orientationX
特性为
PannerNode
interface indicates the X (horizontal) component of the direction in which the audio source is facing, in a 3D Cartesian coordinate space.
The complete vector is defined by the position of the audio source, given as (
positionX
,
positionY
,
positionZ
), and the orientation of the audio source (that is, the direction in which it's facing), given as (
orientationX
,
orientationY
,
orientationZ
).
Depending on the directionality of the sound (as specified using the attributes
coneInnerAngle
,
coneOuterAngle
,和
coneOuterGain
), the orientation of the sound may alter the perceived volume of the sound as it's being played. If the sound is pointing toward the listener, it will be louder than if the sound is pointed away from the listener.
AudioParam
contained by this property is read only; however, you can still change the value of the parameter by assigning a new value to its
AudioParam.value
特性。
var orientationX = PannerNode.orientationX; PannerNode.orientationX.value = newOrientationX;
AudioParam
whose
value
is the X component of the direction in which the audio source is facing, in 3D Cartesian coordinate space.
In this example, we'll demonstrate how changing the orientation parameters of a
PannerNode
in combination with
coneInnerAngle
and
coneOuterAngle
affects volume. To help us visualise how the orientation vector affects, we can use the
Right-hand rule
:
First, let's start by writing a utility function to figure out our
orientation vector.
The X and Z components are always at a 90° to each other, so we can use the sine and cosine functions, which are offset by the same amount in radians. However, normally this would mean the
PannerNode
points to the
left
of the listener at 0° rotation – since `x = cos(0) = 1` and `z = sin(0) = 0`. It's more useful to offset the angle by -90°, which means the
PannerNode
will point
directly at the listener
at 0° rotation.
// this utility converts amount of rotation around the Y axis
// (i.e. rotation in the 'horizontal plane') to an orientation vector
const yRotationToVector = degrees => {
// convert degrees to radians and offset the angle so 0 points towards the listener
const radians = (degrees - 90) * (Math.PI / 180);
// using cosine and sine here ensures the output values are always normalised
// i.e. they range between -1 and 1
const x = Math.cos(radians);
const z = Math.sin(radians);
// we hard-code the Y component to 0, as Y is the axis of rotation
return [x, 0, z];
};
Now we can create our
AudioContext
, an oscillator and a
PannerNode
:
const context = new AudioContext(); const osc = new OscillatorNode(context); osc.type = 'sawtooth'; const panner = new PannerNode(context); panner.panningModel = 'HRTF';
Next, we set up the cone of our spatialised sound, determining the area in which it can be heard:
// this value determines the size of the area in which the sound volume is constant // if coneInnerAngle == 30, it means that when the sound is rotated // by at most 15 (30/2) degrees either direction, the volume won't change panner.coneInnerAngle = 30; // this value determines the size of the area in which the sound volume decreases gradually // if coneOuterAngle == 45 and coneInnerAngle == 30, it means that when the sound is rotated // by between 15 (30/2) and 22.5 (45/2) degrees either direction, // the volume will decrease gradually panner.coneOuterAngle = 45; // this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneOuterGain = 0; // increase the Z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionZ.setValueAtTime(1, context.currentTime);
Having set up the
PannerNode
, we can now schedule some updates to its Y-axis rotation:
// calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yRotationToVector(0); // schedule the no-rotation vector immediately panner.orientationX.setValueAtTime(x1, context.currentTime); panner.orientationY.setValueAtTime(y1, context.currentTime); panner.orientationZ.setValueAtTime(z1, context.currentTime); // calculate the vector for -22.4 degrees // since our coneOuterAngle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yRotationToVector(-22.4); panner.orientationX.setValueAtTime(x2, context.currentTime + 2); panner.orientationY.setValueAtTime(y2, context.currentTime + 2); panner.orientationZ.setValueAtTime(z2, context.currentTime + 2);
Finally, let's connect all our nodes and start the oscillator!
osc.connect(panner) .connect(context.destination); osc.start(0);
| 规范 | 状态 | 注释 |
|---|---|---|
|
Web 音频 API
The definition of 'orientationX' in that specification. |
工作草案 |
| 桌面 | 移动 | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
orientationX
|
Chrome Yes | Edge ≤18 | Firefox 50 | IE 不支持 No | Opera Yes | Safari 不支持 No | WebView Android Yes | Chrome Android Yes | Firefox Android 50 | Opera Android Yes | Safari iOS 不支持 No | Samsung Internet Android Yes |
完整支持
不支持
PannerNode
AnalyserNode
AudioBuffer
AudioBufferSourceNode
AudioContext
AudioContextOptions
AudioDestinationNode
AudioListener
AudioNode
AudioNodeOptions
AudioParam
AudioProcessingEvent
AudioScheduledSourceNode
AudioWorklet
AudioWorkletGlobalScope
AudioWorkletNode
AudioWorkletProcessor
BaseAudioContext
BiquadFilterNode
ChannelMergerNode
ChannelSplitterNode
ConstantSourceNode
ConvolverNode
DelayNode
DynamicsCompressorNode
GainNode
IIRFilterNode
MediaElementAudioSourceNode
MediaStreamAudioDestinationNode
MediaStreamAudioSourceNode
OfflineAudioCompletionEvent
OfflineAudioContext
OscillatorNode
PeriodicWave
StereoPannerNode
WaveShaperNode