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Variable: AudioSource

const AudioSource: Component<{ _buffer: { default: any; type: Object; }; _fadeIn: { default: number; type: Float32; }; _fadeOut: { default: number; type: Float32; }; _instances: { default: any; type: Object; }; _isPlaying: { default: false; type: Boolean; }; _loaded: { default: false; type: Boolean; }; _loading: { default: false; type: Boolean; }; _pauseRequested: { default: false; type: Boolean; }; _playRequested: { default: false; type: Boolean; }; _pool: { default: any; type: Object; }; _stopRequested: { default: false; type: Boolean; }; autoplay: { default: false; type: Boolean; }; coneInnerAngle: { default: number; type: Float32; }; coneOuterAngle: { default: number; type: Float32; }; coneOuterGain: { default: number; type: Float32; }; crossfadeDuration: { default: number; type: Float32; }; distanceModel: { default: "inverse"; enum: { Exponential: "exponential"; Inverse: "inverse"; Linear: "linear"; }; type: Enum; }; instanceStealPolicy: { default: "oldest"; enum: { Furthest: "furthest"; Oldest: "oldest"; Quietest: "quietest"; }; type: Enum; }; loop: { default: false; type: Boolean; }; maxDistance: { default: number; type: Float32; }; maxInstances: { default: number; type: Int8; }; playbackMode: { default: "restart"; enum: { FadeRestart: "fade-restart"; Ignore: "ignore"; Overlap: "overlap"; Restart: "restart"; }; type: Enum; }; positional: { default: true; type: Boolean; }; refDistance: { default: number; type: Float32; }; rolloffFactor: { default: number; type: Float32; }; src: { default: string; type: String; }; volume: { default: number; type: Float32; }; }>

Defined in: packages/core/src/audio/audio.ts:57

Configurable audio playback component for positional and ambient sounds.

Remarks

  • The AudioSystem loads sources via AssetManager and manages instance pooling, crossfades, and XR session lifecycle.
  • For positional audio, attach the component to an entity with a valid Object3D; non-positional audio plays from the listener.
  • Use _playRequested/_pauseRequested/_stopRequested to trigger actions without directly reaching into Three.js audio objects.