@babylonjs/core 9.3.3 → 9.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractSound.d.ts +1 -0
- package/AudioV2/abstractAudio/abstractSound.js +9 -0
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +6 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +8 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +2 -0
- package/AudioV2/webAudio/webAudioEngine.js +29 -2
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Collisions/pickingInfo.js +6 -3
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/ray.core.js +34 -26
- package/Culling/ray.core.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +2 -2
- package/Meshes/Builders/groundBuilder.js +15 -1
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Misc/stringTools.js +2 -2
- package/Misc/stringTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Rendering/depthRenderer.js +14 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/package.json +1 -1
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@@ -18,12 +18,17 @@ export class AbstractSound extends AbstractSoundSource {
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if (this._newestInstance === instance) {
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this._newestInstance = null;
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}
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instance.onStateChangedObservable.removeCallback(this._onInstanceStateChanged);
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this._privateInstances.delete(instance);
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if (this._instances.size === 0) {
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this._state = 1 /* SoundState.Stopped */;
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this.onEndedObservable.notifyObservers(this);
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}
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instance.dispose();
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this.engine._onSoundPlaybackStateChanged();
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};
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this._onInstanceStateChanged = (_instance) => {
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this.engine._onSoundPlaybackStateChanged();
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};
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}
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/**
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@@ -104,6 +109,7 @@ export class AbstractSound extends AbstractSoundSource {
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next.value.pause();
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}
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this._state = 5 /* SoundState.Paused */;
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this.engine._onSoundPlaybackStateChanged();
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}
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/**
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* Resumes the sound.
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@@ -117,6 +123,7 @@ export class AbstractSound extends AbstractSoundSource {
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next.value.resume();
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}
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this._state = 3 /* SoundState.Started */;
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this.engine._onSoundPlaybackStateChanged();
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}
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_beforePlay(instance) {
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if (this.state === 5 /* SoundState.Paused */ && this._instances.size > 0) {
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@@ -124,11 +131,13 @@ export class AbstractSound extends AbstractSoundSource {
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return;
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}
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instance.onEndedObservable.addOnce(this._onInstanceEnded);
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instance.onStateChangedObservable.add(this._onInstanceStateChanged);
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this._privateInstances.add(instance);
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this._newestInstance = instance;
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}
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_afterPlay(instance) {
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this._state = instance.state;
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this.engine._onSoundPlaybackStateChanged();
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}
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_getNewestInstance() {
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if (this._instances.size === 0) {
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@@ -1 +1 @@
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-
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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/**\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, options: Partial<IAbstractSoundOptions>) {\n super(name, engine, options, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * The number of active instances of the sound that are currently playing.\n */\n public get activeInstancesCount(): number {\n return this._instances.size;\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 startedInstances = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started);\n const numberOfInstancesToStop = startedInstances.length - this.maxInstances;\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n startedInstances[i].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 instance.dispose();\n };\n}\n"]}
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{ Observable } from \"../../Misc/observable\";\nimport { type Nullable } from \"../../types\";\nimport { SoundState } from \"../soundState\";\nimport { AudioNodeType } from \"./abstractAudioNode\";\nimport { type _AbstractSoundInstance } from \"./abstractSoundInstance\";\nimport { AbstractSoundSource, type ISoundSourceOptions } from \"./abstractSoundSource\";\nimport { type AudioEngineV2 } from \"./audioEngineV2\";\nimport { type IVolumeAudioOptions } from \"./subNodes/volumeAudioSubNode\";\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, ISoundSourceOptions {}\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, options: Partial<IAbstractSoundOptions>) {\n super(name, engine, options, AudioNodeType.HAS_INPUTS_AND_OUTPUTS); // Inputs are for instances.\n }\n\n /**\n * The number of active instances of the sound that are currently playing.\n */\n public get activeInstancesCount(): number {\n return this._instances.size;\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 this.engine._onSoundPlaybackStateChanged();\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 this.engine._onSoundPlaybackStateChanged();\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 instance.onStateChangedObservable.add(this._onInstanceStateChanged);\n this._privateInstances.add(instance);\n this._newestInstance = instance;\n }\n\n protected _afterPlay(instance: _AbstractSoundInstance): void {\n this._state = instance.state;\n this.engine._onSoundPlaybackStateChanged();\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 startedInstances = Array.from(this._instances).filter((instance) => instance.state === SoundState.Started);\n const numberOfInstancesToStop = startedInstances.length - this.maxInstances;\n\n for (let i = 0; i < numberOfInstancesToStop; i++) {\n startedInstances[i].stop();\n }\n }\n }\n\n private _onInstanceEnded: (instance: _AbstractSoundInstance) => void = (instance) => {\n if (this._newestInstance === instance) {\n this._newestInstance = null;\n }\n\n instance.onStateChangedObservable.removeCallback(this._onInstanceStateChanged);\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 instance.dispose();\n\n this.engine._onSoundPlaybackStateChanged();\n };\n\n private _onInstanceStateChanged: (instance: _AbstractSoundInstance) => void = (_instance) => {\n this.engine._onSoundPlaybackStateChanged();\n };\n}\n"]}
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@@ -182,6 +182,12 @@ export declare abstract class AudioEngineV2 {
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protected _removeNode(node: AbstractNamedAudioNode): void;
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protected _addSound(sound: AbstractSound): void;
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protected _removeSound(sound: AbstractSound): void;
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/**
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* Called when any sound's playback state changes (started, stopped, paused, resumed).
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* Override in platform-specific implementations to react to sound playback state changes.
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* @internal
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*/
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_onSoundPlaybackStateChanged(): void;
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private _disposeSoundsArray;
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}
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/**
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@@ -112,6 +112,14 @@ export class AudioEngineV2 {
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this._sounds.delete(sound);
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this._removeNode(sound);
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}
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/**
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* Called when any sound's playback state changes (started, stopped, paused, resumed).
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* Override in platform-specific implementations to react to sound playback state changes.
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* @internal
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*/
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_onSoundPlaybackStateChanged() {
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// No-op base implementation.
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}
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_disposeSoundsArray() {
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if (this._soundsArray) {
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this._soundsArray.length = 0;
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@@ -1 +1 @@
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1
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-
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{ type Nullable } from \"../../types\";\nimport { type IAudioParameterRampOptions } from \"../audioParameter\";\nimport { type AbstractAudioNode, type AbstractNamedAudioNode } from \"./abstractAudioNode\";\nimport { type AbstractSound } from \"./abstractSound\";\nimport { type AbstractSoundSource, type ISoundSourceOptions } from \"./abstractSoundSource\";\nimport { type AudioBus, type IAudioBusOptions } from \"./audioBus\";\nimport { type IMainAudioBusOptions, type MainAudioBus } from \"./mainAudioBus\";\nimport { type IStaticSoundOptions, type StaticSound } from \"./staticSound\";\nimport { type IStaticSoundBufferOptions, type StaticSoundBuffer } from \"./staticSoundBuffer\";\nimport { type IStreamingSoundOptions, type StreamingSound } from \"./streamingSound\";\nimport { type AbstractSpatialAudioListener, type ISpatialAudioListenerOptions } from \"./subProperties/abstractSpatialAudioListener\";\n\nconst Instances: AudioEngineV2[] = [];\n\n/**\n * Gets the most recently created v2 audio engine.\n * @returns The most recently created v2 audio engine.\n */\nexport function LastCreatedAudioEngine(): Nullable<AudioEngineV2> {\n if (Instances.length === 0) {\n return null;\n }\n\n return Instances[Instances.length - 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 private readonly _sounds = new Set<AbstractSound>();\n private _soundsArray: Nullable<Array<AbstractSound>> = null;\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 * The list of static and streaming sounds created by the audio engine.\n */\n public get sounds(): ReadonlyArray<AbstractSound> {\n if (!this._soundsArray) {\n this._soundsArray = Array.from(this._sounds);\n }\n return this._soundsArray;\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 * @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 * @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 this._sounds.clear();\n\n this._disposeSoundsArray();\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 * Sets the audio output volume with optional ramping.\n * If the duration is 0 then the volume is set immediately, otherwise it is ramped to the new value over the given duration using the given shape.\n * If a ramp is already in progress then the volume is not set and an error is thrown.\n * @param value The value to set the volume to.\n * @param options The options to use for ramping the volume change.\n */\n public abstract setVolume(value: number, options?: Partial<IAudioParameterRampOptions>): 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 protected _addSound(sound: AbstractSound): void {\n this._disposeSoundsArray();\n this._sounds.add(sound);\n this._addNode(sound);\n }\n\n protected _removeSound(sound: AbstractSound): void {\n this._disposeSoundsArray();\n this._sounds.delete(sound);\n this._removeNode(sound);\n }\n\n private _disposeSoundsArray(): void {\n if (this._soundsArray) {\n this._soundsArray.length = 0;\n this._soundsArray = null;\n }\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 await 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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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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{ type Nullable } from \"../../types\";\nimport { type IAudioParameterRampOptions } from \"../audioParameter\";\nimport { type AbstractAudioNode, type AbstractNamedAudioNode } from \"./abstractAudioNode\";\nimport { type AbstractSound } from \"./abstractSound\";\nimport { type AbstractSoundSource, type ISoundSourceOptions } from \"./abstractSoundSource\";\nimport { type AudioBus, type IAudioBusOptions } from \"./audioBus\";\nimport { type IMainAudioBusOptions, type MainAudioBus } from \"./mainAudioBus\";\nimport { type IStaticSoundOptions, type StaticSound } from \"./staticSound\";\nimport { type IStaticSoundBufferOptions, type StaticSoundBuffer } from \"./staticSoundBuffer\";\nimport { type IStreamingSoundOptions, type StreamingSound } from \"./streamingSound\";\nimport { type AbstractSpatialAudioListener, type ISpatialAudioListenerOptions } from \"./subProperties/abstractSpatialAudioListener\";\n\nconst Instances: AudioEngineV2[] = [];\n\n/**\n * Gets the most recently created v2 audio engine.\n * @returns The most recently created v2 audio engine.\n */\nexport function LastCreatedAudioEngine(): Nullable<AudioEngineV2> {\n if (Instances.length === 0) {\n return null;\n }\n\n return Instances[Instances.length - 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 private readonly _sounds = new Set<AbstractSound>();\n private _soundsArray: Nullable<Array<AbstractSound>> = null;\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 * The list of static and streaming sounds created by the audio engine.\n */\n public get sounds(): ReadonlyArray<AbstractSound> {\n if (!this._soundsArray) {\n this._soundsArray = Array.from(this._sounds);\n }\n return this._soundsArray;\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 * @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 * @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 this._sounds.clear();\n\n this._disposeSoundsArray();\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 * Sets the audio output volume with optional ramping.\n * If the duration is 0 then the volume is set immediately, otherwise it is ramped to the new value over the given duration using the given shape.\n * If a ramp is already in progress then the volume is not set and an error is thrown.\n * @param value The value to set the volume to.\n * @param options The options to use for ramping the volume change.\n */\n public abstract setVolume(value: number, options?: Partial<IAudioParameterRampOptions>): 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 protected _addSound(sound: AbstractSound): void {\n this._disposeSoundsArray();\n this._sounds.add(sound);\n this._addNode(sound);\n }\n\n protected _removeSound(sound: AbstractSound): void {\n this._disposeSoundsArray();\n this._sounds.delete(sound);\n this._removeNode(sound);\n }\n\n /**\n * Called when any sound's playback state changes (started, stopped, paused, resumed).\n * Override in platform-specific implementations to react to sound playback state changes.\n * @internal\n */\n public _onSoundPlaybackStateChanged(): void {\n // No-op base implementation.\n }\n\n private _disposeSoundsArray(): void {\n if (this._soundsArray) {\n this._soundsArray.length = 0;\n this._soundsArray = null;\n }\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 await 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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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 */\n// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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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@@ -147,6 +147,8 @@ export declare class _WebAudioEngine extends AudioEngineV2 {
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/** @internal */
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_removeSound(sound: AbstractSound): void;
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/** @internal */
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_onSoundPlaybackStateChanged(): void;
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/** @internal */
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_addUpdateObserver(callback: () => void): void;
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_removeUpdateObserver(callback: () => void): void;
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private _initAudioContextAsync;
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@@ -87,6 +87,9 @@ export class _WebAudioEngine extends AudioEngineV2 {
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}
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// On iOS the ringer switch must be turned on for WebAudio to play.
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// This gets WebAudio to play with the ringer switch turned off by playing an HTMLAudioElement.
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// The element is activated during a user gesture so it can be played/paused programmatically
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// later. It is immediately paused to avoid triggering iOS Safari's "now playing" detection,
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// which throttles the page to 30 FPS.
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|
90
93
|
if (!this._silentHtmlAudio) {
|
|
91
94
|
this._silentHtmlAudio = document.createElement("audio");
|
|
92
95
|
const audio = this._silentHtmlAudio;
|
|
@@ -95,8 +98,13 @@ export class _WebAudioEngine extends AudioEngineV2 {
|
|
|
95
98
|
audio.loop = true;
|
|
96
99
|
// Wave data for 0.0001 seconds of silence.
|
|
97
100
|
audio.src = "data:audio/wav;base64,UklGRjAAAABXQVZFZm10IBAAAAABAAEAgLsAAAB3AQACABAAZGF0YQwAAAAAAAEA/v8CAP//AQA=";
|
|
98
|
-
//
|
|
99
|
-
|
|
101
|
+
// Play briefly to activate the element, then immediately pause.
|
|
102
|
+
// The rejection handler is intentionally empty — play() can reject if the
|
|
103
|
+
// browser requires a more specific user gesture; this is non-fatal since
|
|
104
|
+
// the audio context unlock is the primary goal, and the silent element is
|
|
105
|
+
// only a supplementary iOS ringer-switch workaround.
|
|
106
|
+
// eslint-disable-next-line github/no-then
|
|
107
|
+
audio.play().then(() => audio.pause(), () => { });
|
|
100
108
|
}
|
|
101
109
|
this.userGestureObservable.notifyObservers();
|
|
102
110
|
};
|
|
@@ -364,6 +372,25 @@ export class _WebAudioEngine extends AudioEngineV2 {
|
|
|
364
372
|
super._removeSound(sound);
|
|
365
373
|
}
|
|
366
374
|
/** @internal */
|
|
375
|
+
_onSoundPlaybackStateChanged() {
|
|
376
|
+
if (!this._silentHtmlAudio) {
|
|
377
|
+
return;
|
|
378
|
+
}
|
|
379
|
+
const hasActiveSounds = this.sounds.some((s) => s.state === 3 /* SoundState.Started */ || s.state === 2 /* SoundState.Starting */ || s.state === 0 /* SoundState.Stopping */);
|
|
380
|
+
if (hasActiveSounds && this._silentHtmlAudio.paused) {
|
|
381
|
+
// Resume silent audio for iOS ringer switch workaround while sounds are playing.
|
|
382
|
+
// Errors are safe to ignore — the silent audio element is a workaround, not a
|
|
383
|
+
// user-facing sound, so a rejected play (e.g. missing user gesture) is harmless.
|
|
384
|
+
// eslint-disable-next-line github/no-then
|
|
385
|
+
void this._silentHtmlAudio.play().catch(() => { });
|
|
386
|
+
}
|
|
387
|
+
else if (!hasActiveSounds && !this._silentHtmlAudio.paused) {
|
|
388
|
+
// Pause silent audio when no sounds are playing to avoid triggering iOS Safari's
|
|
389
|
+
// audio playback detection, which causes FPS throttling and shows a blue audio icon.
|
|
390
|
+
this._silentHtmlAudio.pause();
|
|
391
|
+
}
|
|
392
|
+
}
|
|
393
|
+
/** @internal */
|
|
367
394
|
_addUpdateObserver(callback) {
|
|
368
395
|
if (!this._updateObservable) {
|
|
369
396
|
this._updateObservable = new Observable();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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, { cause: e });\n }\n\n return await this.createSoundSourceAsync(name, new MediaStreamAudioSourceNode(this._audioContext, { mediaStream }), {\n outBusAutoDefault: false,\n ...options,\n });\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 // eslint-disable-next-line @typescript-eslint/no-floating-promises\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._updateObservable?.clear();\n this._updateObservable = null;\n\n this._unmuteUI?.dispose();\n this._unmuteUI = null;\n\n this.stateChangedObservable.clear();\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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\n this.stateChangedObservable.notifyObservers(this.state);\n\n return this._resumePromise;\n }\n\n /** @internal */\n public setVolume(value: number, options: Nullable<Partial<IAudioParameterRampOptions>> = null): void {\n if (this._mainOut) {\n this._mainOut.setVolume(value, options);\n } else {\n throw new Error(\"Main output not initialized yet.\");\n }\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 override _addSound(sound: AbstractSound): void {\n super._addSound(sound);\n }\n\n /** @internal */\n public override _removeSound(sound: AbstractSound): void {\n super._removeSound(sound);\n }\n\n /** @internal */\n public _addUpdateObserver(callback: () => void): void {\n if (!this._updateObservable) {\n this._updateObservable = new Observable<void>();\n }\n\n this._updateObservable.add(callback);\n this._startUpdating();\n }\n\n public _removeUpdateObserver(callback: () => void): void {\n if (this._updateObservable) {\n this._updateObservable.removeCallback(callback);\n }\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 // eslint-disable-next-line @typescript-eslint/no-floating-promises\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 // eslint-disable-next-line @typescript-eslint/no-floating-promises\n audio.play();\n }\n\n this.userGestureObservable.notifyObservers();\n };\n\n private _resolveIsReadyPromise: () => void;\n\n private _startUpdating = () => {\n if (this._isUpdating) {\n return;\n }\n\n this._isUpdating = true;\n\n if (this.state === \"running\") {\n this._update();\n } else {\n const callback = () => {\n if (this.state === \"running\") {\n this._update();\n this.stateChangedObservable.removeCallback(callback);\n }\n };\n\n this.stateChangedObservable.add(callback);\n }\n };\n\n private _update = (): void => {\n if (this._updateObservable?.hasObservers()) {\n this._updateObservable.notifyObservers();\n requestAnimationFrame(this._update);\n } else {\n this._isUpdating = false;\n }\n };\n}\n"]}
|
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1
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+
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\"../abstractAudio/streamingSound\";\nimport { type AbstractSpatialAudioListener, _HasSpatialAudioListenerOptions } from \"../abstractAudio/subProperties/abstractSpatialAudioListener\";\nimport { type _SpatialAudioListener } from \"../abstractAudio/subProperties/spatialAudioListener\";\nimport { type IAudioParameterRampOptions } from \"../audioParameter\";\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 _destinationNode: Nullable<AudioNode> = null;\n private _invalidFormats = new Set<string>();\n private _isUpdating = 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 _updateObservable: Nullable<Observable<void>> = 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 _isUsingOfflineAudioContext: boolean = false;\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 /**\n * This property should only be used by the legacy audio engine.\n * @internal\n * */\n public get _audioDestination(): AudioNode {\n return this._destinationNode ? this._destinationNode : (this._destinationNode = this._audioContext.destination);\n }\n\n public set _audioDestination(value: Nullable<AudioNode>) {\n this._destinationNode = value;\n }\n\n /**\n * This property should only be used by the legacy audio engine.\n * @internal\n */\n public get _unmuteUIEnabled(): boolean {\n return this._unmuteUI ? this._unmuteUI.enabled : false;\n }\n\n public set _unmuteUIEnabled(value: boolean) {\n if (this._unmuteUI) {\n this._unmuteUI.enabled = 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, { cause: e });\n }\n\n return await this.createSoundSourceAsync(name, new MediaStreamAudioSourceNode(this._audioContext, { mediaStream }), {\n outBusAutoDefault: false,\n ...options,\n });\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 // eslint-disable-next-line @typescript-eslint/no-floating-promises\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._updateObservable?.clear();\n this._updateObservable = null;\n\n this._unmuteUI?.dispose();\n this._unmuteUI = null;\n\n this.stateChangedObservable.clear();\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\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\n this.stateChangedObservable.notifyObservers(this.state);\n\n return this._resumePromise;\n }\n\n /** @internal */\n public setVolume(value: number, options: Nullable<Partial<IAudioParameterRampOptions>> = null): void {\n if (this._mainOut) {\n this._mainOut.setVolume(value, options);\n } else {\n throw new Error(\"Main output not initialized yet.\");\n }\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 override _addSound(sound: AbstractSound): void {\n super._addSound(sound);\n }\n\n /** @internal */\n public override _removeSound(sound: AbstractSound): void {\n super._removeSound(sound);\n }\n\n /** @internal */\n public override _onSoundPlaybackStateChanged(): void {\n if (!this._silentHtmlAudio) {\n return;\n }\n\n const hasActiveSounds = this.sounds.some((s) => s.state === SoundState.Started || s.state === SoundState.Starting || s.state === SoundState.Stopping);\n\n if (hasActiveSounds && this._silentHtmlAudio.paused) {\n // Resume silent audio for iOS ringer switch workaround while sounds are playing.\n // Errors are safe to ignore — the silent audio element is a workaround, not a\n // user-facing sound, so a rejected play (e.g. missing user gesture) is harmless.\n // eslint-disable-next-line github/no-then\n void this._silentHtmlAudio.play().catch(() => {});\n } else if (!hasActiveSounds && !this._silentHtmlAudio.paused) {\n // Pause silent audio when no sounds are playing to avoid triggering iOS Safari's\n // audio playback detection, which causes FPS throttling and shows a blue audio icon.\n this._silentHtmlAudio.pause();\n }\n }\n\n /** @internal */\n public _addUpdateObserver(callback: () => void): void {\n if (!this._updateObservable) {\n this._updateObservable = new Observable<void>();\n }\n\n this._updateObservable.add(callback);\n this._startUpdating();\n }\n\n public _removeUpdateObserver(callback: () => void): void {\n if (this._updateObservable) {\n this._updateObservable.removeCallback(callback);\n }\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 // eslint-disable-next-line @typescript-eslint/no-floating-promises\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 // The element is activated during a user gesture so it can be played/paused programmatically\n // later. It is immediately paused to avoid triggering iOS Safari's \"now playing\" detection,\n // which throttles the page to 30 FPS.\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 // Play briefly to activate the element, then immediately pause.\n // The rejection handler is intentionally empty — play() can reject if the\n // browser requires a more specific user gesture; this is non-fatal since\n // the audio context unlock is the primary goal, and the silent element is\n // only a supplementary iOS ringer-switch workaround.\n // eslint-disable-next-line github/no-then\n audio.play().then(\n () => audio.pause(),\n () => {}\n );\n }\n\n this.userGestureObservable.notifyObservers();\n };\n\n private _resolveIsReadyPromise: () => void;\n\n private _startUpdating = () => {\n if (this._isUpdating) {\n return;\n }\n\n this._isUpdating = true;\n\n if (this.state === \"running\") {\n this._update();\n } else {\n const callback = () => {\n if (this.state === \"running\") {\n this._update();\n this.stateChangedObservable.removeCallback(callback);\n }\n };\n\n this.stateChangedObservable.add(callback);\n }\n };\n\n private _update = (): void => {\n if (this._updateObservable?.hasObservers()) {\n this._updateObservable.notifyObservers();\n requestAnimationFrame(this._update);\n } else {\n this._isUpdating = false;\n }\n };\n}\n"]}
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@@ -1,4 +1,4 @@
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1
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-
import { Vector3, Vector2, TmpVectors } from "../Maths/math.vector.js";
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1
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+
import { Matrix, Vector3, Vector2, TmpVectors } from "../Maths/math.vector.js";
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2
2
|
import { VertexBuffer } from "../Buffers/buffer.js";
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3
3
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/**
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4
4
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* Information about the result of picking within a scene
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@@ -106,8 +106,11 @@ export class PickingInfo {
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106
106
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}
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107
107
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const transformNormalToWorld = (pickedMesh, n) => {
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108
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if (this.thinInstanceIndex !== -1) {
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109
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-
const
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110
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-
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109
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+
const thinMatrixData = pickedMesh._thinInstanceDataStorage.matrixData;
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110
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+
const index = this.thinInstanceIndex << 4;
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111
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+
if (thinMatrixData && thinMatrixData.length > index) {
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112
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+
const tm = TmpVectors.Matrix[0];
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113
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+
Matrix.FromArrayToRef(thinMatrixData, index, tm);
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111
114
|
Vector3.TransformNormalToRef(n, tm, n);
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112
115
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}
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113
116
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}
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@@ -1 +1 @@
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1
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-
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{ type Nullable, type FloatArray } from \"../types\";\r\nimport { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type Sprite } from \"../Sprites/sprite\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\n\r\nimport { type Ray } from \"../Culling/ray\";\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n let indices = this.pickedMesh.getIndices();\r\n\r\n if (indices?.length === 0) {\r\n indices = null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n const tmp0 = TmpVectors.Vector3[0];\r\n const tmp1 = TmpVectors.Vector3[1];\r\n const tmp2 = TmpVectors.Vector3[2];\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(normals[this.faceId * 3 * 3], normals[this.faceId * 3 * 3 + 1], normals[this.faceId * 3 * 3 + 2]);\r\n let normal1 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(normals[(this.faceId * 3 + 1) * 3], normals[(this.faceId * 3 + 1) * 3 + 1], normals[(this.faceId * 3 + 1) * 3 + 2]);\r\n let normal2 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(normals[(this.faceId * 3 + 2) * 3], normals[(this.faceId * 3 + 2) * 3 + 1], normals[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(positions[this.faceId * 3 * 3], positions[this.faceId * 3 * 3 + 1], positions[this.faceId * 3 * 3 + 2]);\r\n const vertex2 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(positions[(this.faceId * 3 + 1) * 3], positions[(this.faceId * 3 + 1) * 3 + 1], positions[(this.faceId * 3 + 1) * 3 + 2]);\r\n const vertex3 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(positions[(this.faceId * 3 + 2) * 3], positions[(this.faceId * 3 + 2) * 3 + 1], positions[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n const transformNormalToWorld = (pickedMesh: AbstractMesh, n: Vector3) => {\r\n if (this.thinInstanceIndex !== -1) {\r\n const tm = (pickedMesh as Mesh).thinInstanceGetWorldMatrices()[this.thinInstanceIndex];\r\n\r\n if (tm) {\r\n Vector3.TransformNormalToRef(n, tm, n);\r\n }\r\n }\r\n\r\n let wm = pickedMesh.getWorldMatrix();\r\n\r\n if (pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(n, wm, n);\r\n };\r\n\r\n if (useWorldCoordinates) {\r\n transformNormalToWorld(this.pickedMesh, result);\r\n }\r\n\r\n if (this.ray) {\r\n const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);\r\n\r\n if (!useWorldCoordinates) {\r\n // the normal has not been transformed to world space as part as the normal processing, so we must do it now\r\n transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)\r\n * @returns The vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(uvSet = VertexBuffer.UVKind): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(uvSet)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(uvSet);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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{ type Nullable, type FloatArray } from \"../types\";\r\nimport { Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type Sprite } from \"../Sprites/sprite\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\n\r\nimport { type Ray } from \"../Culling/ray\";\r\n\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions\r\n */\r\nexport class PickingInfo {\r\n /**\r\n * If the pick collided with an object\r\n */\r\n public hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n public distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n public pickedPoint: Nullable<Vector3> = null;\r\n /**\r\n * The mesh corresponding the pick collision\r\n */\r\n public pickedMesh: Nullable<AbstractMesh> = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n public bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public faceId = -1;\r\n /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n public subMeshFaceId = -1;\r\n /** Id of the submesh that was picked */\r\n public subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n public pickedSprite: Nullable<Sprite> = null;\r\n /** If we are picking a mesh with thin instance, this will give you the picked thin instance */\r\n public thinInstanceIndex = -1;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n public ray: Nullable<Ray> = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) as a \"near interaction\", this will be populated.\r\n */\r\n public originMesh: Nullable<AbstractMesh> = null;\r\n /**\r\n * The aim-space transform of the input used for picking, if it is an XR input source.\r\n */\r\n public aimTransform: Nullable<TransformNode> = null;\r\n /**\r\n * The grip-space transform of the input used for picking, if it is an XR input source.\r\n * Some XR sources, such as input coming from head mounted displays, do not have this.\r\n */\r\n public gripTransform: Nullable<TransformNode> = null;\r\n\r\n /**\r\n * Gets the normal corresponding to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)\r\n * @returns The normal corresponding to the face the pick collided with\r\n * @remarks Note that the returned normal will always point towards the picking ray.\r\n */\r\n public getNormal(useWorldCoordinates = false, useVerticesNormals = true): Nullable<Vector3> {\r\n if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {\r\n return null;\r\n }\r\n\r\n let indices = this.pickedMesh.getIndices();\r\n\r\n if (indices?.length === 0) {\r\n indices = null;\r\n }\r\n\r\n let result: Vector3;\r\n\r\n const tmp0 = TmpVectors.Vector3[0];\r\n const tmp1 = TmpVectors.Vector3[1];\r\n const tmp2 = TmpVectors.Vector3[2];\r\n\r\n if (useVerticesNormals) {\r\n const normals = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n\r\n let normal0 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(normals[this.faceId * 3 * 3], normals[this.faceId * 3 * 3 + 1], normals[this.faceId * 3 * 3 + 2]);\r\n let normal1 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(normals[(this.faceId * 3 + 1) * 3], normals[(this.faceId * 3 + 1) * 3 + 1], normals[(this.faceId * 3 + 1) * 3 + 2]);\r\n let normal2 = indices\r\n ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(normals[(this.faceId * 3 + 2) * 3], normals[(this.faceId * 3 + 2) * 3 + 1], normals[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n } else {\r\n const positions = <FloatArray>this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n\r\n const vertex1 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3] * 3, tmp0)\r\n : tmp0.copyFromFloats(positions[this.faceId * 3 * 3], positions[this.faceId * 3 * 3 + 1], positions[this.faceId * 3 * 3 + 2]);\r\n const vertex2 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 1] * 3, tmp1)\r\n : tmp1.copyFromFloats(positions[(this.faceId * 3 + 1) * 3], positions[(this.faceId * 3 + 1) * 3 + 1], positions[(this.faceId * 3 + 1) * 3 + 2]);\r\n const vertex3 = indices\r\n ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 2] * 3, tmp2)\r\n : tmp2.copyFromFloats(positions[(this.faceId * 3 + 2) * 3], positions[(this.faceId * 3 + 2) * 3 + 1], positions[(this.faceId * 3 + 2) * 3 + 2]);\r\n\r\n const p1p2 = vertex1.subtract(vertex2);\r\n const p3p2 = vertex3.subtract(vertex2);\r\n\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n\r\n const transformNormalToWorld = (pickedMesh: AbstractMesh, n: Vector3) => {\r\n if (this.thinInstanceIndex !== -1) {\r\n const thinMatrixData = (pickedMesh as Mesh)._thinInstanceDataStorage.matrixData;\r\n const index = this.thinInstanceIndex << 4;\r\n\r\n if (thinMatrixData && thinMatrixData.length > index) {\r\n const tm = TmpVectors.Matrix[0];\r\n Matrix.FromArrayToRef(thinMatrixData, index, tm);\r\n Vector3.TransformNormalToRef(n, tm, n);\r\n }\r\n }\r\n\r\n let wm = pickedMesh.getWorldMatrix();\r\n\r\n if (pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n\r\n Vector3.TransformNormalToRef(n, wm, n);\r\n };\r\n\r\n if (useWorldCoordinates) {\r\n transformNormalToWorld(this.pickedMesh, result);\r\n }\r\n\r\n if (this.ray) {\r\n const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);\r\n\r\n if (!useWorldCoordinates) {\r\n // the normal has not been transformed to world space as part as the normal processing, so we must do it now\r\n transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);\r\n }\r\n\r\n // Flip the normal if the picking ray is in the same direction.\r\n if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {\r\n result.negateInPlace();\r\n }\r\n }\r\n\r\n result.normalize();\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Gets the texture coordinates of where the pick occurred\r\n * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)\r\n * @returns The vector containing the coordinates of the texture\r\n */\r\n public getTextureCoordinates(uvSet = VertexBuffer.UVKind): Nullable<Vector2> {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(uvSet)) {\r\n return null;\r\n }\r\n\r\n const indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n\r\n const uvs = this.pickedMesh.getVerticesData(uvSet);\r\n if (!uvs) {\r\n return null;\r\n }\r\n\r\n let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n }\r\n}\r\n"]}
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