threejs-audio
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 building audio visualization; not a replacement for full game audio middleware.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-audio/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-audio Compares
| Feature / Agent | threejs-audio | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
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 building audio visualization; not a replacement for full game audio middleware.
Which AI agents support this skill?
This skill is compatible with multi.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
## When to use this skill
**ALWAYS use this skill when the user mentions:**
- `AudioListener` on `Camera`, `Audio` vs `PositionalAudio`, distance models, refDistance/maxDistance/rolloff
- `AudioAnalyser` for 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
1. **Attach listener** to camera object so head-related audio follows view.
2. **Validate AudioContext state** — check `listener.context.state` before playback; resume if suspended.
3. **Create context** compatible with user gesture unlock patterns in browsers.
4. **PositionalAudio** — set `refDistance`, `maxDistance`, `rolloffFactor`, `distanceModel` per docs.
5. **Load buffer** via `AudioLoader` (**threejs-loaders**), then `positionalAudio.setBuffer`.
6. **Analyser** — connect graph `listener.context.createAnalyser()` pathways per examples; watch performance.
7. **Update** — audio nodes usually need no per-frame update unless following moving sources manually.
### Example: PositionalAudio with context validation
```javascript
import * as THREE from 'three';
const listener = new THREE.AudioListener();
camera.add(listener);
// Validate AudioContext state before attempting playback
function ensureAudioContext() {
if (listener.context.state === 'suspended') {
listener.context.resume();
}
}
// Resume on user gesture (required by browser autoplay policy)
document.addEventListener('click', ensureAudioContext, { once: true });
const sound = new THREE.PositionalAudio(listener);
const loader = new THREE.AudioLoader();
loader.load('sound.mp3', (buffer) => {
sound.setBuffer(buffer);
sound.setRefDistance(20);
sound.setRolloffFactor(1);
});
mesh.add(sound); // Attach to a scene object for spatial positioning
```
See [examples/workflow-positional-audio.md](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](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](https://threejs.org/docs/#Audio) in [three.js docs](https://threejs.org/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:
1. Link `AudioListener`, `PositionalAudio`, or `AudioAnalyser` as relevant.
2. Delegate file loading of sound buffers to **threejs-loaders** (`AudioLoader`).
3. Note autoplay / user-gesture requirements for resuming context.
4. Relate distance attenuation to world units and **threejs-objects** placement.
5. 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