threejs-audio
Skill9 starsChanged 54 days agoApache-2.0View on GitHub
three.js audio spatialization: AudioListener attached to camera rig, Audio and PositionalAudio sources, AudioAnalyser for FFT/time-domain data, and integration with Web Audio API contexts; AudioLoader is referenced from threejs-loaders for file decoding. Use when placing 3D sound, configuring panner parameters, or visualization; not a replacement for full game audio middleware.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- alton47/threejs-skillstheir own version, first seen Oct 15, 2026
- FkennedyFox/claude-skillstheir own version, first seen Sep 8, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- alton47/threejs-skills★ 13same name
- FkennedyFox/claude-skills★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository21 other files it gives its agents.
- openspec-apply-changeSkill
- openspec-archive-changeSkill
- openspec-exploreSkill
- openspec-proposeSkill
- threejs-animationSkill
- threejs-cameraSkill
- threejs-controlsSkill
- threejs-dev-setupSkill
- threejs-geometriesSkill
- threejs-helpersSkill
- threejs-lightsSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-mathSkill
- threejs-node-tslSkill
- threejs-objectsSkill
- threejs-postprocessingSkill
- threejs-renderersSkill
- threejs-scenesSkill
- threejs-texturesSkill
- threejs-webxrSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 57
Ensure world units match distance model expectations.
- Distinctive: line 65
When answering under this skill, prefer responses that:
- Very specific: line 71
Avoid promising DAW-level mixing—stay within three.js audio scope.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
When to use this skill
ALWAYS use this skill when the user mentions:
AudioListeneronCamera,AudiovsPositionalAudio, distance models, refDistance/maxDistance/rolloffAudioAnalyserfor visualization bars/spectrum- Browser autoplay policies blocking audio start
IMPORTANT: audio vs loaders
| Step | Skill |
| Decode mp3/ogg buffer | threejs-loaders (AudioLoader) |
| Spatial playback API | threejs-audio |
Trigger phrases include:
- "PositionalAudio", "AudioListener", "AudioAnalyser", "panner"
- "空间音频", "音量衰减", "频谱"
How to use this skill
- Attach listener to camera object so head-related audio follows view.
- Create context compatible with user gesture unlock patterns in browsers.
- PositionalAudio: set
refDistance,maxDistance,rolloffFactor,distanceModelper docs. - Load buffer via
AudioLoader(threejs-loaders), thenpositionalAudio.setBuffer. - Analyser: connect graph
listener.context.createAnalyser()pathways per examples; watch performance. - Update: audio nodes usually need no per-frame update unless following moving sources manually.
See examples/workflow-positional-audio.md.
Doc map (official)
| Docs section | Representative links |
| Audio | https://threejs.org/docs/AudioListener.html |
| Audio | https://threejs.org/docs/Audio.html |
| Audio | https://threejs.org/docs/PositionalAudio.html |
| Audio | https://threejs.org/docs/AudioAnalyser.html |
Extended list: references/official-sections.md.
Scope
- In scope: Core Audio classes, spatialization parameters, analyser usage overview.
- Out of scope: FMOD/Wwise-style authoring tools.
Common pitfalls and best practices
- Autoplay restrictions require user interaction to resume AudioContext.
- Too many positional sources hurt CPU—pool or LOD audio.
- Ensure world units match distance model expectations.
Documentation and version
Audio classes are under Audio in three.js docs. Decoding buffers uses AudioLoader—see threejs-loaders. Browser Web Audio policies are external but must be mentioned when AudioContext is suspended.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
AudioListener,PositionalAudio, orAudioAnalyseras relevant. - Delegate file loading of sound buffers to threejs-loaders (
AudioLoader). - Note autoplay / user-gesture requirements for resuming context.
- Relate distance attenuation to world units and threejs-objects placement.
- Avoid promising DAW-level mixing—stay within three.js audio scope.
References
- https://threejs.org/docs/#Audio
- https://threejs.org/docs/AudioListener.html
- https://threejs.org/docs/PositionalAudio.html
Keywords
English: audio, positional audio, listener, analyser, spatial sound, web audio, three.js
中文: 音频、空间音频、AudioListener、PositionalAudio、Web Audio、three.js
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