
Setting the Stage with Three.js
I started with Three.js, my go-to for rendering 3D objects and scenes.
The plan:
- Build a 3D “room”
- Add a camera (your ears)
- Place audio sources in the environment
Easy? Sure—until you realize sound isn’t static. It moves, reflects, and responds. And that’s when things get fun.
Enter Web Audio API: The Sound Engineer of the Web
The Web Audio API is powerful—but brutally low-level. You don’t “play audio”—you wire it through nodes:
AudioBufferSourceNode
for playbackGainNode
for volumePannerNode
for positioningBiquadFilterNode
,AnalyserNode
, and more
The MVP for spatial audio? PannerNode
I used:
HRTF
model (for human-like audio positioning)- 3D coordinates from my Three.js scene
- Real-time updates as the user moves
The first time my virtual footsteps sounded like they came from above, I knew I messed up. (Hint: check your Y-axis.)
Bringing It to Life with WebXR
The next level? VR integration using WebXR.
I wired up WebXR controls in Three.js, strapped on a headset, and—bam—I was in the scene.
When I turned left, the fireplace crackled from the right. It was surreal.
Suddenly, sound wasn’t just an enhancement.
It was the environment.
That’s when I truly began sculpting with audio—not just dropping sounds.
Mistakes Were Made. I’m Glad They Were.
Here are some honest screw-ups that taught me a lot:
- Too much reverb: Everything sounded like a cathedral in a canyon.
- Forgetting head movement: Sounds stayed fixed as users moved—broke immersion completely.
- Latency hell: Some devices lagged hard. I had to tweak buffer sizes and drop audio quality.
Fixing these taught me more than any tutorial ever could.
The Subtle Stuff? It Matters Most
Tiny audio decisions made a huge impact:
- A faint hum near a power generator
- Birds chirping only when near a virtual window
- Silence—yes, silence—used to enhance contrast
Also: animated audio is a game changer.
Make the sound move. Like:
- A drone flying overhead
- A train passing from left to right
Users look for the source. It’s so satisfying when they find it.
Real-World Use Cases for Spatial Audio on the Web
Besides personal geekery, where can this stuff actually be useful?
- Virtual art installations: Soundscapes that react to your position
- Meditation apps: Wind, water, chimes—placed intentionally
- Museum tours: Proximity-triggered audio guides
- Games: Directional gunfire, footsteps, ambience
- Training simulations: Realistic environmental cues (alarms, machines)
The browser can now rival Unity—for real.
What I Learned (Besides the Y-Axis)
This project changed how I think about sound:
- Sound is half the experience. Don’t treat it like an afterthought.
- JavaScript can be immersive. You don’t need Unity or Unreal.
- Web Audio API + Three.js = magic. Complex, but beautiful.
- Your ears feel depth. Design for that.
Also… I’ve started listening to the real world differently. Hearing the way sound travels, echoes, disappears. It’s wild.
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Final Thoughts: Code That Feels
You don’t need to build a VR soundscape.
But if you’re into interactive design, or even just art, this is worth exploring.
There’s something amazing about building something that doesn’t just look real—but feels real.
No plugins.
No drag-and-drop libraries.
Just raw APIs, your intuition, and a sense of space.
So yeah. I’ll keep going. Maybe next time I’ll simulate underwater acoustics (which, weirdly, is hard).
And if you’ve ever played with sound in code—hit me up. I’d love to jam.