@babylonjs/inspector 8.39.0-preview → 8.39.1-preview
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/lib/index.d.ts +82 -56
- package/package.json +1 -1
package/lib/index.d.ts
CHANGED
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@@ -8245,6 +8245,7 @@ declare class UniformBuffer {
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private _buffer;
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private _buffers;
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private _bufferIndex;
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+
private _bufferUpdatedLastFrame;
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private _createBufferOnWrite;
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private _data;
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private _bufferData;
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@@ -10073,20 +10074,66 @@ declare class ShadowDepthWrapper {
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private _makeEffect;
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}
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-
/**
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-
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/**
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* Interface defining the properties of the stencil state.
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*/
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interface IStencilStateProperties {
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/**
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* Whether the stencil test is enabled or not.
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*/
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enabled: boolean;
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/**
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* The stencil mask to use for writing.
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*/
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mask: number;
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/**
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* The stencil mask to use for reading.
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*/
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funcMask: number;
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/**
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* The reference value to use for the stencil test.
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*/
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funcRef: number;
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/**
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* The stencil comparison function to use for front faces.
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*/
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func: number;
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/**
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* The operation to perform when both the stencil and depth tests pass for front faces.
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*/
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opStencilDepthPass: number;
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/**
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* The operation to perform when the stencil test fails for front faces.
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*/
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opStencilFail: number;
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/**
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* The operation to perform when the stencil test passes but the depth test fails for front faces.
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*/
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opDepthFail: number;
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/**
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* The stencil comparison function to use for back faces.
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*/
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backFunc: number;
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/**
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* The operation to perform when both the stencil and depth tests pass for back faces.
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*/
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backOpStencilDepthPass: number;
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/**
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* The operation to perform when the stencil test fails for back faces.
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*/
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backOpStencilFail: number;
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/**
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* The operation to perform when the stencil test passes but the depth test fails for back faces.
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*/
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backOpDepthFail: number;
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}
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/**
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* Interface defining the stencil state.
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*/
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interface IStencilState extends IStencilStateProperties {
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/**
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* Resets the stencil state to default values.
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*/
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reset(): void;
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}
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@@ -30064,7 +30111,7 @@ interface ISoundOptions {
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* Define the distance attenuation model the sound will follow.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/audio/playingSoundsMusic#creating-a-spatial-3d-sound
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*/
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-
distanceModel?:
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+
distanceModel?: "linear" | "inverse" | "exponential";
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/**
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* Defines the playback speed (1 by default)
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*/
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@@ -30090,18 +30137,19 @@ interface ISoundOptions {
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/**
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* Defines a sound that can be played in the application.
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* The sound can either be an ambient track or a simple sound played in reaction to a user action.
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-
* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio
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*/
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declare class Sound {
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/**
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* The name of the sound in the scene.
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*/
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-
name: string;
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+
get name(): string;
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set name(value: string);
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/**
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* Does the sound autoplay once loaded.
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*/
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autoplay: boolean;
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-
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get autoplay(): boolean;
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set autoplay(value: boolean);
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/**
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* Does the sound loop after it finishes playing once.
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*/
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@@ -30110,7 +30158,7 @@ declare class Sound {
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/**
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* Does the sound use a custom attenuation curve to simulate the falloff
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* happening when the source gets further away from the camera.
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-
* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function
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*/
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useCustomAttenuation: boolean;
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/**
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@@ -30120,31 +30168,33 @@ declare class Sound {
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/**
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* Is this sound currently played.
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*/
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-
isPlaying: boolean;
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+
get isPlaying(): boolean;
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/**
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* Is this sound currently paused.
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*/
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-
isPaused: boolean;
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get isPaused(): boolean;
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/**
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* Define the reference distance the sound should be heard perfectly.
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-
* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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refDistance: number;
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/**
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* Define the roll off factor of spatial sounds.
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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rolloffFactor: number;
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/**
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* Define the max distance the sound should be heard (intensity just became 0 at this point).
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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-
maxDistance: number;
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get maxDistance(): number;
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set maxDistance(value: number);
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/**
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* Define the distance attenuation model the sound will follow.
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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-
distanceModel:
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get distanceModel(): "linear" | "inverse" | "exponential";
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set distanceModel(value: "linear" | "inverse" | "exponential");
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/**
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* @internal
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* Back Compat
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@@ -30164,48 +30214,29 @@ declare class Sound {
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get currentTime(): number;
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/**
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* Does this sound enables spatial sound.
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-
* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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get spatialSound(): boolean;
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/**
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* Does this sound enables spatial sound.
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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set spatialSound(newValue: boolean);
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private _spatialSound;
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private _panningModel;
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private _playbackRate;
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private _streaming;
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private _startTime;
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private _currentTime;
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private _position;
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private _localDirection;
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private _volume;
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private _isReadyToPlay;
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private _isDirectional;
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private _readyToPlayCallback;
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private _audioBuffer;
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private _soundSource;
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private _streamingSource;
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private _soundPanner;
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private _soundGain;
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private _inputAudioNode;
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private _outputAudioNode;
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private _coneInnerAngle;
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private _coneOuterAngle;
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private _coneOuterGain;
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private _scene;
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private _connectedTransformNode;
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private _customAttenuationFunction;
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private _registerFunc;
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private _isOutputConnected;
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-
private
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-
private
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private
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private
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private
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private _audioUnlockedObserver?;
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-
private _url?;
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+
private _url;
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+
private readonly _optionsV2;
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+
private readonly _soundV2;
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private _onReadyObservable;
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+
private get _onReady();
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/**
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* @internal
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*/
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@@ -30219,6 +30250,7 @@ declare class Sound {
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* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
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*/
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constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
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+
private _onReadyToPlay;
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/**
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* Release the sound and its associated resources
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*/
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@@ -30233,8 +30265,6 @@ declare class Sound {
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* @returns current class name
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*/
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getClassName(): string;
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30236
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-
private _audioBufferLoaded;
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-
private _soundLoaded;
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/**
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* Sets the data of the sound from an audiobuffer
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* @param audioBuffer The audioBuffer containing the data
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@@ -30245,22 +30275,19 @@ declare class Sound {
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* @param options A JSON object containing values named as the object properties
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*/
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updateOptions(options: ISoundOptions): void;
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-
private _createSpatialParameters;
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-
private _disableSpatialSound;
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private _updateSpatialParameters;
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/**
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* Switch the panning model to HRTF:
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* Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
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30254
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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switchPanningModelToHRTF(): void;
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/**
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* Switch the panning model to Equal Power:
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* Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound
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*/
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switchPanningModelToEqualPower(): void;
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-
private _switchPanningModel;
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/**
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* Connect this sound to a sound track audio node like gain...
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* @param soundTrackAudioNode the sound track audio node to connect to
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@@ -30300,12 +30327,13 @@ declare class Sound {
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*/
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setLocalDirectionToMesh(newLocalDirection: Vector3): void;
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private _updateDirection;
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+
private _initSpatial;
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/** @internal */
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updateDistanceFromListener(): void;
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/**
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* Sets a new custom attenuation function for the sound.
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* @param callback Defines the function used for the attenuation
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30308
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function
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*/
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setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
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/**
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@@ -30349,12 +30377,12 @@ declare class Sound {
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/**
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* Attach the sound to a dedicated mesh
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* @param transformNode The transform node to connect the sound with
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30352
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh
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*/
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attachToMesh(transformNode: TransformNode): void;
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/**
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* Detach the sound from the previously attached mesh
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30357
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-
* @see https://doc.babylonjs.com/
|
|
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+
* @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh
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*/
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detachFromMesh(): void;
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private _onRegisterAfterWorldMatrixUpdate;
|
|
@@ -30392,8 +30420,6 @@ declare class Sound {
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* @returns the newly parsed sound
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*/
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static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
|
|
30395
|
-
private _setOffset;
|
|
30396
|
-
private _clearTimeoutsAndObservers;
|
|
30397
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}
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30398
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30399
30425
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/**
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@@ -50708,7 +50734,7 @@ declare class FrameGraphRenderContext extends FrameGraphContext {
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|
|
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* @param noViewport If true, the current viewport will be left unchanged (optional). If false or undefined, the viewport will be set to the full render target size.
|
|
50709
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* @returns True if the effect was applied, otherwise false (effect not ready)
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|
50710
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*/
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50711
|
-
applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
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|
50737
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+
applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void, stencilState?: IStencilState | IStencilStateProperties, disableColorWrite?: boolean, drawBackFace?: boolean, depthTest?: boolean, noViewport?: boolean): boolean;
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50712
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/**
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50713
50739
|
* Copies a texture to the current render target
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50714
50740
|
* @param sourceTexture The source texture to copy from
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@@ -60094,7 +60120,7 @@ declare abstract class AbstractEngine {
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60094
60120
|
* @param stencil stencil states to set
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60095
60121
|
* @param zOffsetUnits defines the value to apply to zOffsetUnits (0 by default)
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60096
60122
|
*/
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60097
|
-
abstract setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean, cullBackFaces?: boolean, stencil?: IStencilState, zOffsetUnits?: number): void;
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60123
|
+
abstract setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean, cullBackFaces?: boolean, stencil?: IStencilState | IStencilStateProperties, zOffsetUnits?: number): void;
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60098
60124
|
/**
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|
60099
60125
|
* Creates a new material context
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|
60100
60126
|
* @returns the new context
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