A library for creating music visualizations in Three.js by exposing audio data in GLSL shaders.
ThreeAudio.js is a JavaScript library that enables developers to create music visualizations by exposing audio data directly in GLSL shaders within Three.js or tQuery projects. It solves the problem of synchronizing audio analysis with real-time 3D graphics rendering, providing textures and derived audio values for dynamic visual effects.
Creative developers and visual artists working with Three.js or tQuery who want to build interactive audio-reactive 3D visualizations, such as music visualizers or immersive audio experiences.
Developers choose ThreeAudio.js for its straightforward integration of audio data into the GPU pipeline, eliminating the need for manual audio analysis and synchronization. Its specialized materials and geometry helpers simplify creating complex audio-driven visuals.
ThreeAudio helps you create music visualizations in Three.js or tQuery.
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Provides frequency and time data as textures directly usable in GLSL shaders, enabling real-time audio-reactive effects without manual data synchronization, as shown in the shader examples.
Includes an autocorrelation-based beat detector that exposes rhythmic data for dynamic visual responses, simplifying real-time music visualization setups.
ThreeAudio.Material streamlines creating ShaderMaterials that integrate audio data, reducing boilerplate code for developers working with custom shaders.
GridGeometry generates plane geometries with UV coordinates aligned to audio samples, ensuring precise data mapping for visualizations, as demonstrated in the basic usage.
Only supports Webkit Audio APIs, making it Chrome-only for now, which severely restricts deployment in cross-browser web applications, as noted in the README.
The library is labeled as experimental, indicating potential instability, breaking changes, and lack of production-ready reliability, which could hinder long-term projects.
Tightly coupled with Three.js or tQuery, making it unsuitable for projects using other WebGL libraries like Babylon.js or raw WebGL, limiting flexibility.