Play audio on WebGL without clicking on WebGL canvas
Play audio on WebGL without clicking on WebGL canvas
To play an audio source on a WebGL canvas without clicking on the canvas, you can use the HTMLAudioElement
object to create an audio element and control its playback.
Bellow an example of how you can do this:
// Create an audio element
var audio = new Audio();
// Set the audio source
audio.src = 'path/to/audio.mp3';
// Load the audio
audio.load();
// Play the audio
audio.play();
Alternatively, you can use the Web Audio API
to control the audio playback. The Web Audio API
provides a number of audio-specific functions and allows you to manipulate audio in more advanced ways, such as applying audio effects, creating audio visualizations, and more.
Here is an example of how you can use the Web Audio API
to play an audio source on a WebGL canvas:
// Create an audio context
var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
// Load the audio file
var request = new XMLHttpRequest();
request.open('GET', 'path/to/audio.mp3', true);
request.responseType = 'arraybuffer';
request.onload = function() {
// Decode the audio data
audioCtx.decodeAudioData(request.response, function(buffer) {
// Create a buffer source
var source = audioCtx.createBufferSource();
source.buffer = buffer;
// Connect the source to the audio context destination
source.connect(audioCtx.destination);
// Play the audio
source.start();
});
};
request.send();
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