@babylonjs/core 5.32.0 → 5.32.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +1 -1
- package/Actions/action.js +1 -1
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +18 -18
- package/Actions/actionManager.js +18 -18
- package/Actions/actionManager.js.map +1 -1
- package/Actions/directActions.d.ts +10 -10
- package/Actions/directActions.js +10 -10
- package/Actions/directActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +2 -2
- package/Animations/animatable.js +2 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +14 -14
- package/Animations/easing.js +13 -13
- package/Animations/easing.js.map +1 -1
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/analyser.d.ts +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -2
- package/Audio/audioEngine.js +2 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +13 -13
- package/Audio/sound.js +13 -13
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +5 -5
- package/Audio/soundTrack.js +5 -5
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +3 -3
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
- package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -2
- package/Cameras/VR/webVRCamera.js +2 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +9 -9
- package/Cameras/arcRotateCamera.js +9 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +1 -1
- package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
- package/Cameras/camera.d.ts +4 -4
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/flyCameraInputsManager.d.ts +1 -1
- package/Cameras/flyCameraInputsManager.js +1 -1
- package/Cameras/flyCameraInputsManager.js.map +1 -1
- package/Cameras/followCamera.d.ts +4 -4
- package/Cameras/followCamera.js +4 -4
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.d.ts +1 -1
- package/Cameras/followCameraInputsManager.js +1 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Cameras/freeCamera.d.ts +3 -3
- package/Cameras/freeCamera.js +3 -3
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +1 -1
- package/Cameras/freeCameraInputsManager.js +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +2 -2
- package/Cameras/gamepadCamera.js +2 -2
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +2 -2
- package/Cameras/targetCamera.js +2 -2
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +2 -2
- package/Cameras/universalCamera.js +2 -2
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +2 -2
- package/Cameras/virtualJoysticksCamera.js +2 -2
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +2 -2
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
- package/Culling/Octrees/octreeSceneComponent.js +1 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingInfo.d.ts +3 -3
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/rayHelper.d.ts +2 -2
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +1 -1
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/constants.d.ts +17 -17
- package/Engines/constants.js +17 -17
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -12
- package/Engines/engine.js +11 -11
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +23 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +5 -5
- package/Engines/nullEngine.js +5 -5
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +8 -8
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -4
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.d.ts +1 -1
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/gizmo.d.ts +6 -7
- package/Gizmos/gizmo.js +43 -36
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +17 -7
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +21 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +20 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -0
- package/Gizmos/scaleGizmo.js +10 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +7 -7
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +34 -25
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +2 -2
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -2
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -3
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -2
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -2
- package/Lights/pointLight.js +2 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +2 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.d.ts +2 -2
- package/Loading/loadingScreen.js +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Packer/packer.d.ts +1 -1
- package/Materials/Textures/Packer/packer.js +1 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +3 -3
- package/Materials/Textures/mirrorTexture.js +3 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.d.ts +3 -3
- package/Materials/Textures/refractionTexture.js +3 -3
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +10 -10
- package/Materials/Textures/texture.js +10 -10
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +2 -2
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +20 -2
- package/Materials/effect.js +28 -4
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +1 -0
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.d.ts +2 -2
- package/Materials/multiMaterial.js +2 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +2 -2
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +1 -1
- package/Materials/shadowDepthWrapper.js +2 -2
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +18 -18
- package/Materials/standardMaterial.js +6 -6
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +7 -7
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- package/Meshes/abstractMesh.js +34 -34
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- package/Meshes/meshLODLevel.js +1 -1
- package/Meshes/meshLODLevel.js.map +1 -1
- package/Meshes/meshSimplification.d.ts +6 -6
- package/Meshes/meshSimplification.js +4 -4
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/meshSimplificationSceneComponent.d.ts +1 -1
- package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
- package/Meshes/polygonMesh.d.ts +2 -2
- package/Meshes/polygonMesh.js +2 -2
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- package/Meshes/transformNode.d.ts +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/assetsManager.d.ts +2 -2
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/iInspectable.d.ts +1 -1
- package/Misc/iInspectable.js.map +1 -1
- package/Misc/sceneOptimizer.d.ts +12 -12
- package/Misc/sceneOptimizer.js +12 -12
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- package/Misc/tools.d.ts +4 -4
- package/Misc/tools.js +4 -4
- package/Misc/tools.js.map +1 -1
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- package/Misc/videoRecorder.js +1 -1
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- package/Morph/morphTarget.js +1 -1
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- package/Morph/morphTargetManager.d.ts +1 -1
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- package/Offline/database.js +1 -1
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- package/Particles/solidParticleSystem.js +13 -13
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- package/Physics/IPhysicsEngine.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +1 -1
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- package/Physics/physicsEngine.d.ts +1 -1
- package/Physics/physicsEngine.js +1 -1
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- package/Physics/physicsHelper.js +6 -6
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- package/Physics/physicsImpostor.d.ts +3 -3
- package/Physics/physicsImpostor.js +1 -1
- package/Physics/physicsImpostor.js.map +1 -1
- package/Physics/physicsJoint.d.ts +9 -9
- package/Physics/physicsJoint.js +5 -5
- package/Physics/physicsJoint.js.map +1 -1
- package/Physics/physicsRaycastResult.d.ts +1 -1
- package/Physics/physicsRaycastResult.js +1 -1
- package/Physics/physicsRaycastResult.js.map +1 -1
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- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.d.ts +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
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- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js +2 -2
- package/PostProcesses/RenderPipeline/postProcessRenderPipelineManager.js.map +1 -1
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- package/PostProcesses/highlightsPostProcess.js +2 -2
- package/PostProcesses/highlightsPostProcess.js.map +1 -1
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- package/PostProcesses/imageProcessingPostProcess.js +1 -1
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +1 -1
- package/PostProcesses/postProcess.js.map +1 -1
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- package/PostProcesses/postProcessManager.js +1 -1
- package/PostProcesses/postProcessManager.js.map +1 -1
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- package/PostProcesses/refractionPostProcess.js +2 -2
- package/PostProcesses/refractionPostProcess.js.map +1 -1
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- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Sprites/sprite.d.ts +1 -1
- package/Sprites/sprite.js +1 -1
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.d.ts +2 -2
- package/Sprites/spriteManager.js +1 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spritePackedManager.d.ts +1 -1
- package/Sprites/spritePackedManager.js +1 -1
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +1 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +1 -1
- package/Sprites/thinSprite.js +1 -1
- package/Sprites/thinSprite.js.map +1 -1
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- package/XR/webXRCamera.js +1 -1
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.d.ts +1 -1
- package/XR/webXRExperienceHelper.js +1 -1
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js +1 -1
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRSessionManager.d.ts +1 -1
- package/XR/webXRSessionManager.js +1 -1
- package/XR/webXRSessionManager.js.map +1 -1
- package/abstractScene.d.ts +9 -9
- package/abstractScene.js +9 -9
- package/abstractScene.js.map +1 -1
- package/node.d.ts +6 -6
- package/node.js +5 -5
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +29 -24
- package/scene.js +24 -18
- package/scene.js.map +1 -1
package/Audio/analyser.d.ts
CHANGED
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@@ -2,7 +2,7 @@ import type { Nullable } from "../types";
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2
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import type { Scene } from "../scene";
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3
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/**
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4
4
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* Class used to work with sound analyzer using fast fourier transform (FFT)
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5
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-
* @see https://doc.babylonjs.com/
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5
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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6
6
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*/
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7
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export declare class Analyser {
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8
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/**
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package/Audio/analyser.js
CHANGED
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@@ -3,7 +3,7 @@ import { Tools } from "../Misc/tools.js";
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3
3
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import { EngineStore } from "../Engines/engineStore.js";
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4
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/**
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5
5
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* Class used to work with sound analyzer using fast fourier transform (FFT)
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6
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-
* @see https://doc.babylonjs.com/
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6
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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|
7
7
|
*/
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8
8
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export class Analyser {
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9
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/**
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package/Audio/analyser.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Class used to work with sound analyzer using fast fourier transform (FFT)\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class Analyser {\r\n /**\r\n * Gets or sets the smoothing\r\n * @ignorenaming\r\n */\r\n public SMOOTHING = 0.75;\r\n /**\r\n * Gets or sets the FFT table size\r\n * @ignorenaming\r\n */\r\n public FFT_SIZE = 512;\r\n /**\r\n * Gets or sets the bar graph amplitude\r\n * @ignorenaming\r\n */\r\n public BARGRAPHAMPLITUDE = 256;\r\n /**\r\n * Gets or sets the position of the debug canvas\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASPOS = { x: 20, y: 20 };\r\n /**\r\n * Gets or sets the debug canvas size\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASSIZE = { width: 320, height: 200 };\r\n\r\n private _byteFreqs: Uint8Array;\r\n private _byteTime: Uint8Array;\r\n private _floatFreqs: Float32Array;\r\n private _webAudioAnalyser: AnalyserNode;\r\n private _debugCanvas: Nullable<HTMLCanvasElement>;\r\n private _debugCanvasContext: Nullable<CanvasRenderingContext2D>;\r\n private _scene: Scene;\r\n private _registerFunc: Nullable<() => void>;\r\n private _audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Creates a new analyser\r\n * @param scene defines hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n if (!Engine.audioEngine) {\r\n Tools.Warn(\"No audio engine initialized, failed to create an audio analyser\");\r\n return;\r\n }\r\n this._audioEngine = Engine.audioEngine;\r\n if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {\r\n this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();\r\n this._webAudioAnalyser.minDecibels = -140;\r\n this._webAudioAnalyser.maxDecibels = 0;\r\n this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of data values you will have to play with for the visualization\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount\r\n * @returns a number\r\n */\r\n public getFrequencyBinCount(): number {\r\n if (this._audioEngine.canUseWebAudio) {\r\n return this._webAudioAnalyser.frequencyBinCount;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Uint8Array\r\n */\r\n public getByteFrequencyData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);\r\n }\r\n return this._byteFreqs;\r\n }\r\n\r\n /**\r\n * Gets the current waveform as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData\r\n * @returns a Uint8Array\r\n */\r\n public getByteTimeDomainData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);\r\n }\r\n return this._byteTime;\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a float array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Float32Array\r\n */\r\n public getFloatFrequencyData(): Float32Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);\r\n }\r\n return this._floatFreqs;\r\n }\r\n\r\n /**\r\n * Renders the debug canvas\r\n */\r\n public drawDebugCanvas() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n if (!this._debugCanvas) {\r\n this._debugCanvas = document.createElement(\"canvas\");\r\n this._debugCanvas.width = this.DEBUGCANVASSIZE.width;\r\n this._debugCanvas.height = this.DEBUGCANVASSIZE.height;\r\n this._debugCanvas.style.position = \"absolute\";\r\n this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + \"px\";\r\n this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + \"px\";\r\n this._debugCanvasContext = this._debugCanvas.getContext(\"2d\");\r\n document.body.appendChild(this._debugCanvas);\r\n this._registerFunc = () => {\r\n this.drawDebugCanvas();\r\n };\r\n this._scene.registerBeforeRender(this._registerFunc);\r\n }\r\n if (this._registerFunc && this._debugCanvasContext) {\r\n const workingArray = this.getByteFrequencyData();\r\n\r\n this._debugCanvasContext.fillStyle = \"rgb(0, 0, 0)\";\r\n this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);\r\n\r\n // Draw the frequency domain chart.\r\n for (let i = 0; i < this.getFrequencyBinCount(); i++) {\r\n const value = workingArray[i];\r\n const percent = value / this.BARGRAPHAMPLITUDE;\r\n const height = this.DEBUGCANVASSIZE.height * percent;\r\n const offset = this.DEBUGCANVASSIZE.height - height - 1;\r\n const barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();\r\n const hue = (i / this.getFrequencyBinCount()) * 360;\r\n this._debugCanvasContext.fillStyle = \"hsl(\" + hue + \", 100%, 50%)\";\r\n this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stops rendering the debug canvas and removes it\r\n */\r\n public stopDebugCanvas() {\r\n if (this._debugCanvas) {\r\n if (this._registerFunc) {\r\n this._scene.unregisterBeforeRender(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n document.body.removeChild(this._debugCanvas);\r\n this._debugCanvas = null;\r\n this._debugCanvasContext = null;\r\n }\r\n }\r\n\r\n /**\r\n * Connects two audio nodes\r\n * @param inputAudioNode defines first node to connect\r\n * @param outputAudioNode defines second node to connect\r\n */\r\n public connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode) {\r\n if (this._audioEngine.canUseWebAudio) {\r\n inputAudioNode.connect(this._webAudioAnalyser);\r\n this._webAudioAnalyser.connect(outputAudioNode);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.disconnect();\r\n }\r\n }\r\n}\r\n"]}
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Class used to work with sound analyzer using fast fourier transform (FFT)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class Analyser {\r\n /**\r\n * Gets or sets the smoothing\r\n * @ignorenaming\r\n */\r\n public SMOOTHING = 0.75;\r\n /**\r\n * Gets or sets the FFT table size\r\n * @ignorenaming\r\n */\r\n public FFT_SIZE = 512;\r\n /**\r\n * Gets or sets the bar graph amplitude\r\n * @ignorenaming\r\n */\r\n public BARGRAPHAMPLITUDE = 256;\r\n /**\r\n * Gets or sets the position of the debug canvas\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASPOS = { x: 20, y: 20 };\r\n /**\r\n * Gets or sets the debug canvas size\r\n * @ignorenaming\r\n */\r\n public DEBUGCANVASSIZE = { width: 320, height: 200 };\r\n\r\n private _byteFreqs: Uint8Array;\r\n private _byteTime: Uint8Array;\r\n private _floatFreqs: Float32Array;\r\n private _webAudioAnalyser: AnalyserNode;\r\n private _debugCanvas: Nullable<HTMLCanvasElement>;\r\n private _debugCanvasContext: Nullable<CanvasRenderingContext2D>;\r\n private _scene: Scene;\r\n private _registerFunc: Nullable<() => void>;\r\n private _audioEngine: IAudioEngine;\r\n\r\n /**\r\n * Creates a new analyser\r\n * @param scene defines hosting scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n if (!Engine.audioEngine) {\r\n Tools.Warn(\"No audio engine initialized, failed to create an audio analyser\");\r\n return;\r\n }\r\n this._audioEngine = Engine.audioEngine;\r\n if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {\r\n this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();\r\n this._webAudioAnalyser.minDecibels = -140;\r\n this._webAudioAnalyser.maxDecibels = 0;\r\n this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);\r\n this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);\r\n }\r\n }\r\n\r\n /**\r\n * Get the number of data values you will have to play with for the visualization\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount\r\n * @returns a number\r\n */\r\n public getFrequencyBinCount(): number {\r\n if (this._audioEngine.canUseWebAudio) {\r\n return this._webAudioAnalyser.frequencyBinCount;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Uint8Array\r\n */\r\n public getByteFrequencyData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);\r\n }\r\n return this._byteFreqs;\r\n }\r\n\r\n /**\r\n * Gets the current waveform as a byte array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData\r\n * @returns a Uint8Array\r\n */\r\n public getByteTimeDomainData(): Uint8Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);\r\n }\r\n return this._byteTime;\r\n }\r\n\r\n /**\r\n * Gets the current frequency data as a float array\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData\r\n * @returns a Float32Array\r\n */\r\n public getFloatFrequencyData(): Float32Array {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;\r\n this._webAudioAnalyser.fftSize = this.FFT_SIZE;\r\n this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);\r\n }\r\n return this._floatFreqs;\r\n }\r\n\r\n /**\r\n * Renders the debug canvas\r\n */\r\n public drawDebugCanvas() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n if (!this._debugCanvas) {\r\n this._debugCanvas = document.createElement(\"canvas\");\r\n this._debugCanvas.width = this.DEBUGCANVASSIZE.width;\r\n this._debugCanvas.height = this.DEBUGCANVASSIZE.height;\r\n this._debugCanvas.style.position = \"absolute\";\r\n this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + \"px\";\r\n this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + \"px\";\r\n this._debugCanvasContext = this._debugCanvas.getContext(\"2d\");\r\n document.body.appendChild(this._debugCanvas);\r\n this._registerFunc = () => {\r\n this.drawDebugCanvas();\r\n };\r\n this._scene.registerBeforeRender(this._registerFunc);\r\n }\r\n if (this._registerFunc && this._debugCanvasContext) {\r\n const workingArray = this.getByteFrequencyData();\r\n\r\n this._debugCanvasContext.fillStyle = \"rgb(0, 0, 0)\";\r\n this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);\r\n\r\n // Draw the frequency domain chart.\r\n for (let i = 0; i < this.getFrequencyBinCount(); i++) {\r\n const value = workingArray[i];\r\n const percent = value / this.BARGRAPHAMPLITUDE;\r\n const height = this.DEBUGCANVASSIZE.height * percent;\r\n const offset = this.DEBUGCANVASSIZE.height - height - 1;\r\n const barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();\r\n const hue = (i / this.getFrequencyBinCount()) * 360;\r\n this._debugCanvasContext.fillStyle = \"hsl(\" + hue + \", 100%, 50%)\";\r\n this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Stops rendering the debug canvas and removes it\r\n */\r\n public stopDebugCanvas() {\r\n if (this._debugCanvas) {\r\n if (this._registerFunc) {\r\n this._scene.unregisterBeforeRender(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n document.body.removeChild(this._debugCanvas);\r\n this._debugCanvas = null;\r\n this._debugCanvasContext = null;\r\n }\r\n }\r\n\r\n /**\r\n * Connects two audio nodes\r\n * @param inputAudioNode defines first node to connect\r\n * @param outputAudioNode defines second node to connect\r\n */\r\n public connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode) {\r\n if (this._audioEngine.canUseWebAudio) {\r\n inputAudioNode.connect(this._webAudioAnalyser);\r\n this._webAudioAnalyser.connect(outputAudioNode);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n if (this._audioEngine.canUseWebAudio) {\r\n this._webAudioAnalyser.disconnect();\r\n }\r\n }\r\n}\r\n"]}
|
package/Audio/audioEngine.d.ts
CHANGED
|
@@ -5,7 +5,7 @@ import type { IAudioEngine } from "./Interfaces/IAudioEngine";
|
|
|
5
5
|
/**
|
|
6
6
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* This represents the default audio engine used in babylon.
|
|
7
7
|
* It is responsible to play, synchronize and analyse sounds throughout the application.
|
|
8
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-
* @see https://doc.babylonjs.com/
|
|
8
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
|
|
9
9
|
*/
|
|
10
10
|
export declare class AudioEngine implements IAudioEngine {
|
|
11
11
|
private _audioContext;
|
|
@@ -104,7 +104,7 @@ export declare class AudioEngine implements IAudioEngine {
|
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|
104
104
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/**
|
|
105
105
|
* Connect the audio engine to an audio analyser allowing some amazing
|
|
106
106
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* synchronization between the sounds/music and your visualization (VuMeter for instance).
|
|
107
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-
* @see https://doc.babylonjs.com/
|
|
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser
|
|
108
108
|
* @param analyser The analyser to connect to the engine
|
|
109
109
|
*/
|
|
110
110
|
connectToAnalyser(analyser: Analyser): void;
|
package/Audio/audioEngine.js
CHANGED
|
@@ -9,7 +9,7 @@ Engine.AudioEngineFactory = (hostElement, audioContext, audioDestination) => {
|
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|
9
9
|
/**
|
|
10
10
|
* This represents the default audio engine used in babylon.
|
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11
11
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* It is responsible to play, synchronize and analyse sounds throughout the application.
|
|
12
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-
* @see https://doc.babylonjs.com/
|
|
12
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
|
|
13
13
|
*/
|
|
14
14
|
export class AudioEngine {
|
|
15
15
|
/**
|
|
@@ -264,7 +264,7 @@ export class AudioEngine {
|
|
|
264
264
|
/**
|
|
265
265
|
* Connect the audio engine to an audio analyser allowing some amazing
|
|
266
266
|
* synchronization between the sounds/music and your visualization (VuMeter for instance).
|
|
267
|
-
* @see https://doc.babylonjs.com/
|
|
267
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser
|
|
268
268
|
* @param analyser The analyser to connect to the engine
|
|
269
269
|
*/
|
|
270
270
|
connectToAnalyser(analyser) {
|
package/Audio/audioEngine.js.map
CHANGED
|
@@ -1 +1 @@
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|
|
1
|
-
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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won t autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = true;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n } else {\r\n if (!this.unlocked && !this._muteButton) {\r\n this._displayMuteButton();\r\n }\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n this._triggerRunningState();\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n let result: Promise<void>;\r\n if (this._audioContext!.resume !== undefined) {\r\n result = this._audioContext!.resume();\r\n }\r\n return result! || Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
|
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1
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+
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type { Analyser } from \"./analyser\";\r\n\r\nimport type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IAudioEngine } from \"./Interfaces/IAudioEngine\";\r\nimport { IsWindowObjectExist } from \"../Misc/domManagement\";\r\n\r\n// Sets the default audio engine to Babylon.js\r\nEngine.AudioEngineFactory = (\r\n hostElement: Nullable<HTMLElement>,\r\n audioContext: Nullable<AudioContext>,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>\r\n) => {\r\n return new AudioEngine(hostElement, audioContext, audioDestination);\r\n};\r\n\r\n/**\r\n * This represents the default audio engine used in babylon.\r\n * It is responsible to play, synchronize and analyse sounds throughout the application.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\nexport class AudioEngine implements IAudioEngine {\r\n private _audioContext: Nullable<AudioContext> = null;\r\n private _audioContextInitialized = false;\r\n private _muteButton: Nullable<HTMLButtonElement> = null;\r\n private _hostElement: Nullable<HTMLElement>;\r\n private _audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null;\r\n\r\n /**\r\n * Gets whether the current host supports Web Audio and thus could create AudioContexts.\r\n */\r\n public canUseWebAudio: boolean = false;\r\n\r\n /**\r\n * The master gain node defines the global audio volume of your audio engine.\r\n */\r\n public masterGain: GainNode;\r\n\r\n /**\r\n * Defines if Babylon should emit a warning if WebAudio is not supported.\r\n * @ignoreNaming\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public WarnedWebAudioUnsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not mp3 are supported by your browser.\r\n */\r\n public isMP3supported: boolean = false;\r\n\r\n /**\r\n * Gets whether or not ogg are supported by your browser.\r\n */\r\n public isOGGsupported: boolean = false;\r\n\r\n /**\r\n * Gets whether audio has been unlocked on the device.\r\n * Some Browsers have strong restrictions about Audio and won t autoplay unless\r\n * a user interaction has happened.\r\n */\r\n public unlocked: boolean = true;\r\n\r\n /**\r\n * Defines if the audio engine relies on a custom unlocked button.\r\n * In this case, the embedded button will not be displayed.\r\n */\r\n public useCustomUnlockedButton: boolean = false;\r\n\r\n /**\r\n * Event raised when audio has been unlocked on the browser.\r\n */\r\n public onAudioUnlockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Event raised when audio has been locked on the browser.\r\n */\r\n public onAudioLockedObservable = new Observable<IAudioEngine>();\r\n\r\n /**\r\n * Gets the current AudioContext if available.\r\n */\r\n public get audioContext(): Nullable<AudioContext> {\r\n if (!this._audioContextInitialized) {\r\n this._initializeAudioContext();\r\n } else {\r\n if (!this.unlocked && !this._muteButton) {\r\n this._displayMuteButton();\r\n }\r\n }\r\n return this._audioContext;\r\n }\r\n\r\n private _connectedAnalyser: Nullable<Analyser>;\r\n\r\n /**\r\n * Instantiates a new audio engine.\r\n *\r\n * There should be only one per page as some browsers restrict the number\r\n * of audio contexts you can create.\r\n * @param hostElement defines the host element where to display the mute icon if necessary\r\n * @param audioContext defines the audio context to be used by the audio engine\r\n * @param audioDestination defines the audio destination node to be used by audio engine\r\n */\r\n constructor(\r\n hostElement: Nullable<HTMLElement> = null,\r\n audioContext: Nullable<AudioContext> = null,\r\n audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode> = null\r\n ) {\r\n if (!IsWindowObjectExist()) {\r\n return;\r\n }\r\n if (typeof window.AudioContext !== \"undefined\") {\r\n this.canUseWebAudio = true;\r\n }\r\n\r\n const audioElem = document.createElement(\"audio\");\r\n this._hostElement = hostElement;\r\n this._audioContext = audioContext;\r\n this._audioDestination = audioDestination;\r\n\r\n try {\r\n if (\r\n audioElem &&\r\n !!audioElem.canPlayType &&\r\n (audioElem.canPlayType('audio/mpeg; codecs=\"mp3\"').replace(/^no$/, \"\") || audioElem.canPlayType(\"audio/mp3\").replace(/^no$/, \"\"))\r\n ) {\r\n this.isMP3supported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n\r\n try {\r\n if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs=\"vorbis\"').replace(/^no$/, \"\")) {\r\n this.isOGGsupported = true;\r\n }\r\n } catch (e) {\r\n // protect error during capability check.\r\n }\r\n }\r\n\r\n /**\r\n * Flags the audio engine in Locked state.\r\n * This happens due to new browser policies preventing audio to autoplay.\r\n */\r\n public lock() {\r\n this._triggerSuspendedState();\r\n }\r\n\r\n /**\r\n * Unlocks the audio engine once a user action has been done on the dom.\r\n * This is helpful to resume play once browser policies have been satisfied.\r\n */\r\n public unlock() {\r\n this._triggerRunningState();\r\n }\r\n\r\n private _resumeAudioContext(): Promise<void> {\r\n let result: Promise<void>;\r\n if (this._audioContext!.resume !== undefined) {\r\n result = this._audioContext!.resume();\r\n }\r\n return result! || Promise.resolve();\r\n }\r\n\r\n private _initializeAudioContext() {\r\n try {\r\n if (this.canUseWebAudio) {\r\n if (!this._audioContext) {\r\n this._audioContext = new AudioContext();\r\n }\r\n // create a global volume gain node\r\n this.masterGain = this._audioContext.createGain();\r\n this.masterGain.gain.value = 1;\r\n if (!this._audioDestination) {\r\n this._audioDestination = this._audioContext.destination;\r\n }\r\n this.masterGain.connect(this._audioDestination);\r\n this._audioContextInitialized = true;\r\n if (this._audioContext.state === \"running\") {\r\n // Do not wait for the promise to unlock.\r\n this._triggerRunningState();\r\n }\r\n }\r\n } catch (e) {\r\n this.canUseWebAudio = false;\r\n Logger.Error(\"Web Audio: \" + e.message);\r\n }\r\n }\r\n\r\n private _tryToRun = false;\r\n private _triggerRunningState() {\r\n if (this._tryToRun) {\r\n return;\r\n }\r\n this._tryToRun = true;\r\n\r\n this._resumeAudioContext()\r\n .then(() => {\r\n this._tryToRun = false;\r\n if (this._muteButton) {\r\n this._hideMuteButton();\r\n }\r\n // Notify users that the audio stack is unlocked/unmuted\r\n this.unlocked = true;\r\n this.onAudioUnlockedObservable.notifyObservers(this);\r\n })\r\n .catch(() => {\r\n this._tryToRun = false;\r\n this.unlocked = false;\r\n });\r\n }\r\n\r\n private _triggerSuspendedState() {\r\n this.unlocked = false;\r\n this.onAudioLockedObservable.notifyObservers(this);\r\n this._displayMuteButton();\r\n }\r\n\r\n private _displayMuteButton() {\r\n if (this.useCustomUnlockedButton || this._muteButton) {\r\n return;\r\n }\r\n\r\n this._muteButton = <HTMLButtonElement>document.createElement(\"BUTTON\");\r\n this._muteButton.className = \"babylonUnmuteIcon\";\r\n this._muteButton.id = \"babylonUnmuteIconBtn\";\r\n this._muteButton.title = \"Unmute\";\r\n const imageUrl = !window.SVGSVGElement\r\n ? \"https://cdn.babylonjs.com/Assets/audio.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E\";\r\n\r\n const css =\r\n \".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n imageUrl +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }\";\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n\r\n document.body.appendChild(this._muteButton);\r\n\r\n this._moveButtonToTopLeft();\r\n\r\n this._muteButton.addEventListener(\r\n \"touchend\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n this._muteButton.addEventListener(\r\n \"click\",\r\n () => {\r\n this._triggerRunningState();\r\n },\r\n true\r\n );\r\n\r\n window.addEventListener(\"resize\", this._onResize);\r\n }\r\n\r\n private _moveButtonToTopLeft() {\r\n if (this._hostElement && this._muteButton) {\r\n this._muteButton.style.top = this._hostElement.offsetTop + 20 + \"px\";\r\n this._muteButton.style.left = this._hostElement.offsetLeft + 20 + \"px\";\r\n }\r\n }\r\n\r\n private _onResize = () => {\r\n this._moveButtonToTopLeft();\r\n };\r\n\r\n private _hideMuteButton() {\r\n if (this._muteButton) {\r\n document.body.removeChild(this._muteButton);\r\n this._muteButton = null;\r\n }\r\n }\r\n\r\n /**\r\n * Destroy and release the resources associated with the audio context.\r\n */\r\n public dispose(): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n if (this._connectedAnalyser && this._audioContext) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n this._connectedAnalyser.dispose();\r\n this.masterGain.disconnect();\r\n this.masterGain.connect(this._audioContext.destination);\r\n this._connectedAnalyser = null;\r\n }\r\n this.masterGain.gain.value = 1;\r\n }\r\n this.WarnedWebAudioUnsupported = false;\r\n this._hideMuteButton();\r\n window.removeEventListener(\"resize\", this._onResize);\r\n\r\n this.onAudioUnlockedObservable.clear();\r\n this.onAudioLockedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the global volume sets on the master gain.\r\n * @returns the global volume if set or -1 otherwise\r\n */\r\n public getGlobalVolume(): number {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n return this.masterGain.gain.value;\r\n } else {\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the global volume of your experience (sets on the master gain).\r\n * @param newVolume Defines the new global volume of the application\r\n */\r\n public setGlobalVolume(newVolume: number): void {\r\n if (this.canUseWebAudio && this._audioContextInitialized) {\r\n this.masterGain.gain.value = newVolume;\r\n }\r\n }\r\n\r\n /**\r\n * Connect the audio engine to an audio analyser allowing some amazing\r\n * synchronization between the sounds/music and your visualization (VuMeter for instance).\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#using-the-analyser\r\n * @param analyser The analyser to connect to the engine\r\n */\r\n public connectToAnalyser(analyser: Analyser): void {\r\n if (this._connectedAnalyser) {\r\n this._connectedAnalyser.stopDebugCanvas();\r\n }\r\n if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {\r\n this._connectedAnalyser = analyser;\r\n this.masterGain.disconnect();\r\n this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);\r\n }\r\n }\r\n}\r\n"]}
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@@ -28,7 +28,7 @@ declare module "../scene" {
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mainSoundTrack: SoundTrack;
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/**
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* The list of sound tracks added to the scene
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soundTracks: Nullable<Array<SoundTrack>>;
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@@ -39,17 +39,17 @@ declare module "../scene" {
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getSoundByName(name: string): Nullable<Sound>;
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/**
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* Gets or sets if audio support is enabled
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*/
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audioEnabled: boolean;
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/**
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* Gets or sets if audio will be output to headphones
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*/
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headphone: boolean;
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/**
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* Gets or sets custom audio listener position provider
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audioListenerPositionProvider: Nullable<() => Vector3>;
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/**
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@@ -1 +1 @@
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1
|
-
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{ Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport type { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"./audioEngine\";\r\nimport { PrecisionDate } from \"../Misc/precisionDate\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // TODO: add sound\r\n let loadedSounds: Sound[] = [];\r\n let loadedSound: Sound;\r\n container.sounds = container.sounds || [];\r\n if (parsedData.sounds !== undefined && parsedData.sounds !== null) {\r\n for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) {\r\n const parsedSound = parsedData.sounds[index];\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (!parsedSound.url) {\r\n parsedSound.url = parsedSound.name;\r\n }\r\n if (!loadedSounds[parsedSound.url]) {\r\n loadedSound = Sound.Parse(parsedSound, scene, rootUrl);\r\n loadedSounds[parsedSound.url] = loadedSound;\r\n container.sounds.push(loadedSound);\r\n } else {\r\n container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));\r\n }\r\n } else {\r\n container.sounds.push(new Sound(parsedSound.name, null, scene));\r\n }\r\n }\r\n }\r\n\r\n loadedSounds = [];\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of sounds used in the scene.\r\n */\r\n sounds: Nullable<Array<Sound>>;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _mainSoundTrack: SoundTrack;\r\n /**\r\n * The main sound track played by the scene.\r\n * It contains your primary collection of sounds.\r\n */\r\n mainSoundTrack: SoundTrack;\r\n /**\r\n * The list of sound tracks added to the scene\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n soundTracks: Nullable<Array<SoundTrack>>;\r\n\r\n /**\r\n * Gets a sound using a given name\r\n * @param name defines the name to search for\r\n * @returns the found sound or null if not found at all.\r\n */\r\n getSoundByName(name: string): Nullable<Sound>;\r\n\r\n /**\r\n * Gets or sets if audio support is enabled\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets if audio will be output to headphones\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n headphone: boolean;\r\n\r\n /**\r\n * Gets or sets custom audio listener position provider\r\n * @see https://doc.babylonjs.com/how_to/playing_sounds_and_music\r\n */\r\n audioListenerPositionProvider: Nullable<() => Vector3>;\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n audioPositioningRefreshRate: number;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"mainSoundTrack\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (!this._mainSoundTrack) {\r\n this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });\r\n }\r\n\r\n return this._mainSoundTrack;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getSoundByName = function (name: string): Nullable<Sound> {\r\n let index: number;\r\n for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {\r\n if (this.mainSoundTrack.soundCollection[index].name === name) {\r\n return this.mainSoundTrack.soundCollection[index];\r\n }\r\n }\r\n\r\n if (this.soundTracks) {\r\n for (let sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {\r\n for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {\r\n if (this.soundTracks[sdIndex].soundCollection[index].name === name) {\r\n return this.soundTracks[sdIndex].soundCollection[index];\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"audioEnabled\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioEnabled;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.enableAudio();\r\n } else {\r\n compo.disableAudio();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"headphone\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.headphone;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.switchAudioModeForHeadphones();\r\n } else {\r\n compo.switchAudioModeForNormalSpeakers();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioListenerPositionProvider\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioListenerPositionProvider;\r\n },\r\n set: function (this: Scene, value: () => Vector3) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (typeof value !== \"function\") {\r\n throw new Error(\"The value passed to [Scene.audioListenerPositionProvider] must be a function that returns a Vector3\");\r\n } else {\r\n compo.audioListenerPositionProvider = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioPositioningRefreshRate\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioPositioningRefreshRate;\r\n },\r\n set: function (this: Scene, value: number) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n compo.audioPositioningRefreshRate = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the sound scene component responsible to manage any sounds\r\n * in a given scene.\r\n */\r\nexport class AudioSceneComponent implements ISceneSerializableComponent {\r\n private static _CameraDirection = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_AUDIO;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _audioEnabled = true;\r\n /**\r\n * Gets whether audio is enabled or not.\r\n * Please use related enable/disable method to switch state.\r\n */\r\n public get audioEnabled(): boolean {\r\n return this._audioEnabled;\r\n }\r\n\r\n private _headphone = false;\r\n /**\r\n * Gets whether audio is outputting to headphone or not.\r\n * Please use the according Switch methods to change output.\r\n */\r\n public get headphone(): boolean {\r\n return this._headphone;\r\n }\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n public audioPositioningRefreshRate = 500;\r\n\r\n private _audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n /**\r\n * Gets the current audio listener position provider\r\n */\r\n public get audioListenerPositionProvider(): Nullable<() => Vector3> {\r\n return this._audioListenerPositionProvider;\r\n }\r\n /**\r\n * Sets a custom listener position for all sounds in the scene\r\n * By default, this is the position of the first active camera\r\n */\r\n public set audioListenerPositionProvider(value: Nullable<() => Vector3>) {\r\n this._audioListenerPositionProvider = value;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n\r\n scene.soundTracks = new Array<SoundTrack>();\r\n scene.sounds = new Array<Sound>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here. (Not rendering related)\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.sounds = [];\r\n\r\n if (this.scene.soundTracks) {\r\n for (let index = 0; index < this.scene.soundTracks.length; index++) {\r\n const soundtrack = this.scene.soundTracks[index];\r\n\r\n for (let soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {\r\n serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.play();\r\n sound.autoplay = true;\r\n this.scene.mainSoundTrack.addSound(sound);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.stop();\r\n sound.autoplay = false;\r\n this.scene.mainSoundTrack.removeSound(sound);\r\n if (dispose) {\r\n sound.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const scene = this.scene;\r\n if (scene._mainSoundTrack) {\r\n scene.mainSoundTrack.dispose();\r\n }\r\n\r\n if (scene.soundTracks) {\r\n for (let scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {\r\n scene.soundTracks[scIndex].dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables audio in the associated scene.\r\n */\r\n public disableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = false;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.suspend();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n scene.mainSoundTrack.soundCollection[i].pause();\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n scene.soundTracks[i].soundCollection[j].pause();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables audio in the associated scene.\r\n */\r\n public enableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = true;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.resume();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n if (scene.mainSoundTrack.soundCollection[i].isPaused) {\r\n scene.mainSoundTrack.soundCollection[i].play();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n if (scene.soundTracks[i].soundCollection[j].isPaused) {\r\n scene.soundTracks[i].soundCollection[j].play();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to headphone output.\r\n */\r\n public switchAudioModeForHeadphones() {\r\n const scene = this.scene;\r\n this._headphone = true;\r\n\r\n scene.mainSoundTrack.switchPanningModelToHRTF();\r\n if (scene.soundTracks) {\r\n for (let i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to normal speakers.\r\n */\r\n public switchAudioModeForNormalSpeakers() {\r\n const scene = this.scene;\r\n this._headphone = false;\r\n\r\n scene.mainSoundTrack.switchPanningModelToEqualPower();\r\n\r\n if (scene.soundTracks) {\r\n for (let i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n private _cachedCameraDirection = new Vector3();\r\n private _cachedCameraPosition = new Vector3();\r\n private _lastCheck = 0;\r\n private _invertMatrixTemp = new Matrix();\r\n private _cameraDirectionTemp = new Vector3();\r\n\r\n private _afterRender() {\r\n const now = PrecisionDate.Now;\r\n if (this._lastCheck && now - this._lastCheck < this.audioPositioningRefreshRate) {\r\n return;\r\n }\r\n\r\n this._lastCheck = now;\r\n\r\n const scene = this.scene;\r\n if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {\r\n return;\r\n }\r\n\r\n const audioEngine = Engine.audioEngine;\r\n\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n if (audioEngine.audioContext) {\r\n // A custom listener position provider was set\r\n // Use the users provided position instead of camera's\r\n if (this._audioListenerPositionProvider) {\r\n const position: Vector3 = this._audioListenerPositionProvider();\r\n // Make sure all coordinates were provided\r\n position.x = position.x || 0;\r\n position.y = position.y || 0;\r\n position.z = position.z || 0;\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);\r\n } else {\r\n let listeningCamera: Nullable<Camera>;\r\n\r\n if (scene.activeCameras && scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n } else {\r\n listeningCamera = scene.activeCamera;\r\n }\r\n\r\n // Check if there is a listening camera\r\n if (listeningCamera) {\r\n // Set the listener position to the listening camera global position\r\n if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {\r\n this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);\r\n audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);\r\n }\r\n\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\r\n listeningCamera.getViewMatrix().invertToRef(this._invertMatrixTemp);\r\n Vector3.TransformNormalToRef(AudioSceneComponent._CameraDirection, this._invertMatrixTemp, this._cameraDirectionTemp);\r\n this._cameraDirectionTemp.normalize();\r\n // To avoid some errors on GearVR\r\n if (!isNaN(this._cameraDirectionTemp.x) && !isNaN(this._cameraDirectionTemp.y) && !isNaN(this._cameraDirectionTemp.z)) {\r\n if (!this._cachedCameraDirection.equals(this._cameraDirectionTemp)) {\r\n this._cachedCameraDirection.copyFrom(this._cameraDirectionTemp);\r\n audioEngine.audioContext.listener.setOrientation(this._cameraDirectionTemp.x, this._cameraDirectionTemp.y, this._cameraDirectionTemp.z, 0, 1, 0);\r\n }\r\n }\r\n }\r\n // Otherwise set the listener position to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(0, 0, 0);\r\n }\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n const sound = scene.mainSoundTrack.soundCollection[i];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n const sound = scene.soundTracks[i].soundCollection[j];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nSound._SceneComponentInitialization = (scene: Scene) => {\r\n let compo = scene._getComponent(SceneComponentConstants.NAME_AUDIO);\r\n if (!compo) {\r\n compo = new AudioSceneComponent(scene);\r\n scene._addComponent(compo);\r\n }\r\n};\r\n"]}
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+
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{ Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport type { ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport type { AssetContainer } from \"../assetContainer\";\r\n\r\nimport \"./audioEngine\";\r\nimport { PrecisionDate } from \"../Misc/precisionDate\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_AUDIO, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n // TODO: add sound\r\n let loadedSounds: Sound[] = [];\r\n let loadedSound: Sound;\r\n container.sounds = container.sounds || [];\r\n if (parsedData.sounds !== undefined && parsedData.sounds !== null) {\r\n for (let index = 0, cache = parsedData.sounds.length; index < cache; index++) {\r\n const parsedSound = parsedData.sounds[index];\r\n if (Engine.audioEngine?.canUseWebAudio) {\r\n if (!parsedSound.url) {\r\n parsedSound.url = parsedSound.name;\r\n }\r\n if (!loadedSounds[parsedSound.url]) {\r\n loadedSound = Sound.Parse(parsedSound, scene, rootUrl);\r\n loadedSounds[parsedSound.url] = loadedSound;\r\n container.sounds.push(loadedSound);\r\n } else {\r\n container.sounds.push(Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));\r\n }\r\n } else {\r\n container.sounds.push(new Sound(parsedSound.name, null, scene));\r\n }\r\n }\r\n }\r\n\r\n loadedSounds = [];\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of sounds used in the scene.\r\n */\r\n sounds: Nullable<Array<Sound>>;\r\n }\r\n}\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /**\r\n * @internal\r\n * Backing field\r\n */\r\n _mainSoundTrack: SoundTrack;\r\n /**\r\n * The main sound track played by the scene.\r\n * It contains your primary collection of sounds.\r\n */\r\n mainSoundTrack: SoundTrack;\r\n /**\r\n * The list of sound tracks added to the scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\n soundTracks: Nullable<Array<SoundTrack>>;\r\n\r\n /**\r\n * Gets a sound using a given name\r\n * @param name defines the name to search for\r\n * @returns the found sound or null if not found at all.\r\n */\r\n getSoundByName(name: string): Nullable<Sound>;\r\n\r\n /**\r\n * Gets or sets if audio support is enabled\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\n audioEnabled: boolean;\r\n\r\n /**\r\n * Gets or sets if audio will be output to headphones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\n headphone: boolean;\r\n\r\n /**\r\n * Gets or sets custom audio listener position provider\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\n audioListenerPositionProvider: Nullable<() => Vector3>;\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n audioPositioningRefreshRate: number;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"mainSoundTrack\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (!this._mainSoundTrack) {\r\n this._mainSoundTrack = new SoundTrack(this, { mainTrack: true });\r\n }\r\n\r\n return this._mainSoundTrack;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getSoundByName = function (name: string): Nullable<Sound> {\r\n let index: number;\r\n for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {\r\n if (this.mainSoundTrack.soundCollection[index].name === name) {\r\n return this.mainSoundTrack.soundCollection[index];\r\n }\r\n }\r\n\r\n if (this.soundTracks) {\r\n for (let sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {\r\n for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {\r\n if (this.soundTracks[sdIndex].soundCollection[index].name === name) {\r\n return this.soundTracks[sdIndex].soundCollection[index];\r\n }\r\n }\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\nObject.defineProperty(Scene.prototype, \"audioEnabled\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioEnabled;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.enableAudio();\r\n } else {\r\n compo.disableAudio();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"headphone\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.headphone;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (value) {\r\n compo.switchAudioModeForHeadphones();\r\n } else {\r\n compo.switchAudioModeForNormalSpeakers();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioListenerPositionProvider\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioListenerPositionProvider;\r\n },\r\n set: function (this: Scene, value: () => Vector3) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n if (typeof value !== \"function\") {\r\n throw new Error(\"The value passed to [Scene.audioListenerPositionProvider] must be a function that returns a Vector3\");\r\n } else {\r\n compo.audioListenerPositionProvider = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nObject.defineProperty(Scene.prototype, \"audioPositioningRefreshRate\", {\r\n get: function (this: Scene) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n return compo.audioPositioningRefreshRate;\r\n },\r\n set: function (this: Scene, value: number) {\r\n let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO) as AudioSceneComponent;\r\n if (!compo) {\r\n compo = new AudioSceneComponent(this);\r\n this._addComponent(compo);\r\n }\r\n\r\n compo.audioPositioningRefreshRate = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the sound scene component responsible to manage any sounds\r\n * in a given scene.\r\n */\r\nexport class AudioSceneComponent implements ISceneSerializableComponent {\r\n private static _CameraDirection = new Vector3(0, 0, -1);\r\n\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_AUDIO;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _audioEnabled = true;\r\n /**\r\n * Gets whether audio is enabled or not.\r\n * Please use related enable/disable method to switch state.\r\n */\r\n public get audioEnabled(): boolean {\r\n return this._audioEnabled;\r\n }\r\n\r\n private _headphone = false;\r\n /**\r\n * Gets whether audio is outputting to headphone or not.\r\n * Please use the according Switch methods to change output.\r\n */\r\n public get headphone(): boolean {\r\n return this._headphone;\r\n }\r\n\r\n /**\r\n * Gets or sets a refresh rate when using 3D audio positioning\r\n */\r\n public audioPositioningRefreshRate = 500;\r\n\r\n private _audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n /**\r\n * Gets the current audio listener position provider\r\n */\r\n public get audioListenerPositionProvider(): Nullable<() => Vector3> {\r\n return this._audioListenerPositionProvider;\r\n }\r\n /**\r\n * Sets a custom listener position for all sounds in the scene\r\n * By default, this is the position of the first active camera\r\n */\r\n public set audioListenerPositionProvider(value: Nullable<() => Vector3>) {\r\n this._audioListenerPositionProvider = value;\r\n }\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this.scene = scene;\r\n\r\n scene.soundTracks = new Array<SoundTrack>();\r\n scene.sounds = new Array<Sound>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._afterRenderStage.registerStep(SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do here. (Not rendering related)\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n serializationObject.sounds = [];\r\n\r\n if (this.scene.soundTracks) {\r\n for (let index = 0; index < this.scene.soundTracks.length; index++) {\r\n const soundtrack = this.scene.soundTracks[index];\r\n\r\n for (let soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {\r\n serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.play();\r\n sound.autoplay = true;\r\n this.scene.mainSoundTrack.addSound(sound);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose = false): void {\r\n if (!container.sounds) {\r\n return;\r\n }\r\n container.sounds.forEach((sound) => {\r\n sound.stop();\r\n sound.autoplay = false;\r\n this.scene.mainSoundTrack.removeSound(sound);\r\n if (dispose) {\r\n sound.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n const scene = this.scene;\r\n if (scene._mainSoundTrack) {\r\n scene.mainSoundTrack.dispose();\r\n }\r\n\r\n if (scene.soundTracks) {\r\n for (let scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {\r\n scene.soundTracks[scIndex].dispose();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disables audio in the associated scene.\r\n */\r\n public disableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = false;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.suspend();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n scene.mainSoundTrack.soundCollection[i].pause();\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n scene.soundTracks[i].soundCollection[j].pause();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Enables audio in the associated scene.\r\n */\r\n public enableAudio() {\r\n const scene = this.scene;\r\n this._audioEnabled = true;\r\n\r\n if (Engine.audioEngine && Engine.audioEngine.audioContext) {\r\n Engine.audioEngine.audioContext.resume();\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n if (scene.mainSoundTrack.soundCollection[i].isPaused) {\r\n scene.mainSoundTrack.soundCollection[i].play();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n if (scene.soundTracks[i].soundCollection[j].isPaused) {\r\n scene.soundTracks[i].soundCollection[j].play();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to headphone output.\r\n */\r\n public switchAudioModeForHeadphones() {\r\n const scene = this.scene;\r\n this._headphone = true;\r\n\r\n scene.mainSoundTrack.switchPanningModelToHRTF();\r\n if (scene.soundTracks) {\r\n for (let i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToHRTF();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Switch audio to normal speakers.\r\n */\r\n public switchAudioModeForNormalSpeakers() {\r\n const scene = this.scene;\r\n this._headphone = false;\r\n\r\n scene.mainSoundTrack.switchPanningModelToEqualPower();\r\n\r\n if (scene.soundTracks) {\r\n for (let i = 0; i < scene.soundTracks.length; i++) {\r\n scene.soundTracks[i].switchPanningModelToEqualPower();\r\n }\r\n }\r\n }\r\n\r\n private _cachedCameraDirection = new Vector3();\r\n private _cachedCameraPosition = new Vector3();\r\n private _lastCheck = 0;\r\n private _invertMatrixTemp = new Matrix();\r\n private _cameraDirectionTemp = new Vector3();\r\n\r\n private _afterRender() {\r\n const now = PrecisionDate.Now;\r\n if (this._lastCheck && now - this._lastCheck < this.audioPositioningRefreshRate) {\r\n return;\r\n }\r\n\r\n this._lastCheck = now;\r\n\r\n const scene = this.scene;\r\n if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {\r\n return;\r\n }\r\n\r\n const audioEngine = Engine.audioEngine;\r\n\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n if (audioEngine.audioContext) {\r\n // A custom listener position provider was set\r\n // Use the users provided position instead of camera's\r\n if (this._audioListenerPositionProvider) {\r\n const position: Vector3 = this._audioListenerPositionProvider();\r\n // Make sure all coordinates were provided\r\n position.x = position.x || 0;\r\n position.y = position.y || 0;\r\n position.z = position.z || 0;\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);\r\n } else {\r\n let listeningCamera: Nullable<Camera>;\r\n\r\n if (scene.activeCameras && scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n } else {\r\n listeningCamera = scene.activeCamera;\r\n }\r\n\r\n // Check if there is a listening camera\r\n if (listeningCamera) {\r\n // Set the listener position to the listening camera global position\r\n if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {\r\n this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);\r\n audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);\r\n }\r\n\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\r\n listeningCamera.getViewMatrix().invertToRef(this._invertMatrixTemp);\r\n Vector3.TransformNormalToRef(AudioSceneComponent._CameraDirection, this._invertMatrixTemp, this._cameraDirectionTemp);\r\n this._cameraDirectionTemp.normalize();\r\n // To avoid some errors on GearVR\r\n if (!isNaN(this._cameraDirectionTemp.x) && !isNaN(this._cameraDirectionTemp.y) && !isNaN(this._cameraDirectionTemp.z)) {\r\n if (!this._cachedCameraDirection.equals(this._cameraDirectionTemp)) {\r\n this._cachedCameraDirection.copyFrom(this._cameraDirectionTemp);\r\n audioEngine.audioContext.listener.setOrientation(this._cameraDirectionTemp.x, this._cameraDirectionTemp.y, this._cameraDirectionTemp.z, 0, 1, 0);\r\n }\r\n }\r\n }\r\n // Otherwise set the listener position to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(0, 0, 0);\r\n }\r\n }\r\n\r\n let i: number;\r\n for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {\r\n const sound = scene.mainSoundTrack.soundCollection[i];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n if (scene.soundTracks) {\r\n for (i = 0; i < scene.soundTracks.length; i++) {\r\n for (let j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {\r\n const sound = scene.soundTracks[i].soundCollection[j];\r\n if (sound.useCustomAttenuation) {\r\n sound.updateDistanceFromListener();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nSound._SceneComponentInitialization = (scene: Scene) => {\r\n let compo = scene._getComponent(SceneComponentConstants.NAME_AUDIO);\r\n if (!compo) {\r\n compo = new AudioSceneComponent(scene);\r\n scene._addComponent(compo);\r\n }\r\n};\r\n"]}
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package/Audio/sound.d.ts
CHANGED
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@@ -7,7 +7,7 @@ import type { ISoundOptions } from "./Interfaces/ISoundOptions";
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/**
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* Defines a sound that can be played in the application.
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* The sound can either be an ambient track or a simple sound played in reaction to a user action.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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*/
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export declare class Sound {
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/**
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@@ -27,7 +27,7 @@ export declare class Sound {
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/**
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* Does the sound use a custom attenuation curve to simulate the falloff
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* happening when the source gets further away from the camera.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-your-own-custom-attenuation-function
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*/
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useCustomAttenuation: boolean;
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/**
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@@ -44,22 +44,22 @@ export declare class Sound {
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isPaused: boolean;
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/**
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* Define the reference distance the sound should be heard perfectly.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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refDistance: number;
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/**
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* Define the roll off factor of spatial sounds.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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rolloffFactor: number;
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/**
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* Define the max distance the sound should be heard (intensity just became 0 at this point).
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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maxDistance: number;
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/**
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* Define the distance attenuation model the sound will follow.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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distanceModel: string;
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/**
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@@ -81,12 +81,12 @@ export declare class Sound {
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get currentTime(): number;
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/**
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* Does this sound enables spatial sound.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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get spatialSound(): boolean;
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/**
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* Does this sound enables spatial sound.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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set spatialSound(newValue: boolean);
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private _spatialSound;
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@@ -164,13 +164,13 @@ export declare class Sound {
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/**
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* Switch the panning model to HRTF:
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* Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
|
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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switchPanningModelToHRTF(): void;
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/**
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* Switch the panning model to Equal Power:
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* Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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switchPanningModelToEqualPower(): void;
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private _switchPanningModel;
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@@ -218,7 +218,7 @@ export declare class Sound {
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/**
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* Sets a new custom attenuation function for the sound.
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* @param callback Defines the function used for the attenuation
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-your-own-custom-attenuation-function
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*/
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setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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/**
|
|
@@ -257,12 +257,12 @@ export declare class Sound {
|
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/**
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* Attach the sound to a dedicated mesh
|
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* @param transformNode The transform node to connect the sound with
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|
-
* @see https://doc.babylonjs.com/
|
|
260
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#attaching-a-sound-to-a-mesh
|
|
261
261
|
*/
|
|
262
262
|
attachToMesh(transformNode: TransformNode): void;
|
|
263
263
|
/**
|
|
264
264
|
* Detach the sound from the previously attached mesh
|
|
265
|
-
* @see https://doc.babylonjs.com/
|
|
265
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#attaching-a-sound-to-a-mesh
|
|
266
266
|
*/
|
|
267
267
|
detachFromMesh(): void;
|
|
268
268
|
private _onRegisterAfterWorldMatrixUpdate;
|