@babylonjs/core 5.38.0 → 5.40.0
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/Audio/audioSceneComponent.d.ts +11 -6
- package/Audio/audioSceneComponent.js +78 -52
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +6 -4
- package/Audio/sound.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Culling/ray.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.js +3 -3
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/nativeEngine.js +2 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Gizmos/gizmo.d.ts +1 -0
- package/Gizmos/gizmo.js +1 -0
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +4 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +4 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +2 -0
- package/Materials/Node/Blocks/index.js +2 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.d.ts +27 -0
- package/Materials/Node/Blocks/matrixDeterminantBlock.js +46 -0
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -0
- package/Materials/Node/Blocks/matrixTransposeBlock.d.ts +27 -0
- package/Materials/Node/Blocks/matrixTransposeBlock.js +46 -0
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -0
- package/Materials/Textures/renderTargetTexture.d.ts +32 -28
- package/Materials/Textures/renderTargetTexture.js +13 -9
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialPluginManager.js +25 -4
- package/Materials/materialPluginManager.js.map +1 -1
- package/Maths/math.vector.d.ts +101 -9
- package/Maths/math.vector.js +101 -9
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/linesMesh.d.ts +3 -1
- package/Meshes/linesMesh.js +8 -2
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/subMesh.js +2 -2
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/screenshotTools.d.ts +5 -2
- package/Misc/screenshotTools.js +7 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +67 -63
- package/Particles/solidParticleSystem.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +5 -0
- package/PostProcesses/volumetricLightScatteringPostProcess.js +9 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +2 -0
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.d.ts +2 -1
- package/Rendering/depthRendererSceneComponent.js +2 -2
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
- package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
- package/package.json +1 -1
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@@ -52,6 +52,11 @@ declare module "../scene" {
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* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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*/
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audioListenerPositionProvider: Nullable<() => Vector3>;
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/**
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* Gets or sets custom audio listener rotation provider
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* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic
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*/
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audioListenerRotationProvider: Nullable<() => Vector3>;
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/**
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* Gets or sets a refresh rate when using 3D audio positioning
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*/
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@@ -88,16 +93,16 @@ export declare class AudioSceneComponent implements ISceneSerializableComponent
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* Gets or sets a refresh rate when using 3D audio positioning
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*/
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audioPositioningRefreshRate: number;
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private _audioListenerPositionProvider;
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/**
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* Gets
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* Gets or Sets a custom listener position for all sounds in the scene
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* By default, this is the position of the first active camera
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*/
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-
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audioListenerPositionProvider: Nullable<() => Vector3>;
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/**
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* Sets a custom listener
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* By default, this is the
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* Gets or Sets a custom listener rotation for all sounds in the scene
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* By default, this is the rotation of the first active camera
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*/
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-
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audioListenerRotationProvider: Nullable<() => Vector3>;
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/**
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* Creates a new instance of the component for the given scene
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* @param scene Defines the scene to register the component in
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@@ -146,6 +146,31 @@ Object.defineProperty(Scene.prototype, "audioListenerPositionProvider", {
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enumerable: true,
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configurable: true,
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});
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Object.defineProperty(Scene.prototype, "audioListenerRotationProvider", {
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get: function () {
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let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO);
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if (!compo) {
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compo = new AudioSceneComponent(this);
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this._addComponent(compo);
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}
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return compo.audioListenerRotationProvider;
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},
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set: function (value) {
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let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO);
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if (!compo) {
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compo = new AudioSceneComponent(this);
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this._addComponent(compo);
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}
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if (typeof value !== "function") {
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throw new Error("The value passed to [Scene.audioListenerRotationProvider] must be a function that returns a Vector3");
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}
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else {
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compo.audioListenerRotationProvider = value;
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}
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},
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enumerable: true,
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configurable: true,
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});
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Object.defineProperty(Scene.prototype, "audioPositioningRefreshRate", {
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get: function () {
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let compo = this._getComponent(SceneComponentConstants.NAME_AUDIO);
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@@ -186,7 +211,16 @@ export class AudioSceneComponent {
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* Gets or sets a refresh rate when using 3D audio positioning
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*/
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this.audioPositioningRefreshRate = 500;
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-
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/**
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* Gets or Sets a custom listener position for all sounds in the scene
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* By default, this is the position of the first active camera
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*/
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this.audioListenerPositionProvider = null;
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/**
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* Gets or Sets a custom listener rotation for all sounds in the scene
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* By default, this is the rotation of the first active camera
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*/
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this.audioListenerRotationProvider = null;
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this._cachedCameraDirection = new Vector3();
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this._cachedCameraPosition = new Vector3();
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this._lastCheck = 0;
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@@ -214,19 +248,6 @@ export class AudioSceneComponent {
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get headphone() {
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return this._headphone;
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}
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/**
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* Gets the current audio listener position provider
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*/
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get audioListenerPositionProvider() {
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return this._audioListenerPositionProvider;
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}
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/**
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* Sets a custom listener position for all sounds in the scene
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* By default, this is the position of the first active camera
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*/
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set audioListenerPositionProvider(value) {
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this._audioListenerPositionProvider = value;
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}
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/**
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* Registers the component in a given scene
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*/
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@@ -388,53 +409,58 @@ export class AudioSceneComponent {
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return;
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}
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if (audioEngine.audioContext) {
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let listeningCamera = scene.activeCamera;
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if (scene.activeCameras && scene.activeCameras.length > 0) {
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listeningCamera = scene.activeCameras[0];
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}
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// A custom listener position provider was set
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// Use the users provided position instead of camera's
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if (this.
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const position = this.
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// Make sure all coordinates were provided
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position.x = position.x || 0;
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position.y = position.y || 0;
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position.z = position.z || 0;
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if (this.audioListenerPositionProvider) {
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const position = this.audioListenerPositionProvider();
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// Set the listener position
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audioEngine.audioContext.listener.setPosition(position.x, position.y, position.z);
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audioEngine.audioContext.listener.setPosition(position.x || 0, position.y || 0, position.z || 0);
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// Check if there is a listening camera
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}
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else {
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if (
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listeningCamera
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else {
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listeningCamera = scene.activeCamera;
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else if (listeningCamera) {
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// Set the listener position to the listening camera global position
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if (!this._cachedCameraPosition.equals(listeningCamera.globalPosition)) {
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this._cachedCameraPosition.copyFrom(listeningCamera.globalPosition);
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audioEngine.audioContext.listener.setPosition(listeningCamera.globalPosition.x, listeningCamera.globalPosition.y, listeningCamera.globalPosition.z);
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}
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}
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// Otherwise set the listener position to 0, 0 ,0
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else {
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// Set the listener position
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audioEngine.audioContext.listener.setPosition(0, 0, 0);
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}
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// A custom listener rotation provider was set
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// Use the users provided rotation instead of camera's
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if (this.audioListenerRotationProvider) {
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const rotation = this.audioListenerRotationProvider();
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audioEngine.audioContext.listener.setOrientation(rotation.x || 0, rotation.y || 0, rotation.z || 0, 0, 1, 0);
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// Check if there is a listening camera
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}
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// for VR cameras
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if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
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listeningCamera = listeningCamera.rigCameras[0];
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}
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listeningCamera.getViewMatrix().invertToRef(this._invertMatrixTemp);
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Vector3.TransformNormalToRef(AudioSceneComponent._CameraDirection, this._invertMatrixTemp, this._cameraDirectionTemp);
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this._cameraDirectionTemp.normalize();
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// To avoid some errors on GearVR
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if (!isNaN(this._cameraDirectionTemp.x) && !isNaN(this._cameraDirectionTemp.y) && !isNaN(this._cameraDirectionTemp.z)) {
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if (!this._cachedCameraDirection.equals(this._cameraDirectionTemp)) {
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this._cachedCameraDirection.copyFrom(this._cameraDirectionTemp);
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audioEngine.audioContext.listener.setOrientation(this._cameraDirectionTemp.x, this._cameraDirectionTemp.y, this._cameraDirectionTemp.z, 0, 1, 0);
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}
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}
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}
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else if (listeningCamera) {
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// for VR cameras
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if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
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listeningCamera = listeningCamera.rigCameras[0];
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}
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listeningCamera.getViewMatrix().invertToRef(this._invertMatrixTemp);
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Vector3.TransformNormalToRef(AudioSceneComponent._CameraDirection, this._invertMatrixTemp, this._cameraDirectionTemp);
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this._cameraDirectionTemp.normalize();
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// To avoid some errors on GearVR
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if (!isNaN(this._cameraDirectionTemp.x) && !isNaN(this._cameraDirectionTemp.y) && !isNaN(this._cameraDirectionTemp.z)) {
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if (!this._cachedCameraDirection.equals(this._cameraDirectionTemp)) {
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this._cachedCameraDirection.copyFrom(this._cameraDirectionTemp);
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audioEngine.audioContext.listener.setOrientation(this._cameraDirectionTemp.x, this._cameraDirectionTemp.y, this._cameraDirectionTemp.z, 0, 1, 0);
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}
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}
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}
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// Otherwise set the listener rotation to 0, 0 ,0
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else {
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// Set the listener position
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audioEngine.audioContext.listener.setOrientation(0, 0, 0, 0, 1, 0);
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}
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let i;
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for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
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const sound = scene.mainSoundTrack.soundCollection[i];
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@@ -1 +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/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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+
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{ Sound } from \"./sound\";\r\nimport { SoundTrack } from \"./soundTrack\";\r\nimport { Engine } from \"../Engines/engine\";\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 custom audio listener rotation provider\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic\r\n */\r\n audioListenerRotationProvider: 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, \"audioListenerRotationProvider\", {\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.audioListenerRotationProvider;\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.audioListenerRotationProvider] must be a function that returns a Vector3\");\r\n } else {\r\n compo.audioListenerRotationProvider = 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 /**\r\n * Gets or 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 audioListenerPositionProvider: Nullable<() => Vector3> = null;\r\n\r\n /**\r\n * Gets or Sets a custom listener rotation for all sounds in the scene\r\n * By default, this is the rotation of the first active camera\r\n */\r\n public audioListenerRotationProvider: Nullable<() => Vector3> = null;\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 let listeningCamera = scene.activeCamera;\r\n if (scene.activeCameras && scene.activeCameras.length > 0) {\r\n listeningCamera = scene.activeCameras[0];\r\n }\r\n\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 // Set the listener position\r\n audioEngine.audioContext.listener.setPosition(position.x || 0, position.y || 0, position.z || 0);\r\n // Check if there is a listening camera\r\n } else 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 // 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 // A custom listener rotation provider was set\r\n // Use the users provided rotation instead of camera's\r\n if (this.audioListenerRotationProvider) {\r\n const rotation: Vector3 = this.audioListenerRotationProvider();\r\n audioEngine.audioContext.listener.setOrientation(rotation.x || 0, rotation.y || 0, rotation.z || 0, 0, 1, 0);\r\n // Check if there is a listening camera\r\n } else if (listeningCamera) {\r\n // for VR cameras\r\n if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {\r\n listeningCamera = listeningCamera.rigCameras[0];\r\n }\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 rotation to 0, 0 ,0\r\n else {\r\n // Set the listener position\r\n audioEngine.audioContext.listener.setOrientation(0, 0, 0, 0, 1, 0);\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"]}
|
package/Audio/sound.js
CHANGED
|
@@ -306,7 +306,7 @@ export class Sound {
|
|
|
306
306
|
if (this._htmlAudioElement) {
|
|
307
307
|
return this._htmlAudioElement.currentTime;
|
|
308
308
|
}
|
|
309
|
-
let currentTime = this._startOffset;
|
|
309
|
+
let currentTime = this._startOffset + (this._offset ? this._offset : 0);
|
|
310
310
|
if (this.isPlaying && ((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext)) {
|
|
311
311
|
currentTime += Engine.audioEngine.audioContext.currentTime - this._startTime;
|
|
312
312
|
}
|
|
@@ -739,10 +739,12 @@ export class Sound {
|
|
|
739
739
|
}
|
|
740
740
|
else {
|
|
741
741
|
const tryToPlay = () => {
|
|
742
|
-
var _a, _b, _c;
|
|
742
|
+
var _a, _b, _c, _d;
|
|
743
743
|
if ((_a = Engine.audioEngine) === null || _a === void 0 ? void 0 : _a.audioContext) {
|
|
744
744
|
length = length || this._length;
|
|
745
|
-
|
|
745
|
+
if (offset) {
|
|
746
|
+
this._offset = offset;
|
|
747
|
+
}
|
|
746
748
|
if (this._soundSource) {
|
|
747
749
|
const oldSource = this._soundSource;
|
|
748
750
|
oldSource.onended = () => {
|
|
@@ -765,7 +767,7 @@ export class Sound {
|
|
|
765
767
|
this._onended();
|
|
766
768
|
};
|
|
767
769
|
startTime = time ? ((_c = Engine.audioEngine) === null || _c === void 0 ? void 0 : _c.audioContext.currentTime) + time : Engine.audioEngine.audioContext.currentTime;
|
|
768
|
-
const actualOffset = this.isPaused ? this._startOffset
|
|
770
|
+
const actualOffset = ((this.isPaused ? this._startOffset : 0) + ((_d = this._offset) !== null && _d !== void 0 ? _d : 0)) % this._soundSource.buffer.duration;
|
|
769
771
|
this._soundSource.start(startTime, actualOffset, this.loop ? undefined : length);
|
|
770
772
|
}
|
|
771
773
|
}
|