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HTML

              
                <audio id="player" crossorigin='anonymous' src='' ></audio>


              
            
!

CSS

              
                canvas {
  width:100%;
  height:100%;
}
              
            
!

JS

              
                // GLOBAL - Stage
	var windowWidth, windowHeight;
	var WPurl = 'http://space.blendmedia.it/blendmedia_agency/wp-content/themes/voxels'
	var context, source;
	var analyser;
	var frequencyData , scale_value_Low;
	var scale_value  = 0;
	var audioElement = document.getElementById("player");

var song = 'https://s3-us-west-2.amazonaws.com/teddarcuri.monarch/Andrew+Bird+-+Imitosis.mp3'
// create a new scene
var scene = new THREE.Scene();
var frequencyData, audioElement;
// field of view
var fov = 75;
// aspect ratio - use full width of container / height
var aspect = window.innerWidth / window.innerHeight;
// setup the clipping plane
var near = 0.1; // front clipping plane
var far  = 1000; // back clipping plane
// create new camera with defined vars from above
var camera = new THREE.PerspectiveCamera( fov, aspect, near, far );

// create a new WebGLRenderer object
var renderer = new THREE.WebGLRenderer();
// set the size of the rending window -- smaller than full 
// size will result in lower resolution (ie window.innerWidth / 2 
// and window.innerHeight / 2 would result in HALF the resolution)
renderer.setSize( window.innerWidth, window.innerHeight );
// add the renderer to our page. This is the canvas element that the renderer uses
// to display our scene
document.body.appendChild( renderer.domElement );

// setup dimensions of the sphere
var radius = 2;
// moar segments == moar roundedness!
var widthSegments = 100;
var heightSegments = 100;

var geometry = new THREE.CubeGeometry( 3, 3, 3)
// setup material to wrap geometry with
// wireframe line width won't change no matter what value is set
// reason: Due to limitations in the ANGLE (https://code.google.com/p/angleproject/) layer
// on Windows platforms linewidth will always be 1 regardless of the set value.
var material = new THREE.MeshBasicMaterial( { color: 0x2980b9, wireframe: true } );
// the Mesh object takes a geometry and applies a material to it that can be
// inserted into the scene and be moved around
var sphere     = new THREE.Mesh( geometry, material );
// add to our scene
scene.add( sphere );

// move the camera from default ( 0, 0, 0 )
// so the camera & sphere don't fall into the same location
camera.position.z = 5;

// create render function. We use requestAnimationFrame instead of setInterval
// because it pauses when the user navigates to another browser tab

function sound() {

	audioElement.setAttribute("src", song);



    if (typeof AudioContext !== "undefined") {
        context = new AudioContext();
    } else if (typeof webkitAudioContext !== "undefined") {
        context = new webkitAudioContext();
    } else {
        $(".hideIfNoApi").hide();
        $(".showIfNoApi").show();
        return;
    }

    // Create the analyser
     analyser = context.createAnalyser();
// 	 analyser.smoothingTimeConstant = 0.9;

	 analyser.fftSize = 32;
     frequencyData = new Uint8Array(analyser.frequencyBinCount);


	source = context.createMediaElementSource(audioElement);
					audioElement.loop = true;


					VolumeGain = context.createGain();
				  	source.connect(VolumeGain);
				  	VolumeGain.gain.value = 1;
				  
					var filter = context.createBiquadFilter();
					source.connect(filter);

					// Create and specify parameters filter.
					filter.type = 'highpass'; // type of pass
					filter.frequency.value = 1100; // Set cutoff 
					// Playback the sound.
					filter.changeQuality = function(element) {
					  this.filter.Q.value =1;
					};
					
					filter.connect(analyser);

	VolumeGain.connect(context.destination);

	audioElement.play()

}

sound();

function soundAnalizer() {
	
	if ((sphere)&&(frequencyData)){

				analyser.getByteFrequencyData(frequencyData);
		
	 		    if(typeof frequencyData === 'object' && frequencyData.length > 0) {
					sphereAnimationRotation = new TimelineMax({repeat:-1 });
					sphereAnimationScale = new TimelineMax({repeat:-1 });
            
	        high_value = 250 - frequencyData[1] /1.2 ;
 
          //bass_value = 1 +   frequencyData[13] /100 ;
            
					
            /* HERE I NEED TO ANIMATE LIKE 150 polygon child */ 
  
           sphereAnimationRotation.to(sphere.rotation, high_value, { ease: Linear.easeNone, y:200 , repeat:-1 })
 
          // sphereAnimationScale.set(sphere.scale,  {x:bass_value, y:bass_value,z:bass_value })
          console.log(scale_value_Low)
          }
			}

}


function render(){
  requestAnimationFrame( render );
if(sphere) {
  soundAnalizer()
}
  // rotation logic goes here
	renderer.render( scene, camera );

}
// call our render function to display the sphere

render();



              
            
!
999px

Console