I have a world with objects and they have PositionalAudio working.
I want to move the objects a bit randomly every time certain threshold of volume is crossed (on the transients) of that object’s audio. I tried adding an analyzer like so:
let analyser = new THREE.AudioAnalyser( positionalSound, FFT_SIZE );
then in the update method calling:
console.log( analyser.getAverageFrequency() )
This works fine, but when I move closer or away from the object with my camera the volume is affected. Ideally, I would like to have positionalAudio working for the actual audio coming out of the speakers, but have global audio for that specific object’s audio-file influence its position, regardless where the camera is positioned.
What would be the correct way of doing this? Make an Audio and a PositonalAudio for the same object? Having two different listeners? How can I mute one Audio and only keep the ‘values’ it produces?
As you can tell, I’m a bit lost
Any help much appreciated!