sound

Note: This documentation is for the old 0.4.0 version of A-Frame. Check out the documentation for the current 1.6.0 version

The sound component defines the entity as a source of sound or audio. The sound component is positional and is thus affected by the components-position.

Example

<a-entity id="river" geometry="primitive: plane" material="color: blue"
position="-10 0 0" sound="src: url(river.mp3); autoplay: true"></a-entity>

Properties

Property Description Default Value
autoplay Whether to automatically play sound once set. false
on An event for the entity to listen to before playing sound. null
loop Whether to loop the sound once the sound finishes playing. false
src Selector to an asset <audio>or url()-enclosed path to sound file. null
volume How loud to play the sound. 1
poolSize Numbers of simultaneous instances of this sound that can be playing at the same time 1

Methods

Event Name Description
pauseSound Pause sound.
playSound Play sound.
stopSound Stop sound.

Events

Event Name Description
sound-ended triggered when sound finishes playing

Playing on an Event

The sound component can also listen to an event before playing as well. For example, we might have a laughing sound play every time we click a monster:

<a-entity cursor position="0 0 -5"></a-entity>

<a-entity id="elmo" geometry="primitive: box" material="src: elmo.png"
sound="src: url(ticklelaugh.mp3); on: click"></a-entity>

Preloading a Sound Asset

For performance, we recommend to block the scene on the sound asset to preload and cache. We can do so through the asset management system:

<a-scene>
<a-assets>
<audio id="river" src="river.mp3" preload="auto">
</a-assets>

<a-entity sound="src: #river"></a-entity>
</a-scene>

Pause and Resume

To programmatically pause or resume a playing sound, we can tell the entity to pause or resume:

var entity = document.querySelector('[sound]');
entity.components.sound.stopSound();

Or to pause only the sound:

entity.components.sound.pauseSound();

And to play the sound:

entity.components.sound.playSound();