to enable sound.");
return;
}
this.playBufferedSound(soundEmitterId);
}
stopSound(soundEmitterId: string) {
this.pendingPlayEmitterIds.delete(soundEmitterId);
const soundEmitter = this.soundEmitters.get(soundEmitterId);
if (soundEmitter === undefined || soundEmitter.audio === null) {
return;
}
try {
soundEmitter.audio.stop();
} catch (error) {
console.warn(`stopSound: ${soundEmitterId} could not be stopped: ${getErrorDetail(error)}`);
}
}
dispose() {
for (const soundEmitterId of this.soundEmitters.keys()) {
this.stopSound(soundEmitterId);
}
this.pendingPlayEmitterIds.clear();
for (const soundEmitter of this.soundEmitters.values()) {
this.soundGroup.remove(soundEmitter.group);
soundEmitter.group.remove(soundEmitter.audio as PositionalAudio);
}
this.soundEmitters.clear();
this.scene.remove(this.soundGroup);
if (this.listener !== null) {
this.camera.remove(this.listener);
}
}
private setRuntimeMessage(message: string | null) {
if (this.currentRuntimeMessage === message) {
return;
}
this.currentRuntimeMessage = message;
this.runtimeMessageHandler?.(message);
}
private rebuildSoundEmitters() {
if (this.runtimeScene === null) {
return;
}
for (const soundEmitter of this.soundEmitters.values()) {
this.stopSound(soundEmitter.entity.entityId);
this.soundGroup.remove(soundEmitter.group);
soundEmitter.group.remove(soundEmitter.audio as PositionalAudio);
}
this.soundEmitters.clear();
for (const entity of this.runtimeScene.entities.soundEmitters) {
const group = new Group();
group.position.set(entity.position.x, entity.position.y, entity.position.z);
let audio: PositionalAudio | null = null;
if (this.listener !== null) {
audio = new PositionalAudio(this.listener);
audio.setLoop(entity.loop);
audio.setVolume(entity.volume);
audio.setRefDistance(entity.refDistance);
audio.setMaxDistance(entity.maxDistance);
audio.position.set(0, 0, 0);
group.add(audio);
}
const buffer = this.resolveAudioBuffer(entity.audioAssetId);
if (audio !== null && buffer !== null) {
audio.setBuffer(buffer);
}
this.soundGroup.add(group);
this.soundEmitters.set(entity.entityId, {
entity,
group,
audio,
buffer
});
}
}
private resolveAudioBuffer(audioAssetId: string | null): AudioBuffer | null {
if (audioAssetId === null) {
return null;
}
const loadedAsset = this.loadedAudioAssets[audioAssetId];
if (loadedAsset !== undefined) {
return loadedAsset.buffer;
}
const asset = this.projectAssets[audioAssetId];
if (asset === undefined) {
return null;
}
if (asset.kind !== "audio") {
return null;
}
return null;
}
private queueAutoplayEmitters() {
if (this.runtimeScene === null) {
return;
}
for (const entity of this.runtimeScene.entities.soundEmitters) {
if (entity.autoplay) {
this.pendingPlayEmitterIds.add(entity.entityId);
}
}
this.flushPendingPlays();
}
private flushPendingPlays() {
if (this.listener === null || this.listener.context.state !== "running") {
return;
}
const pendingEmitterIds = [...this.pendingPlayEmitterIds];
this.pendingPlayEmitterIds.clear();
for (const soundEmitterId of pendingEmitterIds) {
this.playBufferedSound(soundEmitterId);
}
}
private playBufferedSound(soundEmitterId: string) {
const soundEmitter = this.soundEmitters.get(soundEmitterId);
if (soundEmitter === undefined || soundEmitter.audio === null || soundEmitter.buffer === null) {
return;
}
try {
soundEmitter.audio.stop();
} catch {
// three.js audio.stop() can throw when the underlying source is not active yet.
}
soundEmitter.audio.setLoop(soundEmitter.entity.loop);
soundEmitter.audio.setVolume(soundEmitter.entity.volume);
soundEmitter.audio.setRefDistance(soundEmitter.entity.refDistance);
soundEmitter.audio.setMaxDistance(soundEmitter.entity.maxDistance);
soundEmitter.audio.setBuffer(soundEmitter.buffer);
soundEmitter.audio.play();
}
}