# [name]

Class for loading an [page:String AudioBuffer].

## Constructor

### [name]( [page:String context], [page:LoadingManager manager] )

[page:String context] — The [page:String AudioContext] for the loader to use. Default is [page:String window.AudioContext].
[page:LoadingManager manager] — The [page:LoadingManager loadingManager] for the loader to use. Default is [page:LoadingManager THREE.DefaultLoadingManager].
Creates a new [name].

## Methods

### [method:null load]( [page:String url], [page:Function onLoad], [page:Function onProgress], [page:Function onError] )

[page:String url] — required
[page:Function onLoad] — Will be called when load completes. The argument will be the loaded text response.
[page:Function onProgress] — Will be called while load progresses. The argument will be the XmlHttpRequest instance, that contain .[page:Integer total] and .[page:Integer loaded] bytes.
[page:Function onError] — Will be called when load errors.
Begin loading from url and pass the loaded [page:String AudioBuffer] to onLoad.

## Example

`// instantiate a listener var audioListener = new THREE.AudioListener(); // add the listener to the camera camera.add( audioListener ); // instantiate audio object var oceanAmbientSound = new THREE.Audio( audioListener ); // add the audio object to the scene scene.add( oceanAmbientSound ); // instantiate a loader var loader = new THREE.AudioLoader(); // load a resource loader.load( // resource URL 'audio/ambient_ocean.ogg', // Function when resource is loaded function ( audioBuffer ) { // set the audio object buffer to the loaded object oceanAmbientSound.setBuffer( audioBuffer ); // play the audio oceanAmbientSound.play(); }, // Function called when download progresses function ( xhr ) { console.log( (xhr.loaded / xhr.total * 100) + '% loaded' ); }, // Function called when download errors function ( xhr ) { console.log( 'An error happened' ); } );`

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]