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2021/04/15

~「2021年桜30選」3D audio プログラミングノート~

実例(画像 click) :

 (参考 他の例 : 3D オーディオクラシック音楽選集 )


趣味で撮った写真をホームページで知人などに紹介するためにaviutlなどの動画編集ソフトでスライドを作りbgmとして音楽も追加した。

動画編集ソフトでは、仕様の範囲で見せ方を変化させれるが、限られており結構面倒である。bgmも画像の見せ方にある程度同期していたほうがよい。

たまたまJavaScriptで書かれたThree.jsというAPIを使ってウェブブラウザで3D球体を回すサンプルプログラムを自分のパソコンで動かしたら簡単に動いた。

球体をbgmに合った動きをさせたいと思うようになり音の高低に合わせて動かしたが、球体の数を増やすと同じような動きになってしまう。

ネットでAudioデータを変換(FFT : Fast Fourier Transform)して波形表示するサンプルがあった。

フーリエ変換というのは50年以上まえに、電波工学(無線工学?)かなにかで習った記憶があり、音を分解して複数の周波数データに変換すること程度は記憶に残っていたので興味を持った。それぞれの周波数データは異なるとしても全体としてはもともと同じ音源なので同期すると思った。
 bgmを分解してデジタル数値にすればプログラミングの対象にもなる。

ここでは、球体ではなく平面(Plane)に写真を張り付け音楽データで動かしてみた。

100%理解できたわけではないが様々なネットのサンプルを使って何とか出来たので、ここらで整理してみた。 コメントなどは自分でつけた他に、もとのサンプルのコメントをそのまま残したものもある。

~準備~

Three.jsのダウンロード

Three.jsとは、手軽に3Dコンテンツを制作できる商用利用可能なJavaScriptライブラリ。
 次のサイトからダウンロードする。
 Three.js – JavaScript 3D Library (左のCode download)


XAMPPのダウンロード

webアプリケーションの疑似開発環境を作る。
 導入はこちらから XAMPP
 使い方 : XAMPPを導入したフォルダーのhtdocsフォルダーにtestフォルダーを作り html , css , javascriptプログラムを移行する。 XAMPPを起動し、メニューからApacheをstartしておき、ブラウザでhttp://localhost/test/sakura2021.html と入力するとwebアプリケーションの疑似開発環境が使える。

参考までにwebアプリケーションの環境でなければ次のようなエラーになる。CORS policyに反する。
music/Lange-Blumenlied-2020-IR.mp3 sakura2021.html:1 Access to XMLHttpRequest at 'file:///C:/test/music/Lange-Blumenlied-2020-IR.mp3' from origin 'null' has been blocked by CORS policy: Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, chrome-untrusted, https. 3dsakura2021.js:252 Loader: XHR error


~以下実際のコードの表示とコメント~
 * 音楽と写真はそれぞれ準備する

html


<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8" />
<title>sakura 3d</title>
<link rel="stylesheet" type="text/css" href="3d.css">
<style>
<!--
body {background:url("img/b3-136.gif"); }
-->
</style>
<!-- three.jsを読み込む -->
<script src="js/three.js"></script>
<script src="js/3dsakura2021.js"></script>
</head>
<body>
<div id="root">
<h2> 2021年 桜30選 </h2>

<div id="select_box">曲を選んで「押す」を押して下さい。
  <form name="form1">
    <select name="music1">
      <option value="music/Lange-Blumenlied-2020-IR.mp3%6">Lange - 花の歌</option>
      <option value="music/Mendelssohn-Auf-Flugeln-des-Gesanges.mp3%5">Mendelssohn - 歌の翼に</option>
      <option value="music/Pachelbel-Cannon.mp3%7">Pachelbel - カノン</option>
     ........................ (音楽のセレクトメニュー)...................................
     </select>
     <span id="push_b">
       <input type="button" value="押す" onclick="clickBtn1()"/>
    </span>
   </form>
   <span id="msgtxt"></span>
   <span id="msgtxt2"> </span>
   </div>
<div style="clear:both;"></div>

<div id="canvas_container">
<!-- 3D -->
<canvas id="canvas3d"></canvas>
</div>
</div>
</body>
</html>

css


/* css  */ 
html {
     font-size:12px;    /* base font-size */
     }
body  {
   width:100%;
     background-color:black; 
     margin:0;
     overflow: hidden;
     }
h2 {
     color:aliceblue;
     width:30%;
     font-size:1.2rem;
     font-weight:600;
     text-align:center;
     margin:5px auto;
     float:right;
     letter-spacing:2px;
     text-shadow:1px 1px 1px blue; 
     }
#root {
     width:100%;
     margin:0px auto;
     }
#select_box {
     width:98%;
     color:white;
     margin:0px auto 0px 10px;;
     }
#select_box input {
     border-radius:5px;
     font-size:1.0rem;
     padding:0px;
     margin:0px;
     }
#push_b {
     color:white;
     margin:0px;
     }
#canvas_container {
     width:100%;
     height:90%;
     margin:0px;
     }
#canvas3d {
     width:100%;
     height:100%;
     display:block;
     }
#canvasaudio {
     width:80%;
     }
form select {
     color:black;
     }

select box、ボタン、canvasなどのスタイルを定義


3dsakura2021.js 全体


    // -----------------------
    function clickBtn1(){
     const music1 = document.form1.music1;
     // 値(数値)を取得
     const num = music1.selectedIndex;
     // 値(数値)から値(value値)を取得
     const str = music1.options[num].value;
     str2 = str.split('%', 3);
     music = str2[0]; 
     mnum = str2[1]; 
     msma = str2[2];
     console.log(music);
     init();
     };
    // start 
    function init() {
     // サイズを指定
     const width = window.innerWidth ;
     const height = window.innerHeight ;
     radius = width ;

     pxc =   0.0 ;  // for adjust 
     pyc = - 1.0 ;   // for adjust 
     pzc = - 4.0 ;   // for adjust 
    
     //  whc = 1.0 ;
     rwidth = width * 0.85 ;
     if (width <= 480) { rwidth = width * 1.0 , pxc =   1.0 , pyc = 3.0 ; } ;  // for smart phone 
     if (width / height > 1 ) {              
        radius1 = radius2 = radius3 = radius4 = radius5 = radius6 = radius7 = radius8 = radius9 = radius10 = rwidth ;
        radius11 = radius12 = radius13 = radius14 = radius15 = radius16 = radius17 = radius18 = radius19 = radius20 = rwidth ;
        radius21 = radius22 = radius23 = radius24 = radius25 = radius26 = radius27 = radius28 = radius29 = radius30 = rwidth ;
         }
       else {radius1 = radius2 = radius3 = radius4 = radius5 = radius6 = radius7 = radius8 = radius9 = radius10 = rwidth  ;
               radius11 = radius12 = radius13 = radius14 = radius15 = radius16 = radius17 = radius18 = radius19 = radius20 = rwidth ;
               radius21 = radius22 = radius23 = radius24 = radius25 = radius26 = radius27 = radius28 = radius29 = radius30 = rwidth ;
        };
     // 角度
     angle1 = angle2 = angle3 = angle4 = angle5 = angle6 = angle7 = angle8 = angle9 = angle10 = 0 ;
     angle11 = angle12 = angle13 = angle14 = angle15 = angle16 = angle17 = angle18 = angle19 = angle20 = 0 ;
     angle21 = angle22 = angle23 = angle24 = angle25 = angle26 = angle27 = angle28 = angle29 = angle30 = 0 ;

      // レンダラーを作成
     renderer = new THREE.WebGLRenderer({
        canvas: document.querySelector('#canvas3d'), alpha: true
     });
      
     // シーンを作成
     const scene = new THREE.Scene();
     // 軸表示
     // var axes = new THREE.AxesHelper(2000);
     //  scene.add(axes);

     // カメラを作成
     const cpz = 5000 ;
     const camera = new THREE.PerspectiveCamera( 45, width / height,1,100000);
     camera.lookAt(new THREE.Vector3(0, 0, 0));
     camera.position.set(0, 0, cpz);

     // geometry 作成
     szw = 1500 ;
     szh = 844 ;

     const geometry1 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry2 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry3 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry4 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry5 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry6 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry7 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry8 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry9 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry10 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry11 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry12 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry13 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry14 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry15 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry16 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry17 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry18 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry19 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry20 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry21 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry22 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry23 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry24 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry25 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry26 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry27 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry28 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry29 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry30 = new THREE.PlaneGeometry(szw,szh,1,1);

     // 画像を指定したmaterialの用意
     const loader0 = new THREE.TextureLoader();

     const texture1 = loader0.load('3dimg/P3147651.jpg' );  
     const texture2 = loader0.load('3dimg/P3240420.jpg' );   
     const texture3 = loader0.load('3dimg/P3240459.jpg' );    
     const texture4 = loader0.load('3dimg/P3240471.jpg' );     
     const texture5 = loader0.load('3dimg/P3240512.jpg' );    
     const texture6 = loader0.load('3dimg/P3240526.jpg' );  
     const texture7 = loader0.load('3dimg/P3260624.jpg' );   
     const texture8 = loader0.load('3dimg/P3260635.jpg' );    
     const texture9 = loader0.load('3dimg/P3260637.jpg' );     
     const texture10 = loader0.load('3dimg/P3280904.jpg' );    
     const texture11 = loader0.load('3dimg/P3280928.jpg' );  
     const texture12 = loader0.load('3dimg/P3280939.jpg' );   
     const texture13 = loader0.load('3dimg/P3300992.jpg' );    
     const texture14 = loader0.load('3dimg/P3311129.jpg' );     
     const texture15 = loader0.load('3dimg/P3311253.jpg' );    
     const texture16 = loader0.load('3dimg/P3311331.jpg' );  
     const texture17 = loader0.load('3dimg/P3180343.jpg' );  
     const texture18 = loader0.load('3dimg/P3301054.jpg' );  
     const texture19 = loader0.load('3dimg/P4021496.jpg' );     
     const texture20 = loader0.load('3dimg/P3311209.jpg' );    
     const texture21 = loader0.load('3dimg/P3180332.jpg' );  
     const texture22 = loader0.load('3dimg/P3240388.jpg' );   
     const texture23 = loader0.load('3dimg/P3240507.jpg' );    
     const texture24 = loader0.load('3dimg/P3260614.jpg' );     
     const texture25 = loader0.load('3dimg/P3260623.jpg' );    
     const texture26 = loader0.load('3dimg/P3280660.jpg' );  
     const texture27 = loader0.load('3dimg/P3280705.jpg' );  
     const texture28 = loader0.load('3dimg/P3300977.jpg' );  
     const texture29 = loader0.load('3dimg/P4021472.jpg' );    
     const texture30 = loader0.load('3dimg/P4021497.jpg' );     
    
     const material1 = new THREE.MeshBasicMaterial({ map: texture1 });
     const material2 = new THREE.MeshBasicMaterial({ map: texture2 });
     const material3 = new THREE.MeshBasicMaterial({ map: texture3 });
     const material4 = new THREE.MeshBasicMaterial({ map: texture4 });
     const material5 = new THREE.MeshBasicMaterial({ map: texture5 });
     const material6 = new THREE.MeshBasicMaterial({ map: texture6 });
     const material7 = new THREE.MeshBasicMaterial({ map: texture7 });
     const material8 = new THREE.MeshBasicMaterial({ map: texture8 });
     const material9 = new THREE.MeshBasicMaterial({ map: texture9 });
     const material10 = new THREE.MeshBasicMaterial({ map: texture10 });
     const material11 = new THREE.MeshBasicMaterial({ map: texture11 });
     const material12 = new THREE.MeshBasicMaterial({ map: texture12 });
     const material13 = new THREE.MeshBasicMaterial({ map: texture13 });
     const material14 = new THREE.MeshBasicMaterial({ map: texture14 });
     const material15 = new THREE.MeshBasicMaterial({ map: texture15 });
     const material16 = new THREE.MeshBasicMaterial({ map: texture16 });
     const material17 = new THREE.MeshBasicMaterial({ map: texture17 });
     const material18 = new THREE.MeshBasicMaterial({ map: texture18 });
     const material19 = new THREE.MeshBasicMaterial({ map: texture19 });
     const material20 = new THREE.MeshBasicMaterial({ map: texture20 });
     const material21 = new THREE.MeshBasicMaterial({ map: texture21 });
     const material22 = new THREE.MeshBasicMaterial({ map: texture22 });
     const material23 = new THREE.MeshBasicMaterial({ map: texture23 });
     const material24 = new THREE.MeshBasicMaterial({ map: texture24 });
     const material25 = new THREE.MeshBasicMaterial({ map: texture25 });
     const material26 = new THREE.MeshBasicMaterial({ map: texture26 });
     const material27 = new THREE.MeshBasicMaterial({ map: texture27 });
     const material28 = new THREE.MeshBasicMaterial({ map: texture28 });
     const material29 = new THREE.MeshBasicMaterial({ map: texture29 });
     const material30 = new THREE.MeshBasicMaterial({ map: texture30 });

     const mesh1 = new THREE.Mesh(geometry1, material1);
     const mesh2 = new THREE.Mesh(geometry2, material2);
     const mesh3 = new THREE.Mesh(geometry3, material3);
     const mesh4 = new THREE.Mesh(geometry4, material4);
     const mesh5 = new THREE.Mesh(geometry5, material5);
     const mesh6 = new THREE.Mesh(geometry6, material6);
     const mesh7 = new THREE.Mesh(geometry7, material7);
     const mesh8 = new THREE.Mesh(geometry8, material8);
     const mesh9 = new THREE.Mesh(geometry9, material9);
     const mesh10 = new THREE.Mesh(geometry10, material10);
     const mesh11 = new THREE.Mesh(geometry11, material11);
     const mesh12 = new THREE.Mesh(geometry12, material12);
     const mesh13 = new THREE.Mesh(geometry13, material13);
     const mesh14 = new THREE.Mesh(geometry14, material14);
     const mesh15 = new THREE.Mesh(geometry15, material15);
     const mesh16 = new THREE.Mesh(geometry16, material16);
     const mesh17 = new THREE.Mesh(geometry17, material17);
     const mesh18 = new THREE.Mesh(geometry18, material18);
     const mesh19 = new THREE.Mesh(geometry19, material19);
     const mesh20 = new THREE.Mesh(geometry20, material20);
     const mesh21 = new THREE.Mesh(geometry21, material21);
     const mesh22 = new THREE.Mesh(geometry22, material22);
     const mesh23 = new THREE.Mesh(geometry23, material23);
     const mesh24 = new THREE.Mesh(geometry24, material24);
     const mesh25 = new THREE.Mesh(geometry25, material25);
     const mesh26 = new THREE.Mesh(geometry26, material26);
     const mesh27 = new THREE.Mesh(geometry27, material27);
     const mesh28 = new THREE.Mesh(geometry28, material28);
     const mesh29 = new THREE.Mesh(geometry29, material29);
     const mesh30 = new THREE.Mesh(geometry30, material30);

     scene.add(mesh1,mesh2,mesh3,mesh4,mesh5,mesh6,mesh7,mesh8,mesh9,mesh10 );
     scene.add(mesh11,mesh12,mesh13,mesh14,mesh15,mesh16,mesh17,mesh18,mesh19,mesh20 );
     scene.add(mesh21,mesh22,mesh23,mesh24,mesh25,mesh26,mesh27,mesh28,mesh29,mesh30 );
     // 初期化のために実行
     onResize();
     // リサイズイベント発生時に実行
     window.addEventListener('resize', onResize);
     function onResize() {
     // サイズを取得
     const width = window.innerWidth;
     const height = window.innerHeight;
     // レンダラーのサイズを調整する
     renderer.setPixelRatio(window.devicePixelRatio);
     renderer.setSize(width, height);
     // カメラのアスペクト比を正す
     camera.aspect = width / height;
     camera.updateProjectionMatrix();
     };
    //    let rot = 0; // 角度
     let mouseX = 0; // マウス座標
     // マウス座標はマウスが動いた時のみ取得できる
     document.addEventListener("mousemove", (event) => {
        mouseX = event.pageX  ;
     });
 
     tick(); 

     // 毎フレーム時に実行されるループイベントです
     function tick() {
        camera.position.z = cpz + mouseX ;
       // 原点方向を見つめる
       camera.lookAt(new THREE.Vector3(0, 0, 0));
       // レンダリング
       renderer.render(scene, camera);
       requestAnimationFrame(tick);
     };
     // ----------------------------------------------------------------------------------------
     // audio loader setup 
     // AudioNodeを管理するAudioContextの生成
     // ----------------------------------------------------------------------------------------
     const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
  
     //  音声ファイルローダー
     Loader = function(url) {this.url = music };
     // XMLHttpRequestを利用して音声データ(バッファ)を読み込む。
     Loader.prototype.loadBuffer = function() {
      loader = this;
      request = new XMLHttpRequest();
      request.open('GET', this.url, true);
      request.responseType = 'arraybuffer';
      request.onload = function() {
      // 取得したデータをデコードする。
        audioCtx.decodeAudioData(this.response, function(buffer) { 
          if (!buffer) {console.log('error');return;}
          loader.playSound(buffer);  // デコードされたデータを再生する。
          }, function(error) {console.log('decodeAudioData error');
       });
      };
      request.onerror = function() {console.log('Loader: XHR error');};
      request.send(); // リクエストをサーバーに送信
      };
     // 読み込んだ音声データ(バッファ)を再生と波形データの描画を開始する。
     Loader.prototype.playSound = function(buffer) {
      const visualizer = new Visualizer(buffer);
     };
     //ビジュアライザ-
     const Visualizer = function(buffer) {
      this.sourceNode = audioCtx.createBufferSource();      // AudioBufferSourceNodeを作成
      this.sourceNode.buffer = buffer;                               // 取得した音声データ(バッファ)を音源に設定
      audiosec = parseInt(buffer.length / audioCtx.sampleRate ); // audio length second 
      this.analyserNode = audioCtx.createAnalyser();         // AnalyserNodeを作成
      this.analyserNode.fftSize = 64 ;                               // 配列サイズ
      this.freqs = new Uint8Array(this.analyserNode.frequencyBinCount);  // 周波数領域の波形データを格納する配                                                                                                            // 列を生成 
      this.sourceNode.connect(this.analyserNode);             // AudioBufferSourceNodeをAnalyserNodeに接続
      this.analyserNode.connect(audioCtx.destination);       // AnalyserNodeをAudioDestinationNodeに接続
      astime =audioCtx.currentTime;                                // 開始 タイム
      ccb = 0 ;
      this.sourceNode.start(0);                                         // 再生開始
      this.draw();                                                            // 描画開始
      this.sourceNode.onended = function() {                     // 再生終了
        endproc();
        } ;        
      document.querySelector("#push_b").addEventListener("click", ()=>{       // 停止 
        this.sourceNode.stop(0);          // 停止
       });
      };
     // animation 
     Visualizer.prototype.draw = function() {
     // 0~1まで設定でき、0に近いほど描画の更新がスムーズになり, 1に近いほど描画の更新が鈍くなる。
     this.analyserNode.smoothingTimeConstant = 0.9 ;
     actime =audioCtx.currentTime;       // 現在 タイム
     rstime = parseInt(actime - astime)  // 開始からの秒数
       if  (rstime > ccb && rstime <= audiosec ) {
        str = rstime + ' / ' + audiosec; 
        document.getElementById("msgtxt2").innerHTML = str ; 
        ccb = rstime ; 
       };     
    // FFTサイズを指定する。
    this.analyserNode.fftSize =64 ;    // for visual  min value
    // 周波数領域の波形データを引数の配列に格納するメソッド。
    // analyserNode.fftSize / 2 の要素がthis.freqsに格納される。
    this.analyserNode.getByteFrequencyData(this.freqs);
    // 配列の10個まで使う
    for (let i = 1; i <= 10 ; ++i) {
      const value = this.freqs[i]; // 配列には波形データ 0 ~ 255までの数値が格納されている。
      const pc = value /1000;  // for adjust speed 
      // 図形を動かす
      if (pc > 0){
          if ( i == 1){
            angle1 += pc ;
            mesh1.position.x =  radius1 * Math.cos(Math.PI / 180 * angle1) * pxc ;
            mesh1.position.y =  radius1 * Math.sin(Math.PI / 180 * angle1) * pyc ;
            mesh1.position.z =  radius1 * Math.cos(Math.PI / 180 * angle1 ) * pzc ;
            angle11 += pc ;
            mesh11.position.x = - radius11 * Math.cos(Math.PI / 180 * angle11 ) * pxc ;
            mesh11.position.y = radius11 * Math.sin(Math.PI / 180 * angle11 ) * pyc ;
            mesh11.position.z =   radius11 * Math.cos(Math.PI / 180 * angle11 ) * pzc ;
            angle21 += pc ;
            mesh21.position.x = radius21 * Math.cos(Math.PI / 180 * angle21 ) * pxc ;  
            mesh21.position.y = - radius21 * Math.sin(Math.PI / 180 * angle21 ) * pyc ;
            mesh21.position.z = radius21 * Math.cos(Math.PI / 180 * angle21 ) * pzc ;
          } else if ( i == 2) {
            angle2 += pc ;
            mesh2.position.x =  radius2 * Math.cos(Math.PI / 180 * angle2 ) * pxc ;
            mesh2.position.y =  radius2 * Math.sin(Math.PI / 180 * angle2 ) * pyc ;
            mesh2.position.z =  radius2 * Math.cos(Math.PI / 180 * angle2 ) * pzc ;
            angle12 += pc ;
            mesh12.position.x = - radius12 * Math.cos(Math.PI / 180 * angle12 ) * pxc ;
            mesh12.position.y =  radius12 * Math.sin(Math.PI / 180 * angle12 ) * pyc ;
            mesh12.position.z =  radius12 * Math.cos(Math.PI / 180 * angle12 ) * pzc ;
            angle22 += pc ;
            mesh22.position.x = radius22 * Math.cos(Math.PI / 180 * angle22 ) * pxc ;
            mesh22.position.y = - radius22 * Math.sin(Math.PI / 180 * angle22 ) * pyc ;
            mesh22.position.z = radius22 * Math.cos(Math.PI / 180 * angle22 ) * pzc ;
          } else if ( i == 3) {
            angle3 += pc ;
            mesh3.position.x =  radius3 * Math.cos(Math.PI / 180 * angle3 ) * pxc ;
            mesh3.position.y =  radius3 * Math.sin(Math.PI / 180 * angle3 ) * pyc ;
            mesh3.position.z =  radius3 * Math.cos(Math.PI / 180 * angle3 ) * pzc ;
            angle13 += pc ;
            mesh13.position.x = - radius13 * Math.cos(Math.PI / 180 * angle13 ) * pxc ;
            mesh13.position.y =  radius13 * Math.sin(Math.PI / 180 * angle13 ) * pyc ;
            mesh13.position.z =  radius13 * Math.cos(Math.PI / 180 * angle13 ) * pzc ;
            angle23 += pc ;
            mesh23.position.x = radius23 * Math.cos(Math.PI / 180 * angle23 ) * pxc ;
            mesh23.position.y = - radius23 * Math.sin(Math.PI / 180 * angle23 ) * pyc ;
            mesh23.position.z = radius23 * Math.cos(Math.PI / 180 * angle23 ) * pzc ;
          } else if ( i == 4) {
            angle4 += pc ;
            mesh4.position.x =  radius4 * Math.cos(Math.PI / 180 * angle4 ) * pxc ;
            mesh4.position.y =  radius4 * Math.sin(Math.PI / 180 * angle4) * pyc ;
            mesh4.position.z =  radius4 * Math.cos(Math.PI / 180 * angle4 ) * pzc ;
            angle14 += pc ;
            mesh14.position.x = - radius14 * Math.cos(Math.PI / 180 * angle14 ) * pxc ;
            mesh14.position.y =  radius14 * Math.sin(Math.PI / 180 * angle14 ) * pyc ;
            mesh14.position.z =  radius14 * Math.cos(Math.PI / 180 * angle14 ) * pzc ;
            angle24 += pc ;
            mesh24.position.x = radius24 * Math.cos(Math.PI / 180 * angle24 ) * pxc ;
            mesh24.position.y = - radius24 * Math.sin(Math.PI / 180 * angle24 ) * pyc ;
            mesh24.position.z = radius24 * Math.cos(Math.PI / 180 * angle24 ) * pzc ;
          } else if ( i == 5 ) {
            angle5 += pc ;
            mesh5.position.x = radius5 * Math.cos(Math.PI / 180 * angle5 ) * pxc ;
            mesh5.position.y = radius5 * Math.sin(Math.PI / 180 * angle5 ) * pyc ;
            mesh5.position.z = radius5 * Math.cos(Math.PI / 180 * angle5 ) * pzc ;
            angle15 += pc ;
            mesh15.position.x = - radius15 * Math.cos(Math.PI / 180 * angle15 ) * pxc ;
            mesh15.position.y =   radius15 * Math.sin(Math.PI / 180 * angle15 ) * pyc ;
            mesh15.position.z =   radius15 * Math.cos(Math.PI / 180 * angle15 ) * pzc ;
            angle25 += pc ;
            mesh25.position.x = radius25 * Math.cos(Math.PI / 180 * angle25 ) * pxc ;
            mesh25.position.y = - radius25 * Math.sin(Math.PI / 180 * angle25 ) * pyc ;
            mesh25.position.z = radius25 *  Math.cos(Math.PI / 180 * angle25 ) * pzc ;
          } else if ( i == 6 ) {
            angle6 += pc ;
            mesh6.position.x =  radius6 * Math.cos(Math.PI / 180 * angle6 ) * pxc ;
            mesh6.position.y =  radius6 * Math.sin(Math.PI / 180 * angle6 ) * pyc ;
            mesh6.position.z =  radius6 * Math.cos(Math.PI / 180 * angle6 ) * pzc ;       
            angle16 += pc ;   
            mesh16.position.x = - radius16 * Math.cos(Math.PI / 180 * angle16 ) * pxc ;
            mesh16.position.y =   radius16 * Math.sin(Math.PI / 180 * angle16 )  * pyc;
            mesh16.position.z =   radius16 * Math.cos(Math.PI / 180 * angle16 ) * pzc ;
            angle26 += pc ;
            mesh26.position.x =  radius26 * Math.cos(Math.PI / 180 * angle26 ) * pxc ;
            mesh26.position.y =  - radius26 * Math.sin(Math.PI / 180 * angle26 ) * pyc ;
            mesh26.position.z =  radius26 * Math.cos(Math.PI / 180 * angle26 ) * pzc ;       
          } else if ( i == 7) {
            angle7 += pc ;
            mesh7.position.x = radius7 * Math.cos(Math.PI / 180 * angle7 ) * pxc ;
            mesh7.position.y = radius7 * Math.sin(Math.PI / 180 * angle7 )  * pyc ;
            mesh7.position.z = radius7 * Math.cos(Math.PI / 180 * angle7 )  * pzc ;
            angle17 += pc ;
            mesh17.position.x = - radius17 * Math.cos(Math.PI / 180 * angle17 ) * pxc ;
            mesh17.position.y =  radius17 * Math.sin(Math.PI / 180 * angle17 )  * pyc ;
            mesh17.position.z =  radius17 * Math.cos(Math.PI / 180 * angle17 )  * pzc ;
            angle27 += pc ;
            mesh27.position.x = radius27 * Math.cos(Math.PI / 180 * angle27 ) * pxc ;
            mesh27.position.y = - radius27 * Math.sin(Math.PI / 180 * angle27 ) * pyc ;
            mesh27.position.z = radius27 * Math.cos(Math.PI / 180 * angle27 )  * pzc ;
          } else if ( i == 8) {
            angle8 += pc ;
            mesh8.position.x = radius8 * Math.cos(Math.PI / 180 * angle8 ) * pxc ;
            mesh8.position.y = radius8 * Math.sin(Math.PI / 180 * angle8 ) * pyc ;
            mesh8.position.z = radius8 * Math.cos(Math.PI / 180 * angle8 ) * pzc ;
            angle18 += pc ;
            mesh18.position.x = - radius18 * Math.cos(Math.PI / 180 * angle18 ) * pxc ;
            mesh18.position.y =   radius18 * Math.sin(Math.PI / 180 * angle18 ) * pyc ;
            mesh18.position.z =   radius18 * Math.cos(Math.PI / 180 * angle18 ) * pzc ;
            angle28 += pc ;
            mesh28.position.x = radius28 * Math.cos(Math.PI / 180 * angle28 ) * pxc ;
            mesh28.position.y = - radius28 * Math.sin(Math.PI / 180 * angle28 ) * pyc ;
            mesh28.position.z = radius28 * Math.cos(Math.PI / 180 * angle28 ) * pzc ;
          } else if ( i == 9 ) {
            angle9 += pc ;
            mesh9.position.x = radius9 * Math.cos(Math.PI / 180 * angle9 ) * pxc ;
            mesh9.position.y = radius9 * Math.sin(Math.PI / 180 * angle9 )  * pyc ;
            mesh9.position.z = radius9 * Math.cos(Math.PI / 180 * angle9 )  * pzc ;
            angle19 += pc ;
            mesh19.position.x = - radius19 * Math.cos(Math.PI / 180 * angle19 ) * pxc ;
            mesh19.position.y =   radius19 * Math.sin(Math.PI / 180 * angle19 ) * pyc;
            mesh19.position.z =   radius19 * Math.cos(Math.PI / 180 * angle19 ) * pzc ;
            angle29 += pc ;
            mesh29.position.x = radius29 * Math.cos(Math.PI / 180 * angle29 ) * pxc ;
            mesh29.position.y = - radius29 * Math.sin(Math.PI / 180 * angle29 )  * pyc ;
            mesh29.position.z = radius29 * Math.cos(Math.PI / 180 * angle29 )  * pzc ;
          } else if ( i == 10) {
            angle10 += pc ;
            mesh10.position.x = radius10 * Math.cos(Math.PI / 180 * angle10 ) * pxc ;
            mesh10.position.y = radius10 * Math.sin(Math.PI / 180 * angle10 ) * pyc ;
            mesh10.position.z = radius10 * Math.cos(Math.PI / 180 * angle10 ) * pzc ;
            angle20 += pc ;
            mesh20.position.x = - radius20 * Math.cos(Math.PI / 180 * angle20 ) * pxc ;
            mesh20.position.y =  radius20 * Math.sin(Math.PI / 180 * angle20 ) * pyc ;
            mesh20.position.z =    radius20 * Math.cos(Math.PI / 180 * angle20 ) * pzc ;
            angle30 += pc ;
            mesh30.position.x = radius30 * Math.cos(Math.PI / 180 * angle30 ) * pxc ;
            mesh30.position.y = - radius30 * Math.sin(Math.PI / 180 * angle30 ) * pyc ;
            mesh30.position.z = radius30 * Math.cos(Math.PI / 180 * angle30 ) * pzc ;
          };
       };  // pc > 0 end
     };
     renderer.render(scene, camera); // レンダリング
     myreq = window.requestAnimationFrame(this.draw.bind(this)); // req id 
     document.querySelector("#push_b").addEventListener("click", ()=>{
        window.cancelAnimationFrame(myreq);    // stop animation
     });
    }; // draw end

    // resume  
     const eventName = typeof document.ontouchend !== 'undefined' ? 'touchend' : 'mouseup';
     document.addEventListener(eventName, initAudioContext);
     function initAudioContext(){
        document.removeEventListener(eventName, initAudioContext);
        audioCtx.resume();      // wake up AudioContext
     }
     // requestAnimationFrameを多くのブラウザで利用するためにprefixの記載
     const setUpRAF = function() {
     const requestAnimationFrame = window.requestAnimationFrame ||
                                   window.mozRequestAnimationFrame ||
                                   window.webkitRequestAnimationFrame ||
                                   window.msRequestAnimationFrame;
        window.requestAnimationFrame = requestAnimationFrame;
     };
     setUpRAF();
     let loader = new Loader(music);
     loader.loadBuffer();
     // end 処理
     function endproc() {
      document.getElementById("msgtxt2").textContent = "終りました。"; 
        mesh1.position.x = radius * Math.sin((1/30) * Math.PI*2);
        mesh1.position.y = radius * Math.cos((1/30) * Math.PI*2);
        mesh1.position.z = 0 ;
        mesh2.position.x = radius * Math.sin((2/30) * Math.PI*2);
        mesh2.position.y = radius * Math.cos((2/30) * Math.PI*2);
        mesh2.position.z = 0 ;
        mesh3.position.x = radius * Math.sin((3/30) * Math.PI*2);
        mesh3.position.y = radius * Math.cos((3/30) * Math.PI*2);
        mesh3.position.z = 0 ;
        mesh4.position.x = radius * Math.sin((4/30) * Math.PI*2);
        mesh4.position.y = radius * Math.cos((4/30) * Math.PI*2);
        mesh4.position.z = 0 ;
        mesh5.position.x = radius * Math.sin((5/30) * Math.PI*2);
        mesh5.position.y = radius * Math.cos((5/30) * Math.PI*2);
        mesh5.position.z = 0 ;
        mesh6.position.x = radius * Math.sin((6/30) * Math.PI*2);
        mesh6.position.y = radius * Math.cos((6/30) * Math.PI*2);
        mesh6.position.z = 0 ;
        mesh7.position.x = radius * Math.sin((7/30) * Math.PI*2);
        mesh7.position.y = radius * Math.cos((7/30) * Math.PI*2);
        mesh7.position.z = 0 ;
        mesh8.position.x = radius * Math.sin((8/30) * Math.PI*2);
        mesh8.position.y = radius * Math.cos((8/30) * Math.PI*2);
        mesh8.position.z = 0 ;
        mesh9.position.x = radius * Math.sin((9/30) * Math.PI*2);
        mesh9.position.y = radius * Math.cos((9/30) * Math.PI*2);
        mesh9.position.z = 0 ;
        mesh10.position.x = radius * Math.sin((10/30) * Math.PI*2);
        mesh10.position.y = radius * Math.cos((10/30) * Math.PI*2);
        mesh10.position.z = 0 ;
        mesh11.position.x = radius * Math.sin((11/30) * Math.PI*2);
        mesh11.position.y = radius * Math.cos((11/30) * Math.PI*2);
        mesh11.position.z = 0 ;
        mesh12.position.x = radius * Math.sin((12/30) * Math.PI*2);
        mesh12.position.y = radius * Math.cos((12/30) * Math.PI*2);
        mesh12.position.z = 0 ;
        mesh13.position.x = radius * Math.sin((13/30) * Math.PI*2);
        mesh13.position.y = radius * Math.cos((13/30) * Math.PI*2);
        mesh13.position.z = 0 ;
        mesh14.position.x = radius * Math.sin((14/30) * Math.PI*2);
        mesh14.position.y = radius * Math.cos((14/30) * Math.PI*2);
        mesh14.position.z = 0 ;
        mesh15.position.x = radius * Math.sin((15/30) * Math.PI*2);
        mesh15.position.y = radius * Math.cos((15/30) * Math.PI*2);
        mesh15.position.z = 0 ;
        mesh16.position.x = radius * Math.sin((16/30) * Math.PI*2);
        mesh16.position.y = radius * Math.cos((16/30) * Math.PI*2);
        mesh16.position.z = 0 ;
        mesh17.position.x = radius * Math.sin((17/30) * Math.PI*2);
        mesh17.position.y = radius * Math.cos((17/30) * Math.PI*2);
        mesh17.position.z = 0 ;
        mesh18.position.x = radius * Math.sin((18/30) * Math.PI*2);
        mesh18.position.y = radius * Math.cos((18/30) * Math.PI*2);
        mesh18.position.z = 0 ;
        mesh19.position.x = radius * Math.sin((19/30) * Math.PI*2);
        mesh19.position.y = radius * Math.cos((19/30) * Math.PI*2);
        mesh19.position.z = 0 ;
        mesh20.position.x = radius * Math.sin((20/30) * Math.PI*2);
        mesh20.position.y = radius * Math.cos((20/30) * Math.PI*2);
        mesh20.position.z = 0 ;
        mesh21.position.x = radius * Math.sin((21/30) * Math.PI*2);
        mesh21.position.y = radius * Math.cos((21/30) * Math.PI*2);
        mesh21.position.z = 0 ;
        mesh22.position.x = radius * Math.sin((22/30) * Math.PI*2);
        mesh22.position.y = radius * Math.cos((22/30) * Math.PI*2);
        mesh22.position.z = 0 ;
        mesh23.position.x = radius * Math.sin((23/30) * Math.PI*2);
        mesh23.position.y = radius * Math.cos((23/30) * Math.PI*2);
        mesh23.position.z = 0 ;
        mesh24.position.x = radius * Math.sin((24/30) * Math.PI*2);
        mesh24.position.y = radius * Math.cos((24/30) * Math.PI*2);
        mesh24.position.z = 0 ;
        mesh25.position.x = radius * Math.sin((25/30) * Math.PI*2);
        mesh25.position.y = radius * Math.cos((25/30) * Math.PI*2);
        mesh25.position.z = 0 ;
        mesh26.position.x = radius * Math.sin((26/30) * Math.PI*2);
        mesh26.position.y = radius * Math.cos((26/30) * Math.PI*2);
        mesh26.position.z = 0 ;
        mesh27.position.x = radius * Math.sin((27/30) * Math.PI*2);
        mesh27.position.y = radius * Math.cos((27/30) * Math.PI*2);
        mesh27.position.z = 0 ;
        mesh28.position.x = radius * Math.sin((28/30) * Math.PI*2);
        mesh28.position.y = radius * Math.cos((28/30) * Math.PI*2);
        mesh28.position.z = 0 ;
        mesh29.position.x = radius * Math.sin((29/30) * Math.PI*2);
        mesh29.position.y = radius * Math.cos((29/30) * Math.PI*2);
        mesh29.position.z = 0 ;
        mesh30.position.x = radius * Math.sin((30/30) * Math.PI*2);
        mesh30.position.y = radius * Math.cos((30/30) * Math.PI*2);
        mesh30.position.z = 0 ;
      };

    }; // init



~ここから3dsakura2021.jsを分けて説明~

3dsakura2021.js ①

ここではthree.jsを使って3Dオブジェクトを定義する


// -----------------------
    function clickBtn1(){
     const music1 = document.form1.music1;
     // 値(数値)を取得
     const num = music1.selectedIndex;
     // 値(数値)から値(value値)を取得
     const str = music1.options[num].value;
     str2 = str.split('%', 3);
     music = str2[0]; 
     mnum = str2[1]; 
     msma = str2[2];
     console.log(music);
     init();
     };
    // start 
    function init() {
     // サイズを指定
     const width = window.innerWidth ;
     const height = window.innerHeight ;
     radius = width ;

     pxc =   0.0 ;  // for adjust 
     pyc = - 1.0 ;   // for adjust 
     pzc = - 4.0 ;   // for adjust 
    
     //  whc = 1.0 ;
     rwidth = width * 0.85 ;
     if (width <= 480) { rwidth = width * 1.0 , pxc =   1.0 , pyc = 3.0 ; } ;  // for smart phone 
     if (width / height > 1 ) {              
        radius1 = radius2 = radius3 = radius4 = radius5 = radius6 = radius7 = radius8 = radius9 = radius10 = rwidth ;
        radius11 = radius12 = radius13 = radius14 = radius15 = radius16 = radius17 = radius18 = radius19 = radius20 = rwidth ;
        radius21 = radius22 = radius23 = radius24 = radius25 = radius26 = radius27 = radius28 = radius29 = radius30 = rwidth ;
         }
       else {radius1 = radius2 = radius3 = radius4 = radius5 = radius6 = radius7 = radius8 = radius9 = radius10 = rwidth  ;
               radius11 = radius12 = radius13 = radius14 = radius15 = radius16 = radius17 = radius18 = radius19 = radius20 = rwidth ;
               radius21 = radius22 = radius23 = radius24 = radius25 = radius26 = radius27 = radius28 = radius29 = radius30 = rwidth ;
        };
     // 角度
     angle1 = angle2 = angle3 = angle4 = angle5 = angle6 = angle7 = angle8 = angle9 = angle10 = 0 ;
     angle11 = angle12 = angle13 = angle14 = angle15 = angle16 = angle17 = angle18 = angle19 = angle20 = 0 ;
     angle21 = angle22 = angle23 = angle24 = angle25 = angle26 = angle27 = angle28 = angle29 = angle30 = 0 ;

      // レンダラーを作成
     renderer = new THREE.WebGLRenderer({
        canvas: document.querySelector('#canvas3d'), alpha: true
     });
      
     // シーンを作成
     const scene = new THREE.Scene();
     // 軸表示
     // var axes = new THREE.AxesHelper(2000);
     //  scene.add(axes);

     // カメラを作成
     const cpz = 5000 ;
     const camera = new THREE.PerspectiveCamera( 45, width / height,1,100000);
     camera.lookAt(new THREE.Vector3(0, 0, 0));
     camera.position.set(0, 0, cpz);

     // geometry 作成
     szw = 1500 ;
     szh = 844 ;

     const geometry1 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry2 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry3 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry4 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry5 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry6 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry7 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry8 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry9 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry10 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry11 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry12 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry13 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry14 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry15 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry16 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry17 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry18 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry19 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry20 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry21 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry22 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry23 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry24 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry25 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry26 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry27 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry28 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry29 = new THREE.PlaneGeometry(szw,szh,1,1);
     const geometry30 = new THREE.PlaneGeometry(szw,szh,1,1);

     // 画像を指定したmaterialの用意
     const loader0 = new THREE.TextureLoader();

     const texture1 = loader0.load('3dimg/P3147651.jpg' );  
     const texture2 = loader0.load('3dimg/P3240420.jpg' );   
     const texture3 = loader0.load('3dimg/P3240459.jpg' );    
     const texture4 = loader0.load('3dimg/P3240471.jpg' );     
     const texture5 = loader0.load('3dimg/P3240512.jpg' );    
     const texture6 = loader0.load('3dimg/P3240526.jpg' );  
     const texture7 = loader0.load('3dimg/P3260624.jpg' );   
     const texture8 = loader0.load('3dimg/P3260635.jpg' );    
     const texture9 = loader0.load('3dimg/P3260637.jpg' );     
     const texture10 = loader0.load('3dimg/P3280904.jpg' );    
     const texture11 = loader0.load('3dimg/P3280928.jpg' );  
     const texture12 = loader0.load('3dimg/P3280939.jpg' );   
     const texture13 = loader0.load('3dimg/P3300992.jpg' );    
     const texture14 = loader0.load('3dimg/P3311129.jpg' );     
     const texture15 = loader0.load('3dimg/P3311253.jpg' );    
     const texture16 = loader0.load('3dimg/P3311331.jpg' );  
     const texture17 = loader0.load('3dimg/P3180343.jpg' );  
     const texture18 = loader0.load('3dimg/P3301054.jpg' );  
     const texture19 = loader0.load('3dimg/P4021496.jpg' );     
     const texture20 = loader0.load('3dimg/P3311209.jpg' );    
     const texture21 = loader0.load('3dimg/P3180332.jpg' );  
     const texture22 = loader0.load('3dimg/P3240388.jpg' );   
     const texture23 = loader0.load('3dimg/P3240507.jpg' );    
     const texture24 = loader0.load('3dimg/P3260614.jpg' );     
     const texture25 = loader0.load('3dimg/P3260623.jpg' );    
     const texture26 = loader0.load('3dimg/P3280660.jpg' );  
     const texture27 = loader0.load('3dimg/P3280705.jpg' );  
     const texture28 = loader0.load('3dimg/P3300977.jpg' );  
     const texture29 = loader0.load('3dimg/P4021472.jpg' );    
     const texture30 = loader0.load('3dimg/P4021497.jpg' );     
    
     const material1 = new THREE.MeshBasicMaterial({ map: texture1 });
     const material2 = new THREE.MeshBasicMaterial({ map: texture2 });
     const material3 = new THREE.MeshBasicMaterial({ map: texture3 });
     const material4 = new THREE.MeshBasicMaterial({ map: texture4 });
     const material5 = new THREE.MeshBasicMaterial({ map: texture5 });
     const material6 = new THREE.MeshBasicMaterial({ map: texture6 });
     const material7 = new THREE.MeshBasicMaterial({ map: texture7 });
     const material8 = new THREE.MeshBasicMaterial({ map: texture8 });
     const material9 = new THREE.MeshBasicMaterial({ map: texture9 });
     const material10 = new THREE.MeshBasicMaterial({ map: texture10 });
     const material11 = new THREE.MeshBasicMaterial({ map: texture11 });
     const material12 = new THREE.MeshBasicMaterial({ map: texture12 });
     const material13 = new THREE.MeshBasicMaterial({ map: texture13 });
     const material14 = new THREE.MeshBasicMaterial({ map: texture14 });
     const material15 = new THREE.MeshBasicMaterial({ map: texture15 });
     const material16 = new THREE.MeshBasicMaterial({ map: texture16 });
     const material17 = new THREE.MeshBasicMaterial({ map: texture17 });
     const material18 = new THREE.MeshBasicMaterial({ map: texture18 });
     const material19 = new THREE.MeshBasicMaterial({ map: texture19 });
     const material20 = new THREE.MeshBasicMaterial({ map: texture20 });
     const material21 = new THREE.MeshBasicMaterial({ map: texture21 });
     const material22 = new THREE.MeshBasicMaterial({ map: texture22 });
     const material23 = new THREE.MeshBasicMaterial({ map: texture23 });
     const material24 = new THREE.MeshBasicMaterial({ map: texture24 });
     const material25 = new THREE.MeshBasicMaterial({ map: texture25 });
     const material26 = new THREE.MeshBasicMaterial({ map: texture26 });
     const material27 = new THREE.MeshBasicMaterial({ map: texture27 });
     const material28 = new THREE.MeshBasicMaterial({ map: texture28 });
     const material29 = new THREE.MeshBasicMaterial({ map: texture29 });
     const material30 = new THREE.MeshBasicMaterial({ map: texture30 });

     const mesh1 = new THREE.Mesh(geometry1, material1);
     const mesh2 = new THREE.Mesh(geometry2, material2);
     const mesh3 = new THREE.Mesh(geometry3, material3);
     const mesh4 = new THREE.Mesh(geometry4, material4);
     const mesh5 = new THREE.Mesh(geometry5, material5);
     const mesh6 = new THREE.Mesh(geometry6, material6);
     const mesh7 = new THREE.Mesh(geometry7, material7);
     const mesh8 = new THREE.Mesh(geometry8, material8);
     const mesh9 = new THREE.Mesh(geometry9, material9);
     const mesh10 = new THREE.Mesh(geometry10, material10);
     const mesh11 = new THREE.Mesh(geometry11, material11);
     const mesh12 = new THREE.Mesh(geometry12, material12);
     const mesh13 = new THREE.Mesh(geometry13, material13);
     const mesh14 = new THREE.Mesh(geometry14, material14);
     const mesh15 = new THREE.Mesh(geometry15, material15);
     const mesh16 = new THREE.Mesh(geometry16, material16);
     const mesh17 = new THREE.Mesh(geometry17, material17);
     const mesh18 = new THREE.Mesh(geometry18, material18);
     const mesh19 = new THREE.Mesh(geometry19, material19);
     const mesh20 = new THREE.Mesh(geometry20, material20);
     const mesh21 = new THREE.Mesh(geometry21, material21);
     const mesh22 = new THREE.Mesh(geometry22, material22);
     const mesh23 = new THREE.Mesh(geometry23, material23);
     const mesh24 = new THREE.Mesh(geometry24, material24);
     const mesh25 = new THREE.Mesh(geometry25, material25);
     const mesh26 = new THREE.Mesh(geometry26, material26);
     const mesh27 = new THREE.Mesh(geometry27, material27);
     const mesh28 = new THREE.Mesh(geometry28, material28);
     const mesh29 = new THREE.Mesh(geometry29, material29);
     const mesh30 = new THREE.Mesh(geometry30, material30);

     scene.add(mesh1,mesh2,mesh3,mesh4,mesh5,mesh6,mesh7,mesh8,mesh9,mesh10 );
     scene.add(mesh11,mesh12,mesh13,mesh14,mesh15,mesh16,mesh17,mesh18,mesh19,mesh20 );
     scene.add(mesh21,mesh22,mesh23,mesh24,mesh25,mesh26,mesh27,mesh28,mesh29,mesh30 );
     // 初期化のために実行
     onResize();
     // リサイズイベント発生時に実行
     window.addEventListener('resize', onResize);
     function onResize() {
     // サイズを取得
     const width = window.innerWidth;
     const height = window.innerHeight;
     // レンダラーのサイズを調整する
     renderer.setPixelRatio(window.devicePixelRatio);
     renderer.setSize(width, height);
     // カメラのアスペクト比を正す
     camera.aspect = width / height;
     camera.updateProjectionMatrix();
     };
    //    let rot = 0; // 角度
     let mouseX = 0; // マウス座標
     // マウス座標はマウスが動いた時のみ取得できる
     document.addEventListener("mousemove", (event) => {
        mouseX = event.pageX  ;
     });
 
     tick(); 

     // 毎フレーム時に実行されるループイベントです
     function tick() {
       camera.position.z = cpz + mouseX ;
       // 原点方向を見つめる
       camera.lookAt(new THREE.Vector3(0, 0, 0));
       // レンダリング
       renderer.render(scene, camera);
       requestAnimationFrame(tick);
     };

3dsakura2021.js ②

XMLHttpRequestで音声データ(バッファ)を読み込み処理する。


     // ----------------------------------------------------------------------------------------
     // audio loader setup 
     // AudioNodeを管理するAudioContextの生成
     // ----------------------------------------------------------------------------------------
     const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
  
     //  音声ファイルローダー
     Loader = function(url) {this.url = music };
     // XMLHttpRequestを利用して音声データ(バッファ)を読み込む。
     Loader.prototype.loadBuffer = function() {
      loader = this;
      request = new XMLHttpRequest();
      request.open('GET', this.url, true);
      request.responseType = 'arraybuffer';
      request.onload = function() {
      // 取得したデータをデコードする。
        audioCtx.decodeAudioData(this.response, function(buffer) { 
          if (!buffer) {console.log('error');return;}
          loader.playSound(buffer);  // デコードされたデータを再生する。
          }, function(error) {console.log('decodeAudioData error');
       });
      };
      request.onerror = function() {console.log('Loader: XHR error');};
      request.send(); // リクエストをサーバーに送信
      };

3dsakura2021.js ③

audioデータを周波数領域に変換して配列で処理する


     // 読み込んだ音声データ(バッファ)を再生と波形データの描画を開始する。
     Loader.prototype.playSound = function(buffer) {
      const visualizer = new Visualizer(buffer);
     };
     //ビジュアライザ-
     const Visualizer = function(buffer) {
      this.sourceNode = audioCtx.createBufferSource();      // AudioBufferSourceNodeを作成
      this.sourceNode.buffer = buffer;                               // 取得した音声データ(バッファ)を音源に設定
      audiosec = parseInt(buffer.length / audioCtx.sampleRate ); // audio length second 
      this.analyserNode = audioCtx.createAnalyser();         // AnalyserNodeを作成
      this.analyserNode.fftSize = 64 ;                                // 配列サイズ
      this.freqs = new Uint8Array(this.analyserNode.frequencyBinCount);  // 周波数領域の波形データを格納する配列を生成
      this.sourceNode.connect(this.analyserNode);             // AudioBufferSourceNodeをAnalyserNodeに接続
      this.analyserNode.connect(audioCtx.destination);       // AnalyserNodeをAudioDestinationNodeに接続
      astime =audioCtx.currentTime;                                // 開始 タイム
      ccb = 0 ;
      this.sourceNode.start(0);                                         // オーディオバッファの再生をスケジュール
      this.draw();                                                            // 描画開始
      this.sourceNode.onended = function() {                     // 再生終了
        endproc();
        } ;        
      document.querySelector("#push_b").addEventListener("click", ()=>{       // 停止 
        this.sourceNode.stop(0);          // 停止
       });
      };

3dsakura2021.js ④

周波数ごとに変換された(FFT)データを使って図形を動かす


     // animation 
     Visualizer.prototype.draw = function() {
     // 0~1まで設定でき、0に近いほど描画の更新がスムーズになり, 1に近いほど描画の更新が鈍くなる。
     this.analyserNode.smoothingTimeConstant = 0.9 ;
     actime =audioCtx.currentTime;       // 現在 タイム
     rstime = parseInt(actime - astime)  // 開始からの秒数
       if  (rstime > ccb && rstime <= audiosec ) {
        str = rstime + ' / ' + audiosec; 
        document.getElementById("msgtxt2").innerHTML = str ; 
        ccb = rstime ; 
       };     
    // 周波数領域の波形データを引数の配列に格納するメソッド。
    // analyserNode.fftSize / 2 の要素がthis.freqsに格納される。
    this.analyserNode.getByteFrequencyData(this.freqs);
    // 配列の10個まで使う
    for (let i = 1; i <= 10 ; ++i) {
      const value = this.freqs[i]; // 配列には波形データ 0 ~ 255までの数値が格納されている。
      const pc = value /1000;  // for adjust speed 
      // 図形を動かす
      if (pc > 0){
          if ( i == 1){
            angle1 += pc ;
            mesh1.position.x =  radius1 * Math.cos(Math.PI / 180 * angle1) * pxc ;
            mesh1.position.y =  radius1 * Math.sin(Math.PI / 180 * angle1) * pyc ;
            mesh1.position.z =  radius1 * Math.cos(Math.PI / 180 * angle1 ) * pzc ;
            angle11 += pc ;
            mesh11.position.x = - radius11 * Math.cos(Math.PI / 180 * angle11 ) * pxc ;
            mesh11.position.y = radius11 * Math.sin(Math.PI / 180 * angle11 ) * pyc ;
            mesh11.position.z =   radius11 * Math.cos(Math.PI / 180 * angle11 ) * pzc ;
            angle21 += pc ;
            mesh21.position.x = radius21 * Math.cos(Math.PI / 180 * angle21 ) * pxc ;  
            mesh21.position.y = - radius21 * Math.sin(Math.PI / 180 * angle21 ) * pyc ;
            mesh21.position.z = radius21 * Math.cos(Math.PI / 180 * angle21 ) * pzc ;
          } else if ( i == 2) {
            angle2 += pc ;
            mesh2.position.x =  radius2 * Math.cos(Math.PI / 180 * angle2 ) * pxc ;
            mesh2.position.y =  radius2 * Math.sin(Math.PI / 180 * angle2 ) * pyc ;
            mesh2.position.z =  radius2 * Math.cos(Math.PI / 180 * angle2 ) * pzc ;
            angle12 += pc ;
            mesh12.position.x = - radius12 * Math.cos(Math.PI / 180 * angle12 ) * pxc ;
            mesh12.position.y =  radius12 * Math.sin(Math.PI / 180 * angle12 ) * pyc ;
            mesh12.position.z =  radius12 * Math.cos(Math.PI / 180 * angle12 ) * pzc ;
            angle22 += pc ;
            mesh22.position.x = radius22 * Math.cos(Math.PI / 180 * angle22 ) * pxc ;
            mesh22.position.y = - radius22 * Math.sin(Math.PI / 180 * angle22 ) * pyc ;
            mesh22.position.z = radius22 * Math.cos(Math.PI / 180 * angle22 ) * pzc ;
          } else if ( i == 3) {
            angle3 += pc ;
            mesh3.position.x =  radius3 * Math.cos(Math.PI / 180 * angle3 ) * pxc ;
            mesh3.position.y =  radius3 * Math.sin(Math.PI / 180 * angle3 ) * pyc ;
            mesh3.position.z =  radius3 * Math.cos(Math.PI / 180 * angle3 ) * pzc ;
            angle13 += pc ;
            mesh13.position.x = - radius13 * Math.cos(Math.PI / 180 * angle13 ) * pxc ;
            mesh13.position.y =  radius13 * Math.sin(Math.PI / 180 * angle13 ) * pyc ;
            mesh13.position.z =  radius13 * Math.cos(Math.PI / 180 * angle13 ) * pzc ;
            angle23 += pc ;
            mesh23.position.x = radius23 * Math.cos(Math.PI / 180 * angle23 ) * pxc ;
            mesh23.position.y = - radius23 * Math.sin(Math.PI / 180 * angle23 ) * pyc ;
            mesh23.position.z = radius23 * Math.cos(Math.PI / 180 * angle23 ) * pzc ;
          } else if ( i == 4) {
            angle4 += pc ;
            mesh4.position.x =  radius4 * Math.cos(Math.PI / 180 * angle4 ) * pxc ;
            mesh4.position.y =  radius4 * Math.sin(Math.PI / 180 * angle4) * pyc ;
            mesh4.position.z =  radius4 * Math.cos(Math.PI / 180 * angle4 ) * pzc ;
            angle14 += pc ;
            mesh14.position.x = - radius14 * Math.cos(Math.PI / 180 * angle14 ) * pxc ;
            mesh14.position.y =  radius14 * Math.sin(Math.PI / 180 * angle14 ) * pyc ;
            mesh14.position.z =  radius14 * Math.cos(Math.PI / 180 * angle14 ) * pzc ;
            angle24 += pc ;
            mesh24.position.x = radius24 * Math.cos(Math.PI / 180 * angle24 ) * pxc ;
            mesh24.position.y = - radius24 * Math.sin(Math.PI / 180 * angle24 ) * pyc ;
            mesh24.position.z = radius24 * Math.cos(Math.PI / 180 * angle24 ) * pzc ;
          } else if ( i == 5 ) {
            angle5 += pc ;
            mesh5.position.x = radius5 * Math.cos(Math.PI / 180 * angle5 ) * pxc ;
            mesh5.position.y = radius5 * Math.sin(Math.PI / 180 * angle5 ) * pyc ;
            mesh5.position.z = radius5 * Math.cos(Math.PI / 180 * angle5 ) * pzc ;
            angle15 += pc ;
            mesh15.position.x = - radius15 * Math.cos(Math.PI / 180 * angle15 ) * pxc ;
            mesh15.position.y =   radius15 * Math.sin(Math.PI / 180 * angle15 ) * pyc ;
            mesh15.position.z =   radius15 * Math.cos(Math.PI / 180 * angle15 ) * pzc ;
            angle25 += pc ;
            mesh25.position.x = radius25 * Math.cos(Math.PI / 180 * angle25 ) * pxc ;
            mesh25.position.y = - radius25 * Math.sin(Math.PI / 180 * angle25 ) * pyc ;
            mesh25.position.z = radius25 *  Math.cos(Math.PI / 180 * angle25 ) * pzc ;
          } else if ( i == 6 ) {
            angle6 += pc ;
            mesh6.position.x =  radius6 * Math.cos(Math.PI / 180 * angle6 ) * pxc ;
            mesh6.position.y =  radius6 * Math.sin(Math.PI / 180 * angle6 ) * pyc ;
            mesh6.position.z =  radius6 * Math.cos(Math.PI / 180 * angle6 ) * pzc ;       
            angle16 += pc ;   
            mesh16.position.x = - radius16 * Math.cos(Math.PI / 180 * angle16 ) * pxc ;
            mesh16.position.y =   radius16 * Math.sin(Math.PI / 180 * angle16 )  * pyc;
            mesh16.position.z =   radius16 * Math.cos(Math.PI / 180 * angle16 ) * pzc ;
            angle26 += pc ;
            mesh26.position.x =  radius26 * Math.cos(Math.PI / 180 * angle26 ) * pxc ;
            mesh26.position.y =  - radius26 * Math.sin(Math.PI / 180 * angle26 ) * pyc ;
            mesh26.position.z =  radius26 * Math.cos(Math.PI / 180 * angle26 ) * pzc ;       
          } else if ( i == 7) {
            angle7 += pc ;
            mesh7.position.x = radius7 * Math.cos(Math.PI / 180 * angle7 ) * pxc ;
            mesh7.position.y = radius7 * Math.sin(Math.PI / 180 * angle7 )  * pyc ;
            mesh7.position.z = radius7 * Math.cos(Math.PI / 180 * angle7 )  * pzc ;
            angle17 += pc ;
            mesh17.position.x = - radius17 * Math.cos(Math.PI / 180 * angle17 ) * pxc ;
            mesh17.position.y =  radius17 * Math.sin(Math.PI / 180 * angle17 )  * pyc ;
            mesh17.position.z =  radius17 * Math.cos(Math.PI / 180 * angle17 )  * pzc ;
            angle27 += pc ;
            mesh27.position.x = radius27 * Math.cos(Math.PI / 180 * angle27 ) * pxc ;
            mesh27.position.y = - radius27 * Math.sin(Math.PI / 180 * angle27 ) * pyc ;
            mesh27.position.z = radius27 * Math.cos(Math.PI / 180 * angle27 )  * pzc ;
          } else if ( i == 8) {
            angle8 += pc ;
            mesh8.position.x = radius8 * Math.cos(Math.PI / 180 * angle8 ) * pxc ;
            mesh8.position.y = radius8 * Math.sin(Math.PI / 180 * angle8 ) * pyc ;
            mesh8.position.z = radius8 * Math.cos(Math.PI / 180 * angle8 ) * pzc ;
            angle18 += pc ;
            mesh18.position.x = - radius18 * Math.cos(Math.PI / 180 * angle18 ) * pxc ;
            mesh18.position.y =   radius18 * Math.sin(Math.PI / 180 * angle18 ) * pyc ;
            mesh18.position.z =   radius18 * Math.cos(Math.PI / 180 * angle18 ) * pzc ;
            angle28 += pc ;
            mesh28.position.x = radius28 * Math.cos(Math.PI / 180 * angle28 ) * pxc ;
            mesh28.position.y = - radius28 * Math.sin(Math.PI / 180 * angle28 ) * pyc ;
            mesh28.position.z = radius28 * Math.cos(Math.PI / 180 * angle28 ) * pzc ;
          } else if ( i == 9 ) {
            angle9 += pc ;
            mesh9.position.x = radius9 * Math.cos(Math.PI / 180 * angle9 ) * pxc ;
            mesh9.position.y = radius9 * Math.sin(Math.PI / 180 * angle9 )  * pyc ;
            mesh9.position.z = radius9 * Math.cos(Math.PI / 180 * angle9 )  * pzc ;
            angle19 += pc ;
            mesh19.position.x = - radius19 * Math.cos(Math.PI / 180 * angle19 ) * pxc ;
            mesh19.position.y =   radius19 * Math.sin(Math.PI / 180 * angle19 ) * pyc;
            mesh19.position.z =   radius19 * Math.cos(Math.PI / 180 * angle19 ) * pzc ;
            angle29 += pc ;
            mesh29.position.x = radius29 * Math.cos(Math.PI / 180 * angle29 ) * pxc ;
            mesh29.position.y = - radius29 * Math.sin(Math.PI / 180 * angle29 )  * pyc ;
            mesh29.position.z = radius29 * Math.cos(Math.PI / 180 * angle29 )  * pzc ;
          } else if ( i == 10) {
            angle10 += pc ;
            mesh10.position.x = radius10 * Math.cos(Math.PI / 180 * angle10 ) * pxc ;
            mesh10.position.y = radius10 * Math.sin(Math.PI / 180 * angle10 ) * pyc ;
            mesh10.position.z = radius10 * Math.cos(Math.PI / 180 * angle10 ) * pzc ;
            angle20 += pc ;
            mesh20.position.x = - radius20 * Math.cos(Math.PI / 180 * angle20 ) * pxc ;
            mesh20.position.y =  radius20 * Math.sin(Math.PI / 180 * angle20 ) * pyc ;
            mesh20.position.z =    radius20 * Math.cos(Math.PI / 180 * angle20 ) * pzc ;
            angle30 += pc ;
            mesh30.position.x = radius30 * Math.cos(Math.PI / 180 * angle30 ) * pxc ;
            mesh30.position.y = - radius30 * Math.sin(Math.PI / 180 * angle30 ) * pyc ;
            mesh30.position.z = radius30 * Math.cos(Math.PI / 180 * angle30 ) * pzc ;
          };
       };  // pc > 0 end
     };
     renderer.render(scene, camera); // レンダリング
     myreq = window.requestAnimationFrame(this.draw.bind(this)); // req id 
     document.querySelector("#push_b").addEventListener("click", ()=>{
        window.cancelAnimationFrame(myreq);    // stop animation
     });
    }; // draw end


 参考) this.freqsに提供される配列データのconsole.logサンプル

Lange-Blumenlied-2020-IR.mp3 (Lange - 花の歌) , fftサイズ64(1/2の32が返る) 最初の1000行


3dsakura2021.js:12 music/Lange-Blumenlied-2020-IR.mp3
3dsakura2021.js:297 1 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 2 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 3 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 4 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 5 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 6 Uint8Array(32) [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 7 Uint8Array(32) [51, 49, 38, 13, 36, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 8 Uint8Array(32) [122, 121, 115, 105, 83, 73, 39, 29, 4, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 9 Uint8Array(32) [151, 152, 142, 122, 94, 75, 51, 42, 11, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 10 Uint8Array(32) [172, 163, 149, 138, 100, 78, 58, 48, 16, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 11 Uint8Array(32) [177, 170, 159, 149, 118, 99, 72, 55, 25, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 12 Uint8Array(32) [175, 171, 163, 153, 122, 106, 81, 62, 38, 18, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 13 Uint8Array(32) [187, 181, 170, 155, 122, 109, 80, 63, 40, 24, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 14 Uint8Array(32) [198, 191, 177, 161, 124, 107, 83, 67, 40, 22, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 15 Uint8Array(32) [205, 196, 180, 163, 124, 105, 82, 67, 42, 23, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 16 Uint8Array(32) [211, 200, 180, 164, 124, 105, 87, 72, 44, 24, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 17 Uint8Array(32) [220, 209, 188, 168, 126, 104, 84, 73, 47, 28, 15, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 18 Uint8Array(32) [225, 213, 191, 170, 129, 108, 91, 77, 48, 26, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 19 Uint8Array(32) [228, 216, 192, 170, 130, 110, 93, 80, 51, 25, 17, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 20 Uint8Array(32) [228, 216, 191, 172, 130, 111, 96, 83, 54, 26, 15, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 21 Uint8Array(32) [226, 215, 190, 171, 130, 113, 96, 84, 52, 23, 13, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 22 Uint8Array(32) [226, 217, 196, 176, 134, 112, 95, 83, 52, 22, 17, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 23 Uint8Array(32) [224, 217, 197, 176, 132, 111, 93, 81, 49, 21, 14, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 24 Uint8Array(32) [223, 218, 199, 178, 134, 110, 93, 79, 50, 22, 12, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 25 Uint8Array(32) [224, 217, 198, 179, 133, 107, 92, 79, 52, 23, 9, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 26 Uint8Array(32) [226, 218, 197, 179, 135, 108, 91, 77, 49, 22, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 27 Uint8Array(32) [228, 219, 198, 180, 138, 107, 89, 74, 48, 22, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 28 Uint8Array(32) [231, 221, 199, 182, 140, 106, 87, 72, 46, 20, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 29 Uint8Array(32) [235, 224, 198, 180, 139, 105, 84, 69, 44, 19, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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3dsakura2021.js:297 958 Uint8Array(32) [255, 248, 214, 175, 137, 107, 96, 84, 72, 47, 19, 25, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 959 Uint8Array(32) [255, 248, 213, 173, 136, 108, 98, 84, 69, 47, 21, 26, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 960 Uint8Array(32) [255, 247, 214, 174, 137, 111, 99, 84, 67, 44, 21, 28, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 961 Uint8Array(32) [255, 248, 215, 172, 137, 113, 100, 86, 72, 47, 22, 28, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 962 Uint8Array(32) [255, 250, 215, 171, 139, 115, 99, 88, 75, 49, 21, 29, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 963 Uint8Array(32) [255, 249, 215, 170, 140, 118, 100, 87, 74, 49, 20, 26, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 964 Uint8Array(32) [255, 247, 214, 172, 140, 116, 99, 86, 75, 50, 21, 27, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 965 Uint8Array(32) [255, 246, 214, 171, 140, 120, 101, 85, 74, 48, 23, 28, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 966 Uint8Array(32) [253, 244, 213, 173, 143, 121, 101, 86, 76, 50, 25, 25, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 967 Uint8Array(32) [253, 244, 213, 173, 143, 121, 101, 86, 76, 50, 25, 25, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 968 Uint8Array(32) [250, 242, 211, 172, 142, 122, 104, 88, 76, 50, 26, 25, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 969 Uint8Array(32) [247, 241, 213, 176, 142, 122, 106, 90, 76, 49, 26, 26, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 970 Uint8Array(32) [246, 241, 213, 177, 143, 122, 106, 87, 74, 48, 27, 28, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 971 Uint8Array(32) [244, 239, 212, 174, 143, 122, 106, 87, 75, 49, 26, 26, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 972 Uint8Array(32) [241, 236, 210, 172, 141, 120, 103, 85, 74, 49, 25, 24, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 973 Uint8Array(32) [240, 235, 207, 170, 140, 118, 101, 84, 71, 47, 24, 23, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 974 Uint8Array(32) [238, 233, 205, 172, 139, 115, 99, 83, 70, 45, 24, 23, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 975 Uint8Array(32) [239, 234, 206, 171, 140, 115, 98, 84, 71, 44, 23, 22, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 976 Uint8Array(32) [239, 234, 206, 171, 140, 115, 98, 84, 71, 44, 23, 22, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 977 Uint8Array(32) [237, 233, 207, 173, 139, 116, 99, 82, 69, 43, 21, 20, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 978 Uint8Array(32) [238, 232, 205, 171, 138, 114, 98, 81, 70, 43, 21, 17, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 979 Uint8Array(32) [236, 231, 203, 170, 135, 114, 96, 79, 67, 40, 19, 18, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 980 Uint8Array(32) [234, 229, 203, 173, 138, 115, 96, 77, 65, 39, 17, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 981 Uint8Array(32) [236, 230, 204, 174, 137, 113, 96, 78, 65, 39, 15, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 982 Uint8Array(32) [236, 230, 204, 174, 137, 113, 96, 78, 65, 39, 15, 14, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 983 Uint8Array(32) [233, 227, 202, 172, 135, 113, 96, 77, 64, 37, 13, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 984 Uint8Array(32) [232, 225, 199, 169, 134, 113, 95, 75, 63, 36, 10, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 985 Uint8Array(32) [232, 224, 199, 168, 131, 111, 96, 78, 65, 36, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 986 Uint8Array(32) [233, 225, 197, 167, 132, 111, 96, 78, 65, 36, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 987 Uint8Array(32) [231, 224, 196, 166, 130, 111, 96, 76, 63, 35, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 988 Uint8Array(32) [230, 223, 196, 166, 130, 110, 96, 76, 61, 33, 8, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 989 Uint8Array(32) [232, 225, 196, 164, 131, 109, 94, 74, 59, 32, 10, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 990 Uint8Array(32) [230, 225, 199, 168, 133, 115, 101, 77, 59, 35, 12, 17, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 991 Uint8Array(32) [232, 226, 200, 174, 140, 121, 109, 84, 63, 38, 19, 22, 10, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 992 Uint8Array(32) [231, 226, 203, 176, 139, 121, 109, 83, 63, 39, 23, 25, 16, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 993 Uint8Array(32) [229, 224, 203, 179, 139, 120, 111, 84, 62, 40, 23, 29, 17, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 994 Uint8Array(32) [232, 228, 207, 181, 140, 122, 115, 87, 63, 42, 27, 33, 21, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 995 Uint8Array(32) [232, 228, 205, 182, 139, 123, 117, 86, 65, 46, 29, 37, 26, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 996 Uint8Array(32) [235, 230, 209, 184, 139, 125, 119, 88, 63, 44, 28, 37, 26, 13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 997 Uint8Array(32) [240, 234, 212, 186, 142, 123, 117, 85, 63, 44, 30, 39, 28, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 998 Uint8Array(32) [241, 237, 217, 187, 141, 121, 115, 84, 63, 46, 34, 40, 27, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 999 Uint8Array(32) [243, 239, 217, 188, 143, 122, 114, 83, 62, 43, 36, 41, 29, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
3dsakura2021.js:297 1000 Uint8Array(32) [243, 240, 219, 188, 141, 121, 114, 84, 61, 42, 36, 40, 27, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]


3dsakura2021.js ⑤

resumeと終了処理


    // resume  
     const eventName = typeof document.ontouchend !== 'undefined' ? 'touchend' : 'mouseup';
     document.addEventListener(eventName, initAudioContext);
     function initAudioContext(){
        document.removeEventListener(eventName, initAudioContext);
        audioCtx.resume();      // wake up AudioContext
     }
     // requestAnimationFrameを多くのブラウザで利用するためにprefixの記載
     const setUpRAF = function() {
     const requestAnimationFrame = window.requestAnimationFrame ||
                                   window.mozRequestAnimationFrame ||
                                   window.webkitRequestAnimationFrame ||
                                   window.msRequestAnimationFrame;
        window.requestAnimationFrame = requestAnimationFrame;
     };
     setUpRAF();
     let loader = new Loader(music);
     loader.loadBuffer();
 
     // end 処理
     function endproc() {
      document.getElementById("msgtxt2").textContent = "終りました。"; 
        mesh1.position.x = radius * Math.sin((1/30) * Math.PI*2);
        mesh1.position.y = radius * Math.cos((1/30) * Math.PI*2);
        mesh1.position.z = 0 ;
        mesh2.position.x = radius * Math.sin((2/30) * Math.PI*2);
        mesh2.position.y = radius * Math.cos((2/30) * Math.PI*2);
        mesh2.position.z = 0 ;
        mesh3.position.x = radius * Math.sin((3/30) * Math.PI*2);
        mesh3.position.y = radius * Math.cos((3/30) * Math.PI*2);
        mesh3.position.z = 0 ;
        mesh4.position.x = radius * Math.sin((4/30) * Math.PI*2);
        mesh4.position.y = radius * Math.cos((4/30) * Math.PI*2);
        mesh4.position.z = 0 ;
        mesh5.position.x = radius * Math.sin((5/30) * Math.PI*2);
        mesh5.position.y = radius * Math.cos((5/30) * Math.PI*2);
        mesh5.position.z = 0 ;
        mesh6.position.x = radius * Math.sin((6/30) * Math.PI*2);
        mesh6.position.y = radius * Math.cos((6/30) * Math.PI*2);
        mesh6.position.z = 0 ;
        mesh7.position.x = radius * Math.sin((7/30) * Math.PI*2);
        mesh7.position.y = radius * Math.cos((7/30) * Math.PI*2);
        mesh7.position.z = 0 ;
        mesh8.position.x = radius * Math.sin((8/30) * Math.PI*2);
        mesh8.position.y = radius * Math.cos((8/30) * Math.PI*2);
        mesh8.position.z = 0 ;
        mesh9.position.x = radius * Math.sin((9/30) * Math.PI*2);
        mesh9.position.y = radius * Math.cos((9/30) * Math.PI*2);
        mesh9.position.z = 0 ;
        mesh10.position.x = radius * Math.sin((10/30) * Math.PI*2);
        mesh10.position.y = radius * Math.cos((10/30) * Math.PI*2);
        mesh10.position.z = 0 ;
        mesh11.position.x = radius * Math.sin((11/30) * Math.PI*2);
        mesh11.position.y = radius * Math.cos((11/30) * Math.PI*2);
        mesh11.position.z = 0 ;
        mesh12.position.x = radius * Math.sin((12/30) * Math.PI*2);
        mesh12.position.y = radius * Math.cos((12/30) * Math.PI*2);
        mesh12.position.z = 0 ;
        mesh13.position.x = radius * Math.sin((13/30) * Math.PI*2);
        mesh13.position.y = radius * Math.cos((13/30) * Math.PI*2);
        mesh13.position.z = 0 ;
        mesh14.position.x = radius * Math.sin((14/30) * Math.PI*2);
        mesh14.position.y = radius * Math.cos((14/30) * Math.PI*2);
        mesh14.position.z = 0 ;
        mesh15.position.x = radius * Math.sin((15/30) * Math.PI*2);
        mesh15.position.y = radius * Math.cos((15/30) * Math.PI*2);
        mesh15.position.z = 0 ;
        mesh16.position.x = radius * Math.sin((16/30) * Math.PI*2);
        mesh16.position.y = radius * Math.cos((16/30) * Math.PI*2);
        mesh16.position.z = 0 ;
        mesh17.position.x = radius * Math.sin((17/30) * Math.PI*2);
        mesh17.position.y = radius * Math.cos((17/30) * Math.PI*2);
        mesh17.position.z = 0 ;
        mesh18.position.x = radius * Math.sin((18/30) * Math.PI*2);
        mesh18.position.y = radius * Math.cos((18/30) * Math.PI*2);
        mesh18.position.z = 0 ;
        mesh19.position.x = radius * Math.sin((19/30) * Math.PI*2);
        mesh19.position.y = radius * Math.cos((19/30) * Math.PI*2);
        mesh19.position.z = 0 ;
        mesh20.position.x = radius * Math.sin((20/30) * Math.PI*2);
        mesh20.position.y = radius * Math.cos((20/30) * Math.PI*2);
        mesh20.position.z = 0 ;
        mesh21.position.x = radius * Math.sin((21/30) * Math.PI*2);
        mesh21.position.y = radius * Math.cos((21/30) * Math.PI*2);
        mesh21.position.z = 0 ;
        mesh22.position.x = radius * Math.sin((22/30) * Math.PI*2);
        mesh22.position.y = radius * Math.cos((22/30) * Math.PI*2);
        mesh22.position.z = 0 ;
        mesh23.position.x = radius * Math.sin((23/30) * Math.PI*2);
        mesh23.position.y = radius * Math.cos((23/30) * Math.PI*2);
        mesh23.position.z = 0 ;
        mesh24.position.x = radius * Math.sin((24/30) * Math.PI*2);
        mesh24.position.y = radius * Math.cos((24/30) * Math.PI*2);
        mesh24.position.z = 0 ;
        mesh25.position.x = radius * Math.sin((25/30) * Math.PI*2);
        mesh25.position.y = radius * Math.cos((25/30) * Math.PI*2);
        mesh25.position.z = 0 ;
        mesh26.position.x = radius * Math.sin((26/30) * Math.PI*2);
        mesh26.position.y = radius * Math.cos((26/30) * Math.PI*2);
        mesh26.position.z = 0 ;
        mesh27.position.x = radius * Math.sin((27/30) * Math.PI*2);
        mesh27.position.y = radius * Math.cos((27/30) * Math.PI*2);
        mesh27.position.z = 0 ;
        mesh28.position.x = radius * Math.sin((28/30) * Math.PI*2);
        mesh28.position.y = radius * Math.cos((28/30) * Math.PI*2);
        mesh28.position.z = 0 ;
        mesh29.position.x = radius * Math.sin((29/30) * Math.PI*2);
        mesh29.position.y = radius * Math.cos((29/30) * Math.PI*2);
        mesh29.position.z = 0 ;
        mesh30.position.x = radius * Math.sin((30/30) * Math.PI*2);
        mesh30.position.y = radius * Math.cos((30/30) * Math.PI*2);
        mesh30.position.z = 0 ;
      };

    }; // init