What problem does it solve? Adding sound to a Three.js scene fails silently when developers ignore browser autoplay policies, forget to attach the AudioListener to the camera, or choose the wrong distance model for spatial audio. This Skill provides correct patterns for AudioListener, Audio, PositionalAudio, AudioLoader, and AudioAnalyser so audio works on the first attempt. ## Core Features & Use Cases - Autoplay-Compliant Playback: Resume the AudioContext inside a user interaction handler before calling play(), avoiding silent browser blocking. - 3D Spatial Audio: Attach PositionalAudio to meshes with correct distance models (inverse, linear, exponential), rolloff factors, and directional cones. - Audio Visualization: Drive meshes from real-time frequency data using AudioAnalyser with proper fftSize configuration. - Use Case: Build a 3D product showcase where background music starts after the user's first click, a positional engine sound follows a moving car mesh, and frequency bars pulse to the beat. ## Quick Start Add background music and a positional sound effect to my Three.js scene that starts playing after the user's first click.