@babylonjs/core 8.7.0 → 8.7.1
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/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +3 -35
- package/AudioV2/abstractAudio/abstractSound.js +2 -58
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundSource.d.ts +57 -0
- package/AudioV2/abstractAudio/abstractSoundSource.js +72 -0
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -0
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +33 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +23 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/index.d.ts +1 -0
- package/AudioV2/webAudio/index.js +1 -0
- package/AudioV2/webAudio/index.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
- package/AudioV2/webAudio/webAudioEngine.js +18 -0
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +41 -0
- package/AudioV2/webAudio/webAudioSoundSource.js +115 -0
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -0
- package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +14 -3
- package/Collisions/collider.js.map +1 -1
- package/Collisions/collisionCoordinator.d.ts +2 -2
- package/Collisions/collisionCoordinator.js +9 -5
- package/Collisions/collisionCoordinator.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +3 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +1 -1
- package/Engines/constants.js +1 -1
- package/Engines/constants.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +46 -0
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +107 -0
- package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +1 -1
- package/FrameGraph/Passes/renderPass.js +3 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +27 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +41 -0
- package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +12 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +30 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -1
- package/FrameGraph/index.js +2 -1
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/cameraGizmo.js +2 -2
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Maths/ThinMaths/index.d.ts +2 -0
- package/Maths/ThinMaths/index.js +3 -0
- package/Maths/ThinMaths/index.js.map +1 -0
- package/Maths/ThinMaths/thinMath.matrix.d.ts +20 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +53 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.js +190 -0
- package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -0
- package/Maths/ThinMaths/thinMath.matrix.js +23 -0
- package/Maths/ThinMaths/thinMath.matrix.js.map +1 -0
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +2 -0
- package/Maths/index.js.map +1 -1
- package/Maths/math.vector.js +7 -89
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +2 -1
- package/Meshes/abstractMesh.js +3 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Misc/screenshotTools.js +2 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/flowMap.d.ts +18 -3
- package/Particles/flowMap.js +19 -7
- package/Particles/flowMap.js.map +1 -1
- package/Particles/particleSystem.js +2 -1
- package/Particles/particleSystem.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +0 -3
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/index.d.ts +1 -0
- package/PostProcesses/index.js +1 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.d.ts +4 -11
- package/PostProcesses/motionBlurPostProcess.js +40 -62
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/thinMotionBlurPostProcess.d.ts +67 -0
- package/PostProcesses/thinMotionBlurPostProcess.js +127 -0
- package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -0
- package/PostProcesses/thinSSRPostProcess.js +1 -2
- package/PostProcesses/thinSSRPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +1 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +4 -4
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -2
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +6 -17
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +4 -4
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +8 -8
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -0
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.js +8 -8
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/motionBlur.fragment.js +6 -17
- package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
- package/assetContainer.js +3 -0
- package/assetContainer.js.map +1 -1
- package/package.json +5 -2
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{ Observable } from \"../../Misc/observable\";\nimport type { Nullable } from \"../../types\";\nimport { SoundState } from \"../soundState\";\nimport { AbstractNamedAudioNode, AudioNodeType } from \"./abstractAudioNode\";\nimport type { _AbstractSoundInstance } from \"./abstractSoundInstance\";\nimport type { PrimaryAudioBus } from \"./audioBus\";\nimport type { AudioEngineV2 } from \"./audioEngineV2\";\nimport type { _AbstractAudioSubGraph } from \"./subNodes/abstractAudioSubGraph\";\nimport type { IVolumeAudioOptions } from \"./subNodes/volumeAudioSubNode\";\nimport { _GetVolumeAudioProperty, _GetVolumeAudioSubNode } from \"./subNodes/volumeAudioSubNode\";\nimport type { AbstractAudioAnalyzer, IAudioAnalyzerOptions } from \"./subProperties/abstractAudioAnalyzer\";\nimport type { AbstractSpatialAudio, ISpatialAudioOptions } from \"./subProperties/abstractSpatialAudio\";\nimport type { AbstractStereoAudio, IStereoAudioOptions } from \"./subProperties/abstractStereoAudio\";\nimport { _AudioAnalyzer } from \"./subProperties/audioAnalyzer\";\n\n/** @internal */\nexport interface IAbstractSoundOptionsBase {\n /**\n * Whether the sound should start playing automatically. Defaults to `false`.\n */\n autoplay: boolean;\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n maxInstances: number;\n}\n\n/** @internal */\nexport interface IAbstractSoundPlayOptionsBase {\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n loop: boolean;\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n startOffset: number;\n}\n\n/**\n * Options for creating a sound.\n */\nexport interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, IAudioAnalyzerOptions, ISpatialAudioOptions, IStereoAudioOptions {\n /**\n * The output bus for the sound. Defaults to `null`.\n * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n outBus: Nullable<PrimaryAudioBus>;\n}\n\n/**\n * Options for playing a sound.\n */\nexport interface IAbstractSoundPlayOptions extends IAbstractSoundPlayOptionsBase, IVolumeAudioOptions {}\n\n/**\n * Options stored in a sound.\n * @internal\n */\nexport interface IAbstractSoundStoredOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptionsBase {}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSound extends AbstractNamedAudioNode {\n private _analyzer: Nullable<AbstractAudioAnalyzer> = null;\n private _newestInstance: Nullable<_AbstractSoundInstance> = null;\n private _outBus: Nullable<PrimaryAudioBus> = null;\n private _privateInstances = new Set<_AbstractSoundInstance>();\n private _state: SoundState = SoundState.Stopped;\n\n protected _instances: ReadonlySet<_AbstractSoundInstance> = this._privateInstances;\n protected abstract readonly _options: IAbstractSoundStoredOptions;\n protected abstract _subGraph: _AbstractAudioSubGraph;\n\n /**\n * Observable for when the sound stops playing.\n */\n public readonly onEndedObservable = new Observable<AbstractSound>();\n\n protected constructor(name: string, engine: AudioEngineV2) {\n super(name, engine, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * The analyzer features of the sound.\n */\n public get analyzer(): AbstractAudioAnalyzer {\n return this._analyzer ?? (this._analyzer = new _AudioAnalyzer(this._subGraph));\n }\n\n /**\n * Whether the sound should start playing automatically. Defaults to `false`.\n */\n public get autoplay(): boolean {\n return this._options.autoplay;\n }\n\n /**\n * The current playback time of the sound, in seconds.\n */\n public get currentTime(): number {\n const instance = this._getNewestInstance();\n return instance ? instance.currentTime : 0;\n }\n\n public set currentTime(value: number) {\n this.startOffset = value;\n\n const instance = this._getNewestInstance();\n if (instance) {\n instance.currentTime = value;\n }\n }\n\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n public get loop(): boolean {\n return this._options.loop;\n }\n\n public set loop(value: boolean) {\n this._options.loop = value;\n }\n\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n public get maxInstances(): number {\n return this._options.maxInstances;\n }\n\n public set maxInstances(value: number) {\n this._options.maxInstances = value;\n }\n\n /**\n * The output bus for the sound. Defaults to `null`.\n * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n public get outBus(): Nullable<PrimaryAudioBus> {\n return this._outBus;\n }\n\n public set outBus(outBus: Nullable<PrimaryAudioBus>) {\n if (this._outBus === outBus) {\n return;\n }\n\n if (this._outBus) {\n this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);\n if (!this._disconnect(this._outBus)) {\n throw new Error(\"Disconnect failed\");\n }\n }\n\n this._outBus = outBus;\n\n if (this._outBus) {\n this._outBus.onDisposeObservable.add(this._onOutBusDisposed);\n if (!this._connect(this._outBus)) {\n throw new Error(\"Connect failed\");\n }\n }\n }\n\n /**\n * The spatial features of the sound.\n */\n public abstract spatial: AbstractSpatialAudio;\n\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n public get startOffset(): number {\n return this._options.startOffset;\n }\n\n public set startOffset(value: number) {\n this._options.startOffset = value;\n }\n\n /**\n * The state of the sound.\n */\n public get state(): SoundState {\n return this._state;\n }\n\n /**\n * The stereo features of the sound.\n */\n public abstract stereo: AbstractStereoAudio;\n\n /**\n * The output volume of the sound.\n */\n public get volume(): number {\n return _GetVolumeAudioProperty(this._subGraph, \"volume\");\n }\n\n public set volume(value: number) {\n // The volume subnode is created on initialization and should always exist.\n const node = _GetVolumeAudioSubNode(this._subGraph);\n if (!node) {\n throw new Error(\"No volume subnode\");\n }\n\n node.volume = value;\n }\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._analyzer?.dispose();\n this._analyzer = null;\n\n this._newestInstance = null;\n this._outBus = null;\n\n this._privateInstances.clear();\n this.onEndedObservable.clear();\n }\n\n /**\n * Plays the sound.\n * - Triggers `onEndedObservable` if played for the full duration and the `loop` option is not set.\n * @param options The options to use when playing the sound. Options set here override the sound's options.\n */\n public abstract play(options?: Partial<IAbstractSoundPlayOptions>): void;\n\n /**\n * Pauses the sound.\n */\n public pause(): void {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.pause();\n }\n\n this._state = SoundState.Paused;\n }\n\n /**\n * Resumes the sound.\n */\n public resume(): void {\n if (this._state !== SoundState.Paused) {\n return;\n }\n\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.resume();\n }\n\n this._state = SoundState.Started;\n }\n\n /**\n * Stops the sound.\n * - Triggers `onEndedObservable` if the sound is playing.\n */\n public abstract stop(): void;\n\n protected _beforePlay(instance: _AbstractSoundInstance): void {\n if (this.state === SoundState.Paused && this._instances.size > 0) {\n this.resume();\n return;\n }\n\n instance.onEndedObservable.addOnce(this._onInstanceEnded);\n this._privateInstances.add(instance);\n this._newestInstance = instance;\n }\n\n protected _afterPlay(instance: _AbstractSoundInstance): void {\n this._state = instance.state;\n }\n\n protected _getNewestInstance(): Nullable<_AbstractSoundInstance> {\n if (this._instances.size === 0) {\n return null;\n }\n\n if (!this._newestInstance) {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n this._newestInstance = next.value;\n }\n }\n\n return this._newestInstance;\n }\n\n protected _setState(state: SoundState): void {\n this._state = state;\n }\n\n protected abstract _createInstance(): _AbstractSoundInstance;\n\n protected _stopExcessInstances(): void {\n if (this.maxInstances < Infinity) {\n const numberOfInstancesToStop = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started).length - this.maxInstances;\n const it = this._instances.values();\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n const instance = it.next().value;\n instance.stop();\n }\n }\n }\n\n private _onInstanceEnded: (instance: _AbstractSoundInstance) => void = (instance) => {\n if (this._newestInstance === instance) {\n this._newestInstance = null;\n }\n\n this._privateInstances.delete(instance);\n\n if (this._instances.size === 0) {\n this._state = SoundState.Stopped;\n this.onEndedObservable.notifyObservers(this);\n }\n };\n\n private _onOutBusDisposed = () => {\n this._outBus = null;\n };\n}\n"]}
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Defaults to `false`.\n */\n autoplay: boolean;\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n maxInstances: number;\n}\n\n/** @internal */\nexport interface IAbstractSoundPlayOptionsBase {\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n loop: boolean;\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n startOffset: number;\n}\n\n/**\n * Options for creating a sound.\n */\nexport interface IAbstractSoundOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptions, ISoundSourceOptions {\n /**\n * The output bus for the sound. Defaults to `null`.\n * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n outBus: Nullable<PrimaryAudioBus>;\n}\n\n/**\n * Options for playing a sound.\n */\nexport interface IAbstractSoundPlayOptions extends IAbstractSoundPlayOptionsBase, IVolumeAudioOptions {}\n\n/**\n * Options stored in a sound.\n * @internal\n */\nexport interface IAbstractSoundStoredOptions extends IAbstractSoundOptionsBase, IAbstractSoundPlayOptionsBase {}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSound extends AbstractSoundSource {\n private _newestInstance: Nullable<_AbstractSoundInstance> = null;\n private _privateInstances = new Set<_AbstractSoundInstance>();\n private _state: SoundState = SoundState.Stopped;\n\n protected _instances: ReadonlySet<_AbstractSoundInstance> = this._privateInstances;\n protected abstract readonly _options: IAbstractSoundStoredOptions;\n\n /**\n * Observable for when the sound stops playing.\n */\n public readonly onEndedObservable = new Observable<AbstractSound>();\n\n protected constructor(name: string, engine: AudioEngineV2) {\n super(name, engine, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * Whether the sound should start playing automatically. Defaults to `false`.\n */\n public get autoplay(): boolean {\n return this._options.autoplay;\n }\n\n /**\n * The current playback time of the sound, in seconds.\n */\n public get currentTime(): number {\n const instance = this._getNewestInstance();\n return instance ? instance.currentTime : 0;\n }\n\n public set currentTime(value: number) {\n this.startOffset = value;\n\n const instance = this._getNewestInstance();\n if (instance) {\n instance.currentTime = value;\n }\n }\n\n /**\n * Whether the sound should loop. Defaults to `false`.\n */\n public get loop(): boolean {\n return this._options.loop;\n }\n\n public set loop(value: boolean) {\n this._options.loop = value;\n }\n\n /**\n * The maximum number of instances that can play at the same time. Defaults to `Infinity`.\n */\n public get maxInstances(): number {\n return this._options.maxInstances;\n }\n\n public set maxInstances(value: number) {\n this._options.maxInstances = value;\n }\n\n /**\n * The time within the sound buffer to start playing at, in seconds. Defaults to `0`.\n */\n public get startOffset(): number {\n return this._options.startOffset;\n }\n\n public set startOffset(value: number) {\n this._options.startOffset = value;\n }\n\n /**\n * The state of the sound.\n */\n public get state(): SoundState {\n return this._state;\n }\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._newestInstance = null;\n\n this._privateInstances.clear();\n this.onEndedObservable.clear();\n }\n\n /**\n * Plays the sound.\n * - Triggers `onEndedObservable` if played for the full duration and the `loop` option is not set.\n * @param options The options to use when playing the sound. Options set here override the sound's options.\n */\n public abstract play(options?: Partial<IAbstractSoundPlayOptions>): void;\n\n /**\n * Pauses the sound.\n */\n public pause(): void {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.pause();\n }\n\n this._state = SoundState.Paused;\n }\n\n /**\n * Resumes the sound.\n */\n public resume(): void {\n if (this._state !== SoundState.Paused) {\n return;\n }\n\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n next.value.resume();\n }\n\n this._state = SoundState.Started;\n }\n\n /**\n * Stops the sound.\n * - Triggers `onEndedObservable` if the sound is playing.\n */\n public abstract stop(): void;\n\n protected _beforePlay(instance: _AbstractSoundInstance): void {\n if (this.state === SoundState.Paused && this._instances.size > 0) {\n this.resume();\n return;\n }\n\n instance.onEndedObservable.addOnce(this._onInstanceEnded);\n this._privateInstances.add(instance);\n this._newestInstance = instance;\n }\n\n protected _afterPlay(instance: _AbstractSoundInstance): void {\n this._state = instance.state;\n }\n\n protected _getNewestInstance(): Nullable<_AbstractSoundInstance> {\n if (this._instances.size === 0) {\n return null;\n }\n\n if (!this._newestInstance) {\n const it = this._instances.values();\n for (let next = it.next(); !next.done; next = it.next()) {\n this._newestInstance = next.value;\n }\n }\n\n return this._newestInstance;\n }\n\n protected _setState(state: SoundState): void {\n this._state = state;\n }\n\n protected abstract _createInstance(): _AbstractSoundInstance;\n\n protected _stopExcessInstances(): void {\n if (this.maxInstances < Infinity) {\n const numberOfInstancesToStop = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started).length - this.maxInstances;\n const it = this._instances.values();\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n const instance = it.next().value;\n instance.stop();\n }\n }\n }\n\n private _onInstanceEnded: (instance: _AbstractSoundInstance) => void = (instance) => {\n if (this._newestInstance === instance) {\n this._newestInstance = null;\n }\n\n this._privateInstances.delete(instance);\n\n if (this._instances.size === 0) {\n this._state = SoundState.Stopped;\n this.onEndedObservable.notifyObservers(this);\n }\n };\n}\n"]}
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import type { Nullable } from "../../types.js";
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import { AbstractNamedAudioNode, AudioNodeType } from "./abstractAudioNode.js";
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import type { PrimaryAudioBus } from "./audioBus.js";
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import type { AudioEngineV2 } from "./audioEngineV2.js";
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import type { _AbstractAudioSubGraph } from "./subNodes/abstractAudioSubGraph.js";
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import type { AbstractAudioAnalyzer, IAudioAnalyzerOptions } from "./subProperties/abstractAudioAnalyzer.js";
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import type { AbstractSpatialAudio, ISpatialAudioOptions } from "./subProperties/abstractSpatialAudio.js";
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import type { AbstractStereoAudio, IStereoAudioOptions } from "./subProperties/abstractStereoAudio.js";
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/**
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* Options for creating a sound source.
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*/
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export interface ISoundSourceOptions extends IAudioAnalyzerOptions, ISpatialAudioOptions, IStereoAudioOptions {
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/**
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* The output bus for the sound source. Defaults to `null`.
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* - If not set or `null`, the sound source is automatically connected to the audio engine's default main bus.
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* @see {@link AudioEngineV2.defaultMainBus}
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*/
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outBus: Nullable<PrimaryAudioBus>;
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}
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/**
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* Abstract class representing a sound in the audio engine.
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*/
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export declare abstract class AbstractSoundSource extends AbstractNamedAudioNode {
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private _analyzer;
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private _outBus;
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protected abstract _subGraph: _AbstractAudioSubGraph;
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protected constructor(name: string, engine: AudioEngineV2, nodeType?: AudioNodeType);
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/**
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* The analyzer features of the sound.
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*/
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get analyzer(): AbstractAudioAnalyzer;
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/**
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* The output bus for the sound. Defaults to `null`.
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* - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.
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* @see {@link AudioEngineV2.defaultMainBus}
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*/
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get outBus(): Nullable<PrimaryAudioBus>;
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set outBus(outBus: Nullable<PrimaryAudioBus>);
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/**
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* The spatial features of the sound.
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*/
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abstract spatial: AbstractSpatialAudio;
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/**
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* The stereo features of the sound.
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*/
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abstract stereo: AbstractStereoAudio;
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/**
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* The output volume of the sound.
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*/
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get volume(): number;
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set volume(value: number);
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/**
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* Releases associated resources.
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*/
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dispose(): void;
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import { AbstractNamedAudioNode } from "./abstractAudioNode.js";
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import { _GetVolumeAudioProperty, _GetVolumeAudioSubNode } from "./subNodes/volumeAudioSubNode.js";
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/**
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* Abstract class representing a sound in the audio engine.
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export class AbstractSoundSource extends AbstractNamedAudioNode {
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constructor(name, engine, nodeType = 2 /* AudioNodeType.HAS_OUTPUTS */) {
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}
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/**
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* The analyzer features of the sound.
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*/
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get analyzer() {
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return this._analyzer ?? (this._analyzer = new _AudioAnalyzer(this._subGraph));
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}
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/**
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* The output bus for the sound. Defaults to `null`.
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* - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.
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get outBus() {
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set outBus(outBus) {
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}
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}
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}
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this._outBus = outBus;
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if (this._outBus) {
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throw new Error("Connect failed");
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}
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}
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}
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/**
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* The output volume of the sound.
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*/
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get volume() {
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return _GetVolumeAudioProperty(this._subGraph, "volume");
|
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}
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set volume(value) {
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// The volume subnode is created on initialization and should always exist.
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const node = _GetVolumeAudioSubNode(this._subGraph);
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if (!node) {
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}
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node.volume = value;
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}
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/**
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* Releases associated resources.
|
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*/
|
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dispose() {
|
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super.dispose();
|
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this._analyzer?.dispose();
|
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this._analyzer = null;
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this._outBus = null;
|
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}
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}
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//# sourceMappingURL=abstractSoundSource.js.map
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|
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{"version":3,"file":"abstractSoundSource.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/abstractAudio/abstractSoundSource.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,sBAAsB,EAAiB,MAAM,qBAAqB,CAAC;AAI5E,OAAO,EAAE,uBAAuB,EAAE,sBAAsB,EAAE,MAAM,+BAA+B,CAAC;AAIhG,OAAO,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAc/D;;GAEG;AACH,MAAM,OAAgB,mBAAoB,SAAQ,sBAAsB;IAMpE,YAAsB,IAAY,EAAE,MAAqB,EAAE,4CAAmD;QAC1G,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAN1B,cAAS,GAAoC,IAAI,CAAC;QAClD,YAAO,GAA8B,IAAI,CAAC;QAqF1C,sBAAiB,GAAG,GAAG,EAAE;YAC7B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACxB,CAAC,CAAC;IAjFF,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC;IACnF,CAAC;IAED;;;;OAIG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAiC;QAC/C,IAAI,IAAI,CAAC,OAAO,KAAK,MAAM,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACxE,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;gBAClC,MAAM,IAAI,KAAK,CAAC,mBAAmB,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YAC7D,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC/B,MAAM,IAAI,KAAK,CAAC,gBAAgB,CAAC,CAAC;YACtC,CAAC;QACL,CAAC;IACL,CAAC;IAYD;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,uBAAuB,CAAC,IAAI,CAAC,SAAS,EAAE,QAAQ,CAAC,CAAC;IAC7D,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,2EAA2E;QAC3E,MAAM,IAAI,GAAG,sBAAsB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACpD,IAAI,CAAC,IAAI,EAAE,CAAC;YACR,MAAM,IAAI,KAAK,CAAC,mBAAmB,CAAC,CAAC;QACzC,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;IACxB,CAAC;IAED;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAEhB,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,CAAC;QAC1B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAEtB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;IACxB,CAAC;CAKJ","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { AbstractNamedAudioNode, AudioNodeType } from \"./abstractAudioNode\";\nimport type { PrimaryAudioBus } from \"./audioBus\";\nimport type { AudioEngineV2 } from \"./audioEngineV2\";\nimport type { _AbstractAudioSubGraph } from \"./subNodes/abstractAudioSubGraph\";\nimport { _GetVolumeAudioProperty, _GetVolumeAudioSubNode } from \"./subNodes/volumeAudioSubNode\";\nimport type { AbstractAudioAnalyzer, IAudioAnalyzerOptions } from \"./subProperties/abstractAudioAnalyzer\";\nimport type { AbstractSpatialAudio, ISpatialAudioOptions } from \"./subProperties/abstractSpatialAudio\";\nimport type { AbstractStereoAudio, IStereoAudioOptions } from \"./subProperties/abstractStereoAudio\";\nimport { _AudioAnalyzer } from \"./subProperties/audioAnalyzer\";\n\n/**\n * Options for creating a sound source.\n */\nexport interface ISoundSourceOptions extends IAudioAnalyzerOptions, ISpatialAudioOptions, IStereoAudioOptions {\n /**\n * The output bus for the sound source. Defaults to `null`.\n * - If not set or `null`, the sound source is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n outBus: Nullable<PrimaryAudioBus>;\n}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSoundSource extends AbstractNamedAudioNode {\n private _analyzer: Nullable<AbstractAudioAnalyzer> = null;\n private _outBus: Nullable<PrimaryAudioBus> = null;\n\n protected abstract _subGraph: _AbstractAudioSubGraph;\n\n protected constructor(name: string, engine: AudioEngineV2, nodeType: AudioNodeType = AudioNodeType.HAS_OUTPUTS) {\n super(name, engine, nodeType);\n }\n\n /**\n * The analyzer features of the sound.\n */\n public get analyzer(): AbstractAudioAnalyzer {\n return this._analyzer ?? (this._analyzer = new _AudioAnalyzer(this._subGraph));\n }\n\n /**\n * The output bus for the sound. Defaults to `null`.\n * - If not set or `null`, the sound is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n public get outBus(): Nullable<PrimaryAudioBus> {\n return this._outBus;\n }\n\n public set outBus(outBus: Nullable<PrimaryAudioBus>) {\n if (this._outBus === outBus) {\n return;\n }\n\n if (this._outBus) {\n this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);\n if (!this._disconnect(this._outBus)) {\n throw new Error(\"Disconnect failed\");\n }\n }\n\n this._outBus = outBus;\n\n if (this._outBus) {\n this._outBus.onDisposeObservable.add(this._onOutBusDisposed);\n if (!this._connect(this._outBus)) {\n throw new Error(\"Connect failed\");\n }\n }\n }\n\n /**\n * The spatial features of the sound.\n */\n public abstract spatial: AbstractSpatialAudio;\n\n /**\n * The stereo features of the sound.\n */\n public abstract stereo: AbstractStereoAudio;\n\n /**\n * The output volume of the sound.\n */\n public get volume(): number {\n return _GetVolumeAudioProperty(this._subGraph, \"volume\");\n }\n\n public set volume(value: number) {\n // The volume subnode is created on initialization and should always exist.\n const node = _GetVolumeAudioSubNode(this._subGraph);\n if (!node) {\n throw new Error(\"No volume subnode\");\n }\n\n node.volume = value;\n }\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this._analyzer?.dispose();\n this._analyzer = null;\n\n this._outBus = null;\n }\n\n private _onOutBusDisposed = () => {\n this._outBus = null;\n };\n}\n"]}
|
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@@ -1,5 +1,6 @@
|
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1
1
|
import type { Nullable } from "../../types.js";
|
|
2
2
|
import type { AbstractAudioNode, AbstractNamedAudioNode } from "./abstractAudioNode.js";
|
|
3
|
+
import type { AbstractSoundSource, ISoundSourceOptions } from "./abstractSoundSource.js";
|
|
3
4
|
import type { AudioBus, IAudioBusOptions } from "./audioBus.js";
|
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|
import type { IMainAudioBusOptions, MainAudioBus } from "./mainAudioBus.js";
|
|
5
6
|
import type { IStaticSoundOptions, StaticSound } from "./staticSound.js";
|
|
@@ -96,6 +97,13 @@ export declare abstract class AudioEngineV2 {
|
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|
* @returns A promise that resolves with the created main audio bus.
|
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|
*/
|
|
98
99
|
abstract createMainBusAsync(name: string, options?: Partial<IMainAudioBusOptions>): Promise<MainAudioBus>;
|
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+
/**
|
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+
* Creates a new microphone sound source.
|
|
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|
+
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|
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|
+
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|
|
104
|
+
* @returns A promise that resolves to the created sound source.
|
|
105
|
+
*/
|
|
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|
+
abstract createMicrophoneSoundSourceAsync(name: string, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;
|
|
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|
/**
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|
* Creates a new static sound.
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|
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|
|
@@ -112,6 +120,14 @@ export declare abstract class AudioEngineV2 {
|
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112
120
|
* @returns A promise that resolves to the created static sound buffer.
|
|
113
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|
*/
|
|
114
122
|
abstract createSoundBufferAsync(source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[], options?: Partial<IStaticSoundBufferOptions>): Promise<StaticSoundBuffer>;
|
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+
/**
|
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|
|
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|
+
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|
|
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|
+
* @param source - The source of the sound.
|
|
127
|
+
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|
|
128
|
+
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|
|
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|
+
*/
|
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|
+
abstract createSoundSourceAsync(name: string, source: AudioNode, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;
|
|
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|
/**
|
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|
* Creates a new streaming sound.
|
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|
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|
|
@@ -174,6 +190,14 @@ export declare function CreateAudioBusAsync(name: string, options?: Partial<IAud
|
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|
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|
|
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|
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|
|
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|
export declare function CreateMainAudioBusAsync(name: string, options?: Partial<IMainAudioBusOptions>, engine?: Nullable<AudioEngineV2>): Promise<MainAudioBus>;
|
|
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|
+
/**
|
|
194
|
+
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|
|
195
|
+
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|
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|
+
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|
+
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|
|
198
|
+
* @returns A promise that resolves to the created sound source.
|
|
199
|
+
*/
|
|
200
|
+
export declare function CreateMicrophoneSoundSourceAsync(name: string, options?: Partial<ISoundSourceOptions>, engine?: Nullable<AudioEngineV2>): Promise<AbstractSoundSource>;
|
|
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|
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|
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|
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|
|
@@ -191,6 +215,15 @@ export declare function CreateSoundAsync(name: string, source: ArrayBuffer | Aud
|
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215
|
* @returns A promise that resolves to the created static sound buffer.
|
|
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|
*/
|
|
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217
|
export declare function CreateSoundBufferAsync(source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[], options?: Partial<IStaticSoundBufferOptions>, engine?: Nullable<AudioEngineV2>): Promise<StaticSoundBuffer>;
|
|
218
|
+
/**
|
|
219
|
+
* Creates a new sound source.
|
|
220
|
+
* @param name - The name of the sound.
|
|
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|
+
* @param source - The source of the sound.
|
|
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|
+
* @param options - The options for the sound source.
|
|
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|
+
* @param engine - The audio engine.
|
|
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|
+
* @returns A promise that resolves to the created sound source.
|
|
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|
+
*/
|
|
226
|
+
export declare function CreateSoundSourceAsync(name: string, source: AudioNode, options?: Partial<ISoundSourceOptions>, engine?: Nullable<AudioEngineV2>): Promise<AbstractSoundSource>;
|
|
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|
/**
|
|
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|
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|
|
196
229
|
* @param name - The name of the sound.
|
|
@@ -126,6 +126,17 @@ export function CreateMainAudioBusAsync(name, options = {}, engine = null) {
|
|
|
126
126
|
engine = _GetAudioEngine(engine);
|
|
127
127
|
return engine.createMainBusAsync(name, options);
|
|
128
128
|
}
|
|
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|
+
/**
|
|
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|
+
* Creates a new microphone sound source.
|
|
131
|
+
* @param name - The name of the sound.
|
|
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|
+
* @param options - The options for the sound source.
|
|
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|
+
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|
|
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|
+
* @returns A promise that resolves to the created sound source.
|
|
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|
+
*/
|
|
136
|
+
export function CreateMicrophoneSoundSourceAsync(name, options = {}, engine = null) {
|
|
137
|
+
engine = _GetAudioEngine(engine);
|
|
138
|
+
return engine.createMicrophoneSoundSourceAsync(name, options);
|
|
139
|
+
}
|
|
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|
/**
|
|
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141
|
* Creates a new static sound.
|
|
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142
|
* @param name - The name of the sound.
|
|
@@ -149,6 +160,18 @@ export async function CreateSoundBufferAsync(source, options = {}, engine = null
|
|
|
149
160
|
engine = _GetAudioEngine(engine);
|
|
150
161
|
return engine.createSoundBufferAsync(source, options);
|
|
151
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|
}
|
|
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|
+
/**
|
|
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|
+
* Creates a new sound source.
|
|
165
|
+
* @param name - The name of the sound.
|
|
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|
+
* @param source - The source of the sound.
|
|
167
|
+
* @param options - The options for the sound source.
|
|
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|
+
* @param engine - The audio engine.
|
|
169
|
+
* @returns A promise that resolves to the created sound source.
|
|
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|
+
*/
|
|
171
|
+
export function CreateSoundSourceAsync(name, source, options = {}, engine = null) {
|
|
172
|
+
engine = _GetAudioEngine(engine);
|
|
173
|
+
return engine.createSoundSourceAsync(name, source, options);
|
|
174
|
+
}
|
|
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|
/**
|
|
153
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|
* Creates a new streaming sound.
|
|
154
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|
* @param name - The name of the sound.
|
|
@@ -1 +1 @@
|
|
|
1
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Defaults to `0.01` (10 milliseconds).\n */\n parameterRampDuration: number;\n /**\n * The initial output volume of the audio engine. Defaults to `1`.\n */\n volume: number;\n}\n\n/**\n * The state of a v2 audio engine.\n * @see {@link AudioEngineV2.state}\n */\nexport type AudioEngineV2State = \"closed\" | \"interrupted\" | \"running\" | \"suspended\";\n\n/**\n * Abstract base class for v2 audio engines.\n *\n * A v2 audio engine based on the WebAudio API can be created with the {@link CreateAudioEngineAsync} function.\n */\nexport abstract class AudioEngineV2 {\n /** Not owned, but all items should be in `_nodes` container, too, which is owned. */\n private readonly _mainBuses = new Set<MainAudioBus>();\n\n /** Owned top-level sound and bus nodes. */\n private readonly _nodes = new Set<AbstractNamedAudioNode>();\n\n private _defaultMainBus: Nullable<MainAudioBus> = null;\n\n private _parameterRampDuration: number = 0.01;\n\n protected constructor(options: Partial<IAudioEngineV2Options>) {\n Instances.push(this);\n\n if (typeof options.parameterRampDuration === \"number\") {\n this.parameterRampDuration = options.parameterRampDuration;\n }\n }\n\n /**\n * The elapsed time since the audio engine was started, in seconds.\n */\n public abstract readonly currentTime: number;\n\n /**\n * The default main bus that will be used for audio buses and sounds if their `outBus` option is not set.\n * @see {@link IAudioBusOptions.outBus}\n * @see {@link IAbstractSoundOptions.outBus}\n */\n public get defaultMainBus(): Nullable<MainAudioBus> {\n if (this._mainBuses.size === 0) {\n return null;\n }\n\n if (!this._defaultMainBus) {\n this._defaultMainBus = Array.from(this._mainBuses)[0];\n }\n\n return this._defaultMainBus;\n }\n\n /**\n * The spatial audio listener properties for the audio engine.\n * - Each audio engine has exactly one listener.\n */\n public abstract readonly listener: AbstractSpatialAudioListener;\n\n /**\n * The main output node.\n * - This is the last node in the audio graph before the audio is sent to the speakers.\n */\n public abstract readonly mainOut: AbstractAudioNode;\n\n /**\n * The current state of the audio engine.\n *\n * Possible values are:\n * - `\"closed\"`: The audio engine has been closed.\n * - `\"interrupted\"`: The audio engine has been interrupted and is not running.\n * - `\"running\"`: The audio engine is running normally.\n * - `\"suspended\"`: The audio engine is suspended and is not running.\n */\n public abstract readonly state: AudioEngineV2State;\n\n /**\n * The output volume of the audio engine.\n */\n public abstract volume: number;\n\n /**\n * The smoothing duration to use when changing audio parameters, in seconds. Defaults to `0.01` (10 milliseconds).\n */\n public get parameterRampDuration(): number {\n return this._parameterRampDuration;\n }\n\n public set parameterRampDuration(value: number) {\n this._parameterRampDuration = Math.max(0, value);\n }\n\n /**\n * Creates a new audio bus.\n * @param name - The name of the audio bus.\n * @param options - The options to use when creating the audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created audio bus.\n */\n public abstract createBusAsync(name: string, options?: Partial<IAudioBusOptions>): Promise<AudioBus>;\n\n /**\n * Creates a new main audio bus.\n * @param name - The name of the main audio bus.\n * @param options - The options to use when creating the main audio bus.\n * @returns A promise that resolves with the created main audio bus.\n */\n public abstract createMainBusAsync(name: string, options?: Partial<IMainAudioBusOptions>): Promise<MainAudioBus>;\n /**\n * Creates a new static sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the static sound.\n * @returns A promise that resolves to the created static sound.\n */\n public abstract createSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options?: Partial<IStaticSoundOptions>\n ): Promise<StaticSound>;\n\n /**\n * Creates a new static sound buffer.\n * @param source - The source of the sound buffer.\n * @param options - The options for the static sound buffer.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound buffer.\n */\n public abstract createSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options?: Partial<IStaticSoundBufferOptions>\n ): Promise<StaticSoundBuffer>;\n\n /**\n * Creates a new streaming sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the streaming sound.\n * @returns A promise that resolves to the created streaming sound.\n */\n public abstract createStreamingSoundAsync(name: string, source: HTMLMediaElement | string | string[], options?: Partial<IStreamingSoundOptions>): Promise<StreamingSound>;\n\n /**\n * Releases associated resources.\n */\n public dispose(): void {\n if (Instances.includes(this)) {\n Instances.splice(Instances.indexOf(this), 1);\n }\n\n const nodeIt = this._nodes.values();\n for (let next = nodeIt.next(); !next.done; next = nodeIt.next()) {\n next.value.dispose();\n }\n\n this._mainBuses.clear();\n this._nodes.clear();\n\n this._defaultMainBus = null;\n }\n\n /**\n * Checks if the specified format is valid.\n * @param format The format to check as an audio file extension like \"mp3\" or \"wav\".\n * @returns `true` if the format is valid; otherwise `false`.\n */\n public abstract isFormatValid(format: string): boolean;\n\n /**\n * Pauses the audio engine if it is running.\n * @returns A promise that resolves when the audio engine is paused.\n */\n public abstract pauseAsync(): Promise<void>;\n\n /**\n * Resumes the audio engine if it is not running.\n * @returns A promise that resolves when the audio engine is running.\n */\n public abstract resumeAsync(): Promise<void>;\n\n /**\n * Unlocks the audio engine if it is locked.\n * - Note that the returned promise may already be resolved if the audio engine is already unlocked.\n * @returns A promise that is resolved when the audio engine is unlocked.\n */\n public unlockAsync(): Promise<void> {\n return this.resumeAsync();\n }\n\n protected _addMainBus(mainBus: MainAudioBus): void {\n this._mainBuses.add(mainBus);\n\n this._addNode(mainBus);\n }\n\n protected _removeMainBus(mainBus: MainAudioBus): void {\n this._mainBuses.delete(mainBus);\n this._defaultMainBus = null;\n\n this._removeNode(mainBus);\n }\n\n protected _addNode(node: AbstractNamedAudioNode): void {\n this._nodes.add(node);\n }\n\n protected _removeNode(node: AbstractNamedAudioNode): void {\n this._nodes.delete(node);\n }\n}\n\n/**\n * @internal\n * @param engine - The given audio engine. If `null` then the last created audio engine is used.\n * @returns the given audio engine or the last created audio engine.\n * @throws An error if the resulting engine is `null`.\n */\nexport function _GetAudioEngine(engine: Nullable<AudioEngineV2>): AudioEngineV2 {\n if (!engine) {\n engine = LastCreatedAudioEngine();\n }\n\n if (engine) {\n return engine;\n }\n\n throw new Error(\"No audio engine.\");\n}\n\n/**\n * Creates a new audio bus.\n * @param name - The name of the audio bus.\n * @param options - The options to use when creating the audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created audio bus.\n */\nexport function CreateAudioBusAsync(name: string, options: Partial<IAudioBusOptions> = {}, engine: Nullable<AudioEngineV2> = null): Promise<AudioBus> {\n engine = _GetAudioEngine(engine);\n return engine.createBusAsync(name, options);\n}\n\n/**\n * Creates a new main audio bus.\n * @param name - The name of the main audio bus.\n * @param options - The options to use when creating the main audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created main audio bus.\n */\nexport function CreateMainAudioBusAsync(name: string, options: Partial<IMainAudioBusOptions> = {}, engine: Nullable<AudioEngineV2> = null): Promise<MainAudioBus> {\n engine = _GetAudioEngine(engine);\n return engine.createMainBusAsync(name, options);\n}\n\n/**\n * Creates a new static sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the static sound.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound.\n */\nexport function CreateSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StaticSound> {\n engine = _GetAudioEngine(engine);\n return engine.createSoundAsync(name, source, options);\n}\n\n/**\n * Creates a new static sound buffer.\n * @param source - The source of the sound buffer.\n * @param options - The options for the static sound buffer.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound buffer.\n */\nexport async function CreateSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundBufferOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StaticSoundBuffer> {\n engine = _GetAudioEngine(engine);\n return engine.createSoundBufferAsync(source, options);\n}\n\n/**\n * Creates a new streaming sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the streaming sound.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created streaming sound.\n */\nexport function CreateStreamingSoundAsync(\n name: string,\n source: HTMLMediaElement | string | string[],\n options: Partial<IStreamingSoundOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StreamingSound> {\n engine = _GetAudioEngine(engine);\n return engine.createStreamingSoundAsync(name, source, options);\n}\n"]}
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1];\n}\n\n/**\n * Options for creating a v2 audio engine.\n */\nexport interface IAudioEngineV2Options extends ISpatialAudioListenerOptions {\n /**\n * The smoothing duration to use when changing audio parameters, in seconds. Defaults to `0.01` (10 milliseconds).\n */\n parameterRampDuration: number;\n /**\n * The initial output volume of the audio engine. Defaults to `1`.\n */\n volume: number;\n}\n\n/**\n * The state of a v2 audio engine.\n * @see {@link AudioEngineV2.state}\n */\nexport type AudioEngineV2State = \"closed\" | \"interrupted\" | \"running\" | \"suspended\";\n\n/**\n * Abstract base class for v2 audio engines.\n *\n * A v2 audio engine based on the WebAudio API can be created with the {@link CreateAudioEngineAsync} function.\n */\nexport abstract class AudioEngineV2 {\n /** Not owned, but all items should be in `_nodes` container, too, which is owned. */\n private readonly _mainBuses = new Set<MainAudioBus>();\n\n /** Owned top-level sound and bus nodes. */\n private readonly _nodes = new Set<AbstractNamedAudioNode>();\n\n private _defaultMainBus: Nullable<MainAudioBus> = null;\n\n private _parameterRampDuration: number = 0.01;\n\n protected constructor(options: Partial<IAudioEngineV2Options>) {\n Instances.push(this);\n\n if (typeof options.parameterRampDuration === \"number\") {\n this.parameterRampDuration = options.parameterRampDuration;\n }\n }\n\n /**\n * The elapsed time since the audio engine was started, in seconds.\n */\n public abstract readonly currentTime: number;\n\n /**\n * The default main bus that will be used for audio buses and sounds if their `outBus` option is not set.\n * @see {@link IAudioBusOptions.outBus}\n * @see {@link IAbstractSoundOptions.outBus}\n */\n public get defaultMainBus(): Nullable<MainAudioBus> {\n if (this._mainBuses.size === 0) {\n return null;\n }\n\n if (!this._defaultMainBus) {\n this._defaultMainBus = Array.from(this._mainBuses)[0];\n }\n\n return this._defaultMainBus;\n }\n\n /**\n * The spatial audio listener properties for the audio engine.\n * - Each audio engine has exactly one listener.\n */\n public abstract readonly listener: AbstractSpatialAudioListener;\n\n /**\n * The main output node.\n * - This is the last node in the audio graph before the audio is sent to the speakers.\n */\n public abstract readonly mainOut: AbstractAudioNode;\n\n /**\n * The current state of the audio engine.\n *\n * Possible values are:\n * - `\"closed\"`: The audio engine has been closed.\n * - `\"interrupted\"`: The audio engine has been interrupted and is not running.\n * - `\"running\"`: The audio engine is running normally.\n * - `\"suspended\"`: The audio engine is suspended and is not running.\n */\n public abstract readonly state: AudioEngineV2State;\n\n /**\n * The output volume of the audio engine.\n */\n public abstract volume: number;\n\n /**\n * The smoothing duration to use when changing audio parameters, in seconds. Defaults to `0.01` (10 milliseconds).\n */\n public get parameterRampDuration(): number {\n return this._parameterRampDuration;\n }\n\n public set parameterRampDuration(value: number) {\n this._parameterRampDuration = Math.max(0, value);\n }\n\n /**\n * Creates a new audio bus.\n * @param name - The name of the audio bus.\n * @param options - The options to use when creating the audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created audio bus.\n */\n public abstract createBusAsync(name: string, options?: Partial<IAudioBusOptions>): Promise<AudioBus>;\n\n /**\n * Creates a new main audio bus.\n * @param name - The name of the main audio bus.\n * @param options - The options to use when creating the main audio bus.\n * @returns A promise that resolves with the created main audio bus.\n */\n public abstract createMainBusAsync(name: string, options?: Partial<IMainAudioBusOptions>): Promise<MainAudioBus>;\n\n /**\n * Creates a new microphone sound source.\n * @param name - The name of the sound.\n * @param options - The options for the sound source.\n * @returns A promise that resolves to the created sound source.\n */\n public abstract createMicrophoneSoundSourceAsync(name: string, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;\n\n /**\n * Creates a new static sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the static sound.\n * @returns A promise that resolves to the created static sound.\n */\n public abstract createSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options?: Partial<IStaticSoundOptions>\n ): Promise<StaticSound>;\n\n /**\n * Creates a new static sound buffer.\n * @param source - The source of the sound buffer.\n * @param options - The options for the static sound buffer.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound buffer.\n */\n public abstract createSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options?: Partial<IStaticSoundBufferOptions>\n ): Promise<StaticSoundBuffer>;\n\n /**\n * Creates a new sound source.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the sound source.\n * @returns A promise that resolves to the created sound source.\n */\n public abstract createSoundSourceAsync(name: string, source: AudioNode, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;\n\n /**\n * Creates a new streaming sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the streaming sound.\n * @returns A promise that resolves to the created streaming sound.\n */\n public abstract createStreamingSoundAsync(name: string, source: HTMLMediaElement | string | string[], options?: Partial<IStreamingSoundOptions>): Promise<StreamingSound>;\n\n /**\n * Releases associated resources.\n */\n public dispose(): void {\n if (Instances.includes(this)) {\n Instances.splice(Instances.indexOf(this), 1);\n }\n\n const nodeIt = this._nodes.values();\n for (let next = nodeIt.next(); !next.done; next = nodeIt.next()) {\n next.value.dispose();\n }\n\n this._mainBuses.clear();\n this._nodes.clear();\n\n this._defaultMainBus = null;\n }\n\n /**\n * Checks if the specified format is valid.\n * @param format The format to check as an audio file extension like \"mp3\" or \"wav\".\n * @returns `true` if the format is valid; otherwise `false`.\n */\n public abstract isFormatValid(format: string): boolean;\n\n /**\n * Pauses the audio engine if it is running.\n * @returns A promise that resolves when the audio engine is paused.\n */\n public abstract pauseAsync(): Promise<void>;\n\n /**\n * Resumes the audio engine if it is not running.\n * @returns A promise that resolves when the audio engine is running.\n */\n public abstract resumeAsync(): Promise<void>;\n\n /**\n * Unlocks the audio engine if it is locked.\n * - Note that the returned promise may already be resolved if the audio engine is already unlocked.\n * @returns A promise that is resolved when the audio engine is unlocked.\n */\n public unlockAsync(): Promise<void> {\n return this.resumeAsync();\n }\n\n protected _addMainBus(mainBus: MainAudioBus): void {\n this._mainBuses.add(mainBus);\n\n this._addNode(mainBus);\n }\n\n protected _removeMainBus(mainBus: MainAudioBus): void {\n this._mainBuses.delete(mainBus);\n this._defaultMainBus = null;\n\n this._removeNode(mainBus);\n }\n\n protected _addNode(node: AbstractNamedAudioNode): void {\n this._nodes.add(node);\n }\n\n protected _removeNode(node: AbstractNamedAudioNode): void {\n this._nodes.delete(node);\n }\n}\n\n/**\n * @internal\n * @param engine - The given audio engine. If `null` then the last created audio engine is used.\n * @returns the given audio engine or the last created audio engine.\n * @throws An error if the resulting engine is `null`.\n */\nexport function _GetAudioEngine(engine: Nullable<AudioEngineV2>): AudioEngineV2 {\n if (!engine) {\n engine = LastCreatedAudioEngine();\n }\n\n if (engine) {\n return engine;\n }\n\n throw new Error(\"No audio engine.\");\n}\n\n/**\n * Creates a new audio bus.\n * @param name - The name of the audio bus.\n * @param options - The options to use when creating the audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created audio bus.\n */\nexport function CreateAudioBusAsync(name: string, options: Partial<IAudioBusOptions> = {}, engine: Nullable<AudioEngineV2> = null): Promise<AudioBus> {\n engine = _GetAudioEngine(engine);\n return engine.createBusAsync(name, options);\n}\n\n/**\n * Creates a new main audio bus.\n * @param name - The name of the main audio bus.\n * @param options - The options to use when creating the main audio bus.\n * @param engine - The audio engine.\n * @returns A promise that resolves with the created main audio bus.\n */\nexport function CreateMainAudioBusAsync(name: string, options: Partial<IMainAudioBusOptions> = {}, engine: Nullable<AudioEngineV2> = null): Promise<MainAudioBus> {\n engine = _GetAudioEngine(engine);\n return engine.createMainBusAsync(name, options);\n}\n\n/**\n * Creates a new microphone sound source.\n * @param name - The name of the sound.\n * @param options - The options for the sound source.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created sound source.\n */\nexport function CreateMicrophoneSoundSourceAsync(name: string, options: Partial<ISoundSourceOptions> = {}, engine: Nullable<AudioEngineV2> = null): Promise<AbstractSoundSource> {\n engine = _GetAudioEngine(engine);\n return engine.createMicrophoneSoundSourceAsync(name, options);\n}\n\n/**\n * Creates a new static sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the static sound.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound.\n */\nexport function CreateSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StaticSound> {\n engine = _GetAudioEngine(engine);\n return engine.createSoundAsync(name, source, options);\n}\n\n/**\n * Creates a new static sound buffer.\n * @param source - The source of the sound buffer.\n * @param options - The options for the static sound buffer.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created static sound buffer.\n */\nexport async function CreateSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundBufferOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StaticSoundBuffer> {\n engine = _GetAudioEngine(engine);\n return engine.createSoundBufferAsync(source, options);\n}\n\n/**\n * Creates a new sound source.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the sound source.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created sound source.\n */\nexport function CreateSoundSourceAsync(\n name: string,\n source: AudioNode,\n options: Partial<ISoundSourceOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<AbstractSoundSource> {\n engine = _GetAudioEngine(engine);\n return engine.createSoundSourceAsync(name, source, options);\n}\n\n/**\n * Creates a new streaming sound.\n * @param name - The name of the sound.\n * @param source - The source of the sound.\n * @param options - The options for the streaming sound.\n * @param engine - The audio engine.\n * @returns A promise that resolves to the created streaming sound.\n */\nexport function CreateStreamingSoundAsync(\n name: string,\n source: HTMLMediaElement | string | string[],\n options: Partial<IStreamingSoundOptions> = {},\n engine: Nullable<AudioEngineV2> = null\n): Promise<StreamingSound> {\n engine = _GetAudioEngine(engine);\n return engine.createStreamingSoundAsync(name, source, options);\n}\n"]}
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export * from "./webAudioBus.js";
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export * from "./webAudioEngine.js";
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export * from "./webAudioMainBus.js";
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export * from "./webAudioSoundSource.js";
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export * from "./webAudioStaticSound.js";
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export * from "./webAudioStreamingSound.js";
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/webAudio/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./webAudioBus\";\nexport * from \"./webAudioEngine\";\nexport * from \"./webAudioMainBus\";\nexport * from \"./webAudioStaticSound\";\nexport * from \"./webAudioStreamingSound\";\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/webAudio/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,mBAAmB,CAAC;AAClC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,0BAA0B,CAAC","sourcesContent":["export * from \"./webAudioBus\";\nexport * from \"./webAudioEngine\";\nexport * from \"./webAudioMainBus\";\nexport * from \"./webAudioSoundSource\";\nexport * from \"./webAudioStaticSound\";\nexport * from \"./webAudioStreamingSound\";\n"]}
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import { Observable } from "../../Misc/observable.js";
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import type { AbstractNamedAudioNode } from "../abstractAudio/abstractAudioNode.js";
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import type { AbstractSoundSource, ISoundSourceOptions } from "../abstractAudio/abstractSoundSource.js";
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import type { AudioBus, IAudioBusOptions } from "../abstractAudio/audioBus.js";
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import type { AudioEngineV2State, IAudioEngineV2Options } from "../abstractAudio/audioEngineV2.js";
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import { AudioEngineV2 } from "../abstractAudio/audioEngineV2.js";
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@@ -94,10 +95,14 @@ export declare class _WebAudioEngine extends AudioEngineV2 {
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/** @internal */
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createMainBusAsync(name: string, options?: Partial<IMainAudioBusOptions>): Promise<MainAudioBus>;
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createMicrophoneSoundSourceAsync(name: string, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;
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/** @internal */
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createSoundAsync(name: string, source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[], options?: Partial<IStaticSoundOptions>): Promise<StaticSound>;
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/** @internal */
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createSoundBufferAsync(source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[], options?: Partial<IStaticSoundBufferOptions>): Promise<StaticSoundBuffer>;
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createSoundSourceAsync(name: string, source: AudioNode, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource>;
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/** @internal */
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createStreamingSoundAsync(name: string, source: HTMLMediaElement | string | string[], options?: Partial<IStreamingSoundOptions>): Promise<StreamingSound>;
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@@ -175,6 +175,17 @@ export class _WebAudioEngine extends AudioEngineV2 {
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async createMicrophoneSoundSourceAsync(name, options) {
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try {
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}
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throw new Error("Unable to access microphone: " + e);
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}
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return this.createSoundSourceAsync(name, new MediaStreamAudioSourceNode(this._audioContext, { mediaStream }), options);
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}
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/** @internal */
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async createSoundAsync(name, source, options = {}) {
|
|
179
190
|
const module = await import("./webAudioStaticSound.js");
|
|
180
191
|
const sound = new module._WebAudioStaticSound(name, this, options);
|
|
@@ -189,6 +200,13 @@ export class _WebAudioEngine extends AudioEngineV2 {
|
|
|
189
200
|
return soundBuffer;
|
|
190
201
|
}
|
|
191
202
|
/** @internal */
|
|
203
|
+
async createSoundSourceAsync(name, source, options = {}) {
|
|
204
|
+
const module = await import("./webAudioSoundSource.js");
|
|
205
|
+
const soundSource = new module._WebAudioSoundSource(name, source, this, options);
|
|
206
|
+
await soundSource._initAsync(options);
|
|
207
|
+
return soundSource;
|
|
208
|
+
}
|
|
209
|
+
/** @internal */
|
|
192
210
|
async createStreamingSoundAsync(name, source, options = {}) {
|
|
193
211
|
const module = await import("./webAudioStreamingSound.js");
|
|
194
212
|
const sound = new module._WebAudioStreamingSound(name, this, options);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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\"../abstractAudio/subProperties/abstractSpatialAudioListener\";\nimport type { _SpatialAudioListener } from \"../abstractAudio/subProperties/spatialAudioListener\";\nimport { _CreateSpatialAudioListener } from \"./subProperties/spatialWebAudioListener\";\nimport { _WebAudioMainOut } from \"./webAudioMainOut\";\nimport { _WebAudioUnmuteUI } from \"./webAudioUnmuteUI\";\n\n/**\n * Options for creating a v2 audio engine that uses the WebAudio API.\n */\nexport interface IWebAudioEngineOptions extends IAudioEngineV2Options {\n /**\n * The audio context to be used by the engine.\n */\n audioContext: AudioContext;\n /**\n * The default UI's parent element. Defaults to the last created graphics engine's canvas if it exists; otherwise the HTML document's body.\n */\n defaultUIParentElement?: HTMLElement;\n /**\n * Set to `true` to disable the default UI. Defaults to `false`.\n */\n disableDefaultUI?: boolean;\n /**\n * Set to `true` to automatically resume the audio context when the user interacts with the page. Defaults to `true`.\n */\n resumeOnInteraction: boolean;\n /**\n * Set to `true` to automatically resume the audio context when the browser pauses audio playback. Defaults to `true`.\n */\n resumeOnPause: boolean;\n /**\n * The interval in milliseconds to try resuming audio playback when `resumeOnPause` is `true`. Defaults to `1000`.\n */\n resumeOnPauseRetryInterval: number;\n}\n\n/**\n * Creates a new v2 audio engine that uses the WebAudio API.\n * @param options - The options for creating the audio engine.\n * @returns A promise that resolves with the created audio engine.\n */\nexport async function CreateAudioEngineAsync(options: Partial<IWebAudioEngineOptions> = {}): Promise<AudioEngineV2> {\n const engine = new _WebAudioEngine(options);\n await engine._initAsync(options);\n return engine;\n}\n\nconst FormatMimeTypes: { [key: string]: string } = {\n aac: \"audio/aac\",\n ac3: \"audio/ac3\",\n flac: \"audio/flac\",\n m4a: \"audio/mp4\",\n mp3: 'audio/mpeg; codecs=\"mp3\"',\n mp4: \"audio/mp4\",\n ogg: 'audio/ogg; codecs=\"vorbis\"',\n wav: \"audio/wav\",\n webm: 'audio/webm; codecs=\"vorbis\"',\n};\n\n/** @internal */\nexport class _WebAudioEngine extends AudioEngineV2 {\n private _audioContextStarted = false;\n private _invalidFormats = new Set<string>();\n private readonly _isUsingOfflineAudioContext: boolean = false;\n private _listener: Nullable<_SpatialAudioListener> = null;\n private readonly _listenerAutoUpdate: boolean = true;\n private readonly _listenerMinUpdateTime: number = 0;\n private _mainOut: _WebAudioMainOut;\n private _pauseCalled = false;\n private _resumeOnInteraction = true;\n private _resumeOnPause = true;\n private _resumeOnPauseRetryInterval = 1000;\n private _resumeOnPauseTimerId: any = null;\n private _resumePromise: Nullable<Promise<void>> = null;\n private _silentHtmlAudio: Nullable<HTMLAudioElement> = null;\n private _unmuteUI: Nullable<_WebAudioUnmuteUI> = null;\n private readonly _validFormats = new Set<string>();\n private _volume = 1;\n\n /** @internal */\n public readonly _audioContext: AudioContext;\n\n /** @internal */\n public readonly isReadyPromise: Promise<void> = new Promise((resolve) => {\n this._resolveIsReadyPromise = resolve;\n });\n\n /** @internal */\n public stateChangedObservable: Observable<string> = new Observable();\n\n /** @internal */\n public userGestureObservable: Observable<void> = new Observable();\n\n /** @internal */\n public constructor(options: Partial<IWebAudioEngineOptions> = {}) {\n super(options);\n\n if (typeof options.listenerAutoUpdate === \"boolean\") {\n this._listenerAutoUpdate = options.listenerAutoUpdate;\n }\n\n if (typeof options.listenerMinUpdateTime === \"number\") {\n this._listenerMinUpdateTime = options.listenerMinUpdateTime;\n }\n\n this._volume = options.volume ?? 1;\n\n if (options.audioContext) {\n this._isUsingOfflineAudioContext = options.audioContext instanceof OfflineAudioContext;\n this._audioContext = options.audioContext;\n } else {\n this._audioContext = new AudioContext();\n }\n\n if (!options.disableDefaultUI) {\n this._unmuteUI = new _WebAudioUnmuteUI(this, options.defaultUIParentElement);\n }\n }\n\n /** @internal */\n public async _initAsync(options: Partial<IWebAudioEngineOptions>): Promise<void> {\n this._resumeOnInteraction = typeof options.resumeOnInteraction === \"boolean\" ? options.resumeOnInteraction : true;\n this._resumeOnPause = typeof options.resumeOnPause === \"boolean\" ? options.resumeOnPause : true;\n this._resumeOnPauseRetryInterval = options.resumeOnPauseRetryInterval ?? 1000;\n\n document.addEventListener(\"click\", this._onUserGestureAsync);\n\n await this._initAudioContextAsync();\n\n if (_HasSpatialAudioListenerOptions(options)) {\n this._listener = _CreateSpatialAudioListener(this, this._listenerAutoUpdate, this._listenerMinUpdateTime);\n this._listener.setOptions(options);\n }\n\n this._resolveIsReadyPromise();\n }\n\n /** @internal */\n public get currentTime(): number {\n return this._audioContext.currentTime ?? 0;\n }\n\n /** @internal */\n public get _inNode(): AudioNode {\n return this._audioContext.destination;\n }\n\n /** @internal */\n public get mainOut(): _WebAudioMainOut {\n return this._mainOut;\n }\n\n /** @internal */\n public get listener(): AbstractSpatialAudioListener {\n return this._listener ?? (this._listener = _CreateSpatialAudioListener(this, this._listenerAutoUpdate, this._listenerMinUpdateTime));\n }\n\n /** @internal */\n public get state(): AudioEngineV2State {\n // Always return \"running\" for OfflineAudioContext so sound `play` calls work while the context is suspended.\n return this._isUsingOfflineAudioContext ? \"running\" : this._audioContext.state;\n }\n\n /** @internal */\n public get volume(): number {\n return this._volume;\n }\n\n /** @internal */\n public set volume(value: number) {\n if (this._volume === value) {\n return;\n }\n\n this._volume = value;\n\n if (this._mainOut) {\n this._mainOut.volume = value;\n }\n }\n\n /** @internal */\n public async createBusAsync(name: string, options: Partial<IAudioBusOptions> = {}): Promise<AudioBus> {\n const module = await import(\"./webAudioBus\");\n\n const bus = new module._WebAudioBus(name, this, options);\n await bus._initAsync(options);\n\n return bus;\n }\n\n /** @internal */\n public async createMainBusAsync(name: string, options: Partial<IMainAudioBusOptions> = {}): Promise<MainAudioBus> {\n const module = await import(\"./webAudioMainBus\");\n\n const bus = new module._WebAudioMainBus(name, this);\n await bus._initAsync(options);\n\n return bus;\n }\n\n /** @internal */\n public async createSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundOptions> = {}\n ): Promise<StaticSound> {\n const module = await import(\"./webAudioStaticSound\");\n\n const sound = new module._WebAudioStaticSound(name, this, options);\n await sound._initAsync(source, options);\n\n return sound;\n }\n\n /** @internal */\n public async createSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundBufferOptions> = {}\n ): Promise<StaticSoundBuffer> {\n const module = await import(\"./webAudioStaticSound\");\n\n const soundBuffer = new module._WebAudioStaticSoundBuffer(this);\n await soundBuffer._initAsync(source, options);\n\n return soundBuffer;\n }\n\n /** @internal */\n public async createStreamingSoundAsync(name: string, source: HTMLMediaElement | string | string[], options: Partial<IStreamingSoundOptions> = {}): Promise<StreamingSound> {\n const module = await import(\"./webAudioStreamingSound\");\n\n const sound = new module._WebAudioStreamingSound(name, this, options);\n await sound._initAsync(source, options);\n\n return sound;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._listener?.dispose();\n this._listener = null;\n\n // Note that OfflineAudioContext does not have a `close` method.\n if (this._audioContext.state !== \"closed\" && !this._isUsingOfflineAudioContext) {\n this._audioContext.close();\n }\n\n document.removeEventListener(\"click\", this._onUserGestureAsync);\n this._audioContext.removeEventListener(\"statechange\", this._onAudioContextStateChange);\n\n this._silentHtmlAudio?.remove();\n\n this._unmuteUI?.dispose();\n this._unmuteUI = null;\n }\n\n /** @internal */\n public flagInvalidFormat(format: string): void {\n this._invalidFormats.add(format);\n }\n\n /** @internal */\n public isFormatValid(format: string): boolean {\n if (this._validFormats.has(format)) {\n return true;\n }\n\n if (this._invalidFormats.has(format)) {\n return false;\n }\n\n const mimeType = FormatMimeTypes[format];\n if (mimeType === undefined) {\n return false;\n }\n\n const audio = new Audio();\n if (audio.canPlayType(mimeType) === \"\") {\n this._invalidFormats.add(format);\n return false;\n }\n\n this._validFormats.add(format);\n\n return true;\n }\n\n /** @internal */\n public override async pauseAsync(): Promise<void> {\n await this._audioContext.suspend();\n\n this._pauseCalled = true;\n }\n\n /** @internal */\n public override resumeAsync(): Promise<void> {\n this._pauseCalled = false;\n\n if (this._resumePromise) {\n return this._resumePromise;\n }\n\n this._resumePromise = this._audioContext.resume();\n return this._resumePromise;\n }\n\n /** @internal */\n public override _addMainBus(mainBus: MainAudioBus): void {\n super._addMainBus(mainBus);\n }\n\n /** @internal */\n public override _removeMainBus(mainBus: MainAudioBus): void {\n super._removeMainBus(mainBus);\n }\n\n /** @internal */\n public override _addNode(node: AbstractNamedAudioNode): void {\n super._addNode(node);\n }\n\n /** @internal */\n public override _removeNode(node: AbstractNamedAudioNode): void {\n super._removeNode(node);\n }\n\n /** @internal */\n public _setAudioParam(audioParam: AudioParam, value: number) {\n audioParam.linearRampToValueAtTime(value, this.currentTime + this.parameterRampDuration);\n }\n\n private _initAudioContextAsync: () => Promise<void> = async () => {\n this._audioContext.addEventListener(\"statechange\", this._onAudioContextStateChange);\n\n this._mainOut = new _WebAudioMainOut(this);\n this._mainOut.volume = this._volume;\n\n await this.createMainBusAsync(\"default\");\n };\n\n private _onAudioContextStateChange = () => {\n if (this.state === \"running\") {\n clearInterval(this._resumeOnPauseTimerId);\n this._audioContextStarted = true;\n this._resumePromise = null;\n }\n if (this.state === \"suspended\" || this.state === \"interrupted\") {\n if (this._audioContextStarted && this._resumeOnPause && !this._pauseCalled) {\n clearInterval(this._resumeOnPauseTimerId);\n\n this._resumeOnPauseTimerId = setInterval(() => {\n this.resumeAsync();\n }, this._resumeOnPauseRetryInterval);\n }\n }\n\n this.stateChangedObservable.notifyObservers(this.state);\n };\n\n private _onUserGestureAsync: () => void = async () => {\n if (this._resumeOnInteraction) {\n await this._audioContext.resume();\n }\n\n // On iOS the ringer switch must be turned on for WebAudio to play.\n // This gets WebAudio to play with the ringer switch turned off by playing an HTMLAudioElement.\n if (!this._silentHtmlAudio) {\n this._silentHtmlAudio = document.createElement(\"audio\");\n\n const audio = this._silentHtmlAudio;\n audio.controls = false;\n audio.preload = \"auto\";\n audio.loop = true;\n\n // Wave data for 0.0001 seconds of silence.\n audio.src = \"data:audio/wav;base64,UklGRjAAAABXQVZFZm10IBAAAAABAAEAgLsAAAB3AQACABAAZGF0YQwAAAAAAAEA/v8CAP//AQA=\";\n\n audio.play();\n }\n\n this.userGestureObservable.notifyObservers();\n };\n\n private _resolveIsReadyPromise: () => void;\n}\n"]}
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{ Observable } from \"../../Misc/observable\";\nimport type { Nullable } from \"../../types\";\nimport type { AbstractNamedAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { AbstractSoundSource, ISoundSourceOptions } from \"../abstractAudio/abstractSoundSource\";\nimport type { AudioBus, IAudioBusOptions } from \"../abstractAudio/audioBus\";\nimport type { AudioEngineV2State, IAudioEngineV2Options } from \"../abstractAudio/audioEngineV2\";\nimport { AudioEngineV2 } from \"../abstractAudio/audioEngineV2\";\nimport type { IMainAudioBusOptions, MainAudioBus } from \"../abstractAudio/mainAudioBus\";\nimport type { IStaticSoundOptions, StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferOptions, StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStreamingSoundOptions, StreamingSound } from \"../abstractAudio/streamingSound\";\nimport type { AbstractSpatialAudioListener } from \"../abstractAudio/subProperties/abstractSpatialAudioListener\";\nimport { _HasSpatialAudioListenerOptions } from \"../abstractAudio/subProperties/abstractSpatialAudioListener\";\nimport type { _SpatialAudioListener } from \"../abstractAudio/subProperties/spatialAudioListener\";\nimport { _CreateSpatialAudioListener } from \"./subProperties/spatialWebAudioListener\";\nimport { _WebAudioMainOut } from \"./webAudioMainOut\";\nimport { _WebAudioUnmuteUI } from \"./webAudioUnmuteUI\";\n\n/**\n * Options for creating a v2 audio engine that uses the WebAudio API.\n */\nexport interface IWebAudioEngineOptions extends IAudioEngineV2Options {\n /**\n * The audio context to be used by the engine.\n */\n audioContext: AudioContext;\n /**\n * The default UI's parent element. Defaults to the last created graphics engine's canvas if it exists; otherwise the HTML document's body.\n */\n defaultUIParentElement?: HTMLElement;\n /**\n * Set to `true` to disable the default UI. Defaults to `false`.\n */\n disableDefaultUI?: boolean;\n /**\n * Set to `true` to automatically resume the audio context when the user interacts with the page. Defaults to `true`.\n */\n resumeOnInteraction: boolean;\n /**\n * Set to `true` to automatically resume the audio context when the browser pauses audio playback. Defaults to `true`.\n */\n resumeOnPause: boolean;\n /**\n * The interval in milliseconds to try resuming audio playback when `resumeOnPause` is `true`. Defaults to `1000`.\n */\n resumeOnPauseRetryInterval: number;\n}\n\n/**\n * Creates a new v2 audio engine that uses the WebAudio API.\n * @param options - The options for creating the audio engine.\n * @returns A promise that resolves with the created audio engine.\n */\nexport async function CreateAudioEngineAsync(options: Partial<IWebAudioEngineOptions> = {}): Promise<AudioEngineV2> {\n const engine = new _WebAudioEngine(options);\n await engine._initAsync(options);\n return engine;\n}\n\nconst FormatMimeTypes: { [key: string]: string } = {\n aac: \"audio/aac\",\n ac3: \"audio/ac3\",\n flac: \"audio/flac\",\n m4a: \"audio/mp4\",\n mp3: 'audio/mpeg; codecs=\"mp3\"',\n mp4: \"audio/mp4\",\n ogg: 'audio/ogg; codecs=\"vorbis\"',\n wav: \"audio/wav\",\n webm: 'audio/webm; codecs=\"vorbis\"',\n};\n\n/** @internal */\nexport class _WebAudioEngine extends AudioEngineV2 {\n private _audioContextStarted = false;\n private _invalidFormats = new Set<string>();\n private readonly _isUsingOfflineAudioContext: boolean = false;\n private _listener: Nullable<_SpatialAudioListener> = null;\n private readonly _listenerAutoUpdate: boolean = true;\n private readonly _listenerMinUpdateTime: number = 0;\n private _mainOut: _WebAudioMainOut;\n private _pauseCalled = false;\n private _resumeOnInteraction = true;\n private _resumeOnPause = true;\n private _resumeOnPauseRetryInterval = 1000;\n private _resumeOnPauseTimerId: any = null;\n private _resumePromise: Nullable<Promise<void>> = null;\n private _silentHtmlAudio: Nullable<HTMLAudioElement> = null;\n private _unmuteUI: Nullable<_WebAudioUnmuteUI> = null;\n private readonly _validFormats = new Set<string>();\n private _volume = 1;\n\n /** @internal */\n public readonly _audioContext: AudioContext;\n\n /** @internal */\n public readonly isReadyPromise: Promise<void> = new Promise((resolve) => {\n this._resolveIsReadyPromise = resolve;\n });\n\n /** @internal */\n public stateChangedObservable: Observable<string> = new Observable();\n\n /** @internal */\n public userGestureObservable: Observable<void> = new Observable();\n\n /** @internal */\n public constructor(options: Partial<IWebAudioEngineOptions> = {}) {\n super(options);\n\n if (typeof options.listenerAutoUpdate === \"boolean\") {\n this._listenerAutoUpdate = options.listenerAutoUpdate;\n }\n\n if (typeof options.listenerMinUpdateTime === \"number\") {\n this._listenerMinUpdateTime = options.listenerMinUpdateTime;\n }\n\n this._volume = options.volume ?? 1;\n\n if (options.audioContext) {\n this._isUsingOfflineAudioContext = options.audioContext instanceof OfflineAudioContext;\n this._audioContext = options.audioContext;\n } else {\n this._audioContext = new AudioContext();\n }\n\n if (!options.disableDefaultUI) {\n this._unmuteUI = new _WebAudioUnmuteUI(this, options.defaultUIParentElement);\n }\n }\n\n /** @internal */\n public async _initAsync(options: Partial<IWebAudioEngineOptions>): Promise<void> {\n this._resumeOnInteraction = typeof options.resumeOnInteraction === \"boolean\" ? options.resumeOnInteraction : true;\n this._resumeOnPause = typeof options.resumeOnPause === \"boolean\" ? options.resumeOnPause : true;\n this._resumeOnPauseRetryInterval = options.resumeOnPauseRetryInterval ?? 1000;\n\n document.addEventListener(\"click\", this._onUserGestureAsync);\n\n await this._initAudioContextAsync();\n\n if (_HasSpatialAudioListenerOptions(options)) {\n this._listener = _CreateSpatialAudioListener(this, this._listenerAutoUpdate, this._listenerMinUpdateTime);\n this._listener.setOptions(options);\n }\n\n this._resolveIsReadyPromise();\n }\n\n /** @internal */\n public get currentTime(): number {\n return this._audioContext.currentTime ?? 0;\n }\n\n /** @internal */\n public get _inNode(): AudioNode {\n return this._audioContext.destination;\n }\n\n /** @internal */\n public get mainOut(): _WebAudioMainOut {\n return this._mainOut;\n }\n\n /** @internal */\n public get listener(): AbstractSpatialAudioListener {\n return this._listener ?? (this._listener = _CreateSpatialAudioListener(this, this._listenerAutoUpdate, this._listenerMinUpdateTime));\n }\n\n /** @internal */\n public get state(): AudioEngineV2State {\n // Always return \"running\" for OfflineAudioContext so sound `play` calls work while the context is suspended.\n return this._isUsingOfflineAudioContext ? \"running\" : this._audioContext.state;\n }\n\n /** @internal */\n public get volume(): number {\n return this._volume;\n }\n\n /** @internal */\n public set volume(value: number) {\n if (this._volume === value) {\n return;\n }\n\n this._volume = value;\n\n if (this._mainOut) {\n this._mainOut.volume = value;\n }\n }\n\n /** @internal */\n public async createBusAsync(name: string, options: Partial<IAudioBusOptions> = {}): Promise<AudioBus> {\n const module = await import(\"./webAudioBus\");\n\n const bus = new module._WebAudioBus(name, this, options);\n await bus._initAsync(options);\n\n return bus;\n }\n\n /** @internal */\n public async createMainBusAsync(name: string, options: Partial<IMainAudioBusOptions> = {}): Promise<MainAudioBus> {\n const module = await import(\"./webAudioMainBus\");\n\n const bus = new module._WebAudioMainBus(name, this);\n await bus._initAsync(options);\n\n return bus;\n }\n\n /** @internal */\n public async createMicrophoneSoundSourceAsync(name: string, options?: Partial<ISoundSourceOptions>): Promise<AbstractSoundSource> {\n let mediaStream: MediaStream;\n\n try {\n mediaStream = await navigator.mediaDevices.getUserMedia({ audio: true });\n } catch (e) {\n throw new Error(\"Unable to access microphone: \" + e);\n }\n\n return this.createSoundSourceAsync(name, new MediaStreamAudioSourceNode(this._audioContext, { mediaStream }), options);\n }\n\n /** @internal */\n public async createSoundAsync(\n name: string,\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundOptions> = {}\n ): Promise<StaticSound> {\n const module = await import(\"./webAudioStaticSound\");\n\n const sound = new module._WebAudioStaticSound(name, this, options);\n await sound._initAsync(source, options);\n\n return sound;\n }\n\n /** @internal */\n public async createSoundBufferAsync(\n source: ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[],\n options: Partial<IStaticSoundBufferOptions> = {}\n ): Promise<StaticSoundBuffer> {\n const module = await import(\"./webAudioStaticSound\");\n\n const soundBuffer = new module._WebAudioStaticSoundBuffer(this);\n await soundBuffer._initAsync(source, options);\n\n return soundBuffer;\n }\n\n /** @internal */\n public async createSoundSourceAsync(name: string, source: AudioNode, options: Partial<ISoundSourceOptions> = {}): Promise<AbstractSoundSource> {\n const module = await import(\"./webAudioSoundSource\");\n\n const soundSource = new module._WebAudioSoundSource(name, source, this, options);\n await soundSource._initAsync(options);\n\n return soundSource;\n }\n\n /** @internal */\n public async createStreamingSoundAsync(name: string, source: HTMLMediaElement | string | string[], options: Partial<IStreamingSoundOptions> = {}): Promise<StreamingSound> {\n const module = await import(\"./webAudioStreamingSound\");\n\n const sound = new module._WebAudioStreamingSound(name, this, options);\n await sound._initAsync(source, options);\n\n return sound;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._listener?.dispose();\n this._listener = null;\n\n // Note that OfflineAudioContext does not have a `close` method.\n if (this._audioContext.state !== \"closed\" && !this._isUsingOfflineAudioContext) {\n this._audioContext.close();\n }\n\n document.removeEventListener(\"click\", this._onUserGestureAsync);\n this._audioContext.removeEventListener(\"statechange\", this._onAudioContextStateChange);\n\n this._silentHtmlAudio?.remove();\n\n this._unmuteUI?.dispose();\n this._unmuteUI = null;\n }\n\n /** @internal */\n public flagInvalidFormat(format: string): void {\n this._invalidFormats.add(format);\n }\n\n /** @internal */\n public isFormatValid(format: string): boolean {\n if (this._validFormats.has(format)) {\n return true;\n }\n\n if (this._invalidFormats.has(format)) {\n return false;\n }\n\n const mimeType = FormatMimeTypes[format];\n if (mimeType === undefined) {\n return false;\n }\n\n const audio = new Audio();\n if (audio.canPlayType(mimeType) === \"\") {\n this._invalidFormats.add(format);\n return false;\n }\n\n this._validFormats.add(format);\n\n return true;\n }\n\n /** @internal */\n public override async pauseAsync(): Promise<void> {\n await this._audioContext.suspend();\n\n this._pauseCalled = true;\n }\n\n /** @internal */\n public override resumeAsync(): Promise<void> {\n this._pauseCalled = false;\n\n if (this._resumePromise) {\n return this._resumePromise;\n }\n\n this._resumePromise = this._audioContext.resume();\n return this._resumePromise;\n }\n\n /** @internal */\n public override _addMainBus(mainBus: MainAudioBus): void {\n super._addMainBus(mainBus);\n }\n\n /** @internal */\n public override _removeMainBus(mainBus: MainAudioBus): void {\n super._removeMainBus(mainBus);\n }\n\n /** @internal */\n public override _addNode(node: AbstractNamedAudioNode): void {\n super._addNode(node);\n }\n\n /** @internal */\n public override _removeNode(node: AbstractNamedAudioNode): void {\n super._removeNode(node);\n }\n\n /** @internal */\n public _setAudioParam(audioParam: AudioParam, value: number) {\n audioParam.linearRampToValueAtTime(value, this.currentTime + this.parameterRampDuration);\n }\n\n private _initAudioContextAsync: () => Promise<void> = async () => {\n this._audioContext.addEventListener(\"statechange\", this._onAudioContextStateChange);\n\n this._mainOut = new _WebAudioMainOut(this);\n this._mainOut.volume = this._volume;\n\n await this.createMainBusAsync(\"default\");\n };\n\n private _onAudioContextStateChange = () => {\n if (this.state === \"running\") {\n clearInterval(this._resumeOnPauseTimerId);\n this._audioContextStarted = true;\n this._resumePromise = null;\n }\n if (this.state === \"suspended\" || this.state === \"interrupted\") {\n if (this._audioContextStarted && this._resumeOnPause && !this._pauseCalled) {\n clearInterval(this._resumeOnPauseTimerId);\n\n this._resumeOnPauseTimerId = setInterval(() => {\n this.resumeAsync();\n }, this._resumeOnPauseRetryInterval);\n }\n }\n\n this.stateChangedObservable.notifyObservers(this.state);\n };\n\n private _onUserGestureAsync: () => void = async () => {\n if (this._resumeOnInteraction) {\n await this._audioContext.resume();\n }\n\n // On iOS the ringer switch must be turned on for WebAudio to play.\n // This gets WebAudio to play with the ringer switch turned off by playing an HTMLAudioElement.\n if (!this._silentHtmlAudio) {\n this._silentHtmlAudio = document.createElement(\"audio\");\n\n const audio = this._silentHtmlAudio;\n audio.controls = false;\n audio.preload = \"auto\";\n audio.loop = true;\n\n // Wave data for 0.0001 seconds of silence.\n audio.src = \"data:audio/wav;base64,UklGRjAAAABXQVZFZm10IBAAAAABAAEAgLsAAAB3AQACABAAZGF0YQwAAAAAAAEA/v8CAP//AQA=\";\n\n audio.play();\n }\n\n this.userGestureObservable.notifyObservers();\n };\n\n private _resolveIsReadyPromise: () => void;\n}\n"]}
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