Three.js 音乐可视化教程
音乐可视化 ·Audio Visualization· ▶ 在线运行案例
- 案例合集:三维可视化功能案例(threehub.cn)
- 开源仓库github地址:https://github.com/z2586300277/three-cesium-examples
- 400个案例代码:网盘链接
你将学到什么
- THREE.AudioAnalyser读取 FFT 频谱
- 频谱均值驱动uStrengthuniform
- Simplex 4D Noise沿法线顶点位移
customDepthMaterial同步修改保证阴影正确
效果说明
点击 Play 播放 MP3,高精度IcosahedronGeometry表面随节拍起伏,片元输出法线色形成「脉动球体」。
核心概念
音频链路
const listener = new THREE.AudioListener();
const audio = new THREE.Audio(listener); const mediaElement = new Audio(url); mediaElement.play(); audio.setMediaElementSource(mediaElement); analyser = new THREE.AudioAnalyser(audio, 4096);
频谱 → 强度
analyser.getFrequencyData();
let sum = 0; for (let i = 0; i < analyser.data.length; i++) sum += analyser.data[i]; uniform.uStrength.value = sum / (analyser.data.length * 25.5);
顶点噪声位移
在onBeforeCompile的#include后:
depthMaterial同样注入,否则 shadow pass 与 color pass 几何不一致。newPos += normalsimplexNoise4d(vec4(position, uTime))uStrength;
gl_Position = projectionMatrixmodelViewMatrixvec4(newPos, 1.0);
片元改为gl_FragColor = vec4(vNormal, 1.),用法线 RGB 当可视化色。
实现步骤
- init 场景:高细分 Icosahedron + 地面 + 灯光阴影
- MeshStandardMaterial.onBeforeCompile 注入 GLSL
- createButton 绑定 Play/Pause
- tick 里 updateOffsetData + uTime + render
代码要点
import * as THREE from "three";import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
let mediaElement; let analyser; let scene; let camera; let renderer; let controls; let mesh;
const fftSize = 4096; const clock = new THREE.Clock(); const uniform = { uTime: { value: 0 }, tAudioData: { value: 0 }, uStrength: { value: 0 }, }; const box = document.getElementById("box");
const init = () => { // Scene scene = new THREE.Scene();
const material = new THREE.MeshStandardMaterial(); material.roughness = 0.7; const depthMaterial = new THREE.MeshDepthMaterial({ depthPacking: THREE.RGBADepthPacking, });
material.onBeforeCompile = (shader) => { shader.uniforms.uTime = uniform.uTime; shader.uniforms.uStrength = uniform.uStrength;
shader.vertexShader = shader.vertexShader.replace( "#include ",
#include attribute float aOffset; varying vec2 vUv; uniform float uTime; uniform float uStrength;);// Simplex 4D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x34.0)+1.0)x, 289.0);} float permute(float x){return floor(mod(((x34.0)+1.0)x, 289.0));} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip) { const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s;
p.xyz = floor( fract (vec3(j)ip.xyz)7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz2.0 - 1.0)s.www;
return p; }
float simplexNoise4d(vec4 v) { const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 0.309016994374947451); // (sqrt(5) - 1)/4 F4 // First corner vec4 i = floor(v + dot(v, C.yyyy) ); vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); // i0.x = dot( isX, vec3( 1.0 ) ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z; i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations i = mod(i, 289.0); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
- i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
- i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
- i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip);
// Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0( dot(m0m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
- dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
shader.vertexShader = shader.vertexShader.replace( "#include ",
); shader.fragmentShader = shader.fragmentShader.replace( "#include ",#include vec3 newPos = position; float strength = uStrength; newPos += normalsimplexNoise4d(vec4(position, uTime))strength; gl_Position = projectionMatrixmodelViewMatrixvec4(newPos, 1.0);#include uniform float uTime; uniform float uStrength;);shader.fragmentShader = shader.fragmentShader.replace( "#include ",
#include gl_FragColor = vec4(vNormal, 1.);); }; depthMaterial.onBeforeCompile = (shader) => { shader.uniforms.uTime = uniform.uTime; shader.uniforms.uStrength = uniform.uStrength;shader.vertexShader = shader.vertexShader.replace( "#include ",
#include attribute float aOffset; varying vec2 vUv; uniform float uTime; uniform float uStrength;);// Simplex 4D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x34.0)+1.0)x, 289.0);} float permute(float x){return floor(mod(((x34.0)+1.0)x, 289.0));} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
vec4 grad4(float j, vec4 ip) { const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s;
p.xyz = floor( fract (vec3(j)ip.xyz)7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz2.0 - 1.0)s.www;
return p; }
float simplexNoise4d(vec4 v) { const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 0.309016994374947451); // (sqrt(5) - 1)/4 F4 // First corner vec4 i = floor(v + dot(v, C.yyyy) ); vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); // i0.x = dot( isX, vec3( 1.0 ) ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z; i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations i = mod(i, 289.0); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
- i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
- i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
- i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip);
// Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0( dot(m0m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
- dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
shader.vertexShader = shader.vertexShader.replace( "#include ",
#include vec3 newPos = position; float strength = uStrength; newPos += normalsimplexNoise4d(vec4(position, uTime))strength; gl_Position = projectionMatrixmodelViewMatrixvec4(newPos, 1.0);); }; // const geometry = new THREE.SphereGeometry(0.5, 256, 256); const geometry = new THREE.IcosahedronGeometry(2.5, 50); mesh = new THREE.Mesh(geometry, material); mesh.customDepthMaterial = depthMaterial; mesh.castShadow = true;scene.add(mesh); const plane = new THREE.Mesh( new THREE.PlaneGeometry(25, 25), new THREE.MeshStandardMaterial() ); plane.rotation.x = -Math.PI * 0.5; plane.position.y = -5; plane.receiveShadow = true;
scene.add(plane);
/**
- Lights
const directionalLight = new THREE.DirectionalLight("#ffffff", 0.3); directionalLight.castShadow = true; directionalLight.shadow.mapSize.set(1024, 1024); directionalLight.shadow.camera.far = 40; directionalLight.castShadow = true; directionalLight.position.set(2, 2, -2); scene.add(directionalLight);
const directionalLightCameraHelper = new THREE.CameraHelper( directionalLight.shadow.camera ); // 关闭助手 scene.add(directionalLightCameraHelper); /**
- Sizes
camera.updateProjectionMatrix(); // Update renderer renderer.setSize(sizes.width, sizes.height); renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); });
/**
- Camera
/**
- Renderer
const tick = () => { const elapsedTime = clock.getElapsedTime(); controls?.update();
// Update material
updateOffsetData();
if (uniform?.uTime) { uniform.uTime.value = elapsedTime; }
// Render renderer.render(scene, camera); // Call tick again on the next frame window.requestAnimationFrame(tick); };
const updateOffsetData = () => { if (analyser?.getFrequencyData) { analyser.getFrequencyData(); const analyserData = analyser?.data; let sum = 0; for (let i = 0; i < analyserData.length; i++) { sum += analyserData[i]; } sum /= analyserData.length * 25.5; uniform.uStrength.value = sum; } };
const play = () => { const listener = new THREE.AudioListener(); const audio = new THREE.Audio(listener);
const file = FILE_HOST + "files/audio/Avicii-WeBurn.mp3"; mediaElement = new Audio(file); mediaElement.crossOrigin = "crossOrigin"; mediaElement.play(); audio.setMediaElementSource(mediaElement); analyser = new THREE.AudioAnalyser(audio, fftSize); };
const pause = () => { mediaElement.pause(); };
const createButton = () => { const playButton = document.createElement("button"); playButton.textContent = "Play"; playButton.style.position = "absolute"; playButton.style.right = "140px"; playButton.style.top = "30px"; playButton.style.padding = "10px 20px"; box.appendChild(playButton); playButton.addEventListener("click", play);
const pauseButton = document.createElement("button"); pauseButton.textContent = "Pause"; pauseButton.style.position = "absolute"; pauseButton.style.right = "30px"; pauseButton.style.top = "30px"; pauseButton.style.padding = "10px 20px"; box.appendChild(pauseButton); pauseButton.addEventListener("click", pause); };
init(); createButton(); tick();完整源码:GitHub
小结
- 本文提供音乐可视化完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库