@cybermp/client-types 2.2.2 → 2.3.1

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@@ -1,305 +1,106 @@
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- import type { MpClasses, MpGlobals } from '../out/game';
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- import type { MpCef } from './cef';
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- import type { MpDiscord } from './discord';
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- import type { MpEvents } from './events';
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- import type { MpGame } from './game';
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- import type { MpLocalStorage } from './local-storage';
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- import type { MpMeta } from './meta';
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- import type { MpVoiceChat } from './voice-chat';
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-
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- type ServerVector3 = [number, number, number];
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- type ServerVector4 = [number, number, number, number];
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-
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- /**
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- * The main client-side manager interface for CyberMP.
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- * Aggregates all core subsystems, network synchronization mappers, local entity spawning arrays, and launcher-level APIs.
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- */
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- export interface MpClient {
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- /**
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- * Access interface for native game engines, classes, and global engine parameters.
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- */
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- game: MpGame & MpGlobals & MpClasses;
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-
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- /**
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- * The client event communication system bridge.
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- */
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- events: MpEvents;
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-
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- /**
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- * Metadata state synchronization manager across entities and network profiles.
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- */
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- meta: MpMeta;
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-
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- /**
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- * Integrated structural client voice communication management interface.
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- */
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- voiceChat: MpVoiceChat;
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-
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- /**
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- * Controls and interfaces with the embedded Chromium Embedded Framework web views.
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- */
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- cef: MpCef;
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-
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- /**
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- * Provides access to Discord rich presence and authentications integration layers.
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- */
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- discord: MpDiscord;
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-
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- /**
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- * Provides access to local key-value data storage states spanning resource restarts.
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- */
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- localStorage: MpLocalStorage;
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-
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- /**
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- * Returns an array of game engine handling entities currently within the local player's streaming radius.
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- * @param objName - The engine pool target class filter type to look up.
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- * @returns An array containing the local runtime engine IDs matching the target pool.
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- */
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- getStreamedPool(
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- objName: 'CVehicle' | 'CPed' | 'CPickup' | 'CObject',
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- ): number[];
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-
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- /**
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- * Gets an array containing all active remote network players currently streaming inside the local user's zone.
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- * @returns An array of native game engine entity IDs.
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- */
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- getStreamedPlayers(): number[];
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-
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- /**
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- * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a vehicle.
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- * @param id - The unique synchronization network ID assigned by the server host.
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- * @returns The corresponding local native game engine vehicle handle ID.
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- */
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- getVehicleGameIdByNetworkId(id: number): number;
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-
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- /**
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- * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a player.
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- * @param id - The unique synchronization network ID assigned by the server host.
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- * @returns The corresponding local native game engine player handle ID.
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- */
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- getPlayerGameIdByNetworkId(id: number): number;
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-
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- /**
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- * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a static object.
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- * @param id - The unique synchronization network ID assigned by the server host.
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- * @returns The corresponding local native game engine object handle ID.
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- */
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- getObjectGameIdByNetworkId(id: number): number;
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-
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- /**
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- * Translates a native vehicle game handle into its global shared replication network sync ID.
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- * @param hash - The local native game engine entity instance handle.
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- * @returns The synchronized network ID assigned to that vehicle.
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- */
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- getVehicleNetworkIdByGameId(hash: number): number;
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-
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- /**
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- * Translates a native player character entity handle into its global shared replication network sync ID.
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- * @param hash - The local native game engine entity instance handle.
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- * @returns The synchronized network ID assigned to that player.
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- */
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- getPlayerNetworkIdByGameId(hash: number): number;
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-
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- /**
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- * Translates a native object or entity prop handle into its global shared replication network sync ID.
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- * @param hash - The local native game engine entity instance handle.
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- * @returns The synchronized network ID assigned to that object.
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- */
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- getObjectNetworkIdByGameId(hash: number): number;
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-
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- /**
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- * Translates a native pedestrian/NPC handle into its global shared replication network sync ID.
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- * @param hash - The local native game engine entity instance handle.
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- * @returns The synchronized network ID assigned to that pedestrian.
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- */
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- getPedNetworkIdByGameId(hash: number): number;
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-
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- /**
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- * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a pedestrian.
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- * @param id - The unique synchronization network ID assigned by the server host.
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- * @returns The corresponding local native game engine pedestrian handle ID.
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- */
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- getPedGameIdByNetworkId(hash: number): number;
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-
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- /**
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- * Assigns the spawn coordinates and rotation tracking data for spawnLocalPlayer function.
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- * @param x - Horizontal grid position coordinate value.
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- * @param y - Vertical grid position coordinate value.
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- * @param z - Height grid elevation coordinate value.
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- * @param yaw - The horizontal rotation layout angle in degrees.
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- */
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- setSpawnDataLocalPlayer(x: number, y: number, z: number, yaw: number): void;
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-
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- /**
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- * Spawns local player based on data setted by {@link setSpawnDataLocalPlayer}
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- * @returns `true` if the spawn lifecycle sequence initiated successfully, otherwise `false`.
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- */
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- spawnLocalPlayer(): boolean;
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-
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- /**
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- * Instantiates a localized ped entity.
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- * This entity remains completely un-synchronized and invisible to other remote clients.
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- * @param skinHash - Asset model signature key hash.
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- * @param appHash - Visual appearance setup key components variation hash.
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- * @param x - Horizontal coordinate space.
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- * @param y - Vertical coordinate space.
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- * @param z - Elevation height space coordinate.
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- * @param yaw - Rotational alignment facing angle.
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- * @param streaming - Controls if engine virtualization automatically handles streaming boundaries tracking.
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- * @returns The resulting unique local game entity handle ID.
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- */
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- spawnLocalPed(
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- skinHash: number | bigint,
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- appHash: number | bigint,
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- x: number,
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- y: number,
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- z: number,
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- yaw: number,
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- streaming: boolean,
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- ): number;
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-
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- /**
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- * Instantiates a localized vehicle entity inside the engine environment.
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- * This entity remains completely un-synchronized and invisible to other remote clients.
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- * @param skinHash - Asset model signature key hash.
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- * @param appHash - Visual appearance setup key components variation hash.
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- * @param x - Horizontal coordinate space.
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- * @param y - Vertical coordinate space.
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- * @param z - Elevation height space coordinate.
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- * @param roll - Longitudinal rotation axis orientation angle.
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- * @param pitch - Lateral rotation axis orientation angle.
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- * @param yaw - Directional heading alignment angle.
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- * @param streaming - Controls if engine virtualization automatically handles streaming boundaries tracking.
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- * @returns The resulting unique local game entity handle ID.
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- */
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- spawnLocalVehicle(
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- skinHash: number | bigint,
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- appHash: number | bigint,
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- x: number,
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- y: number,
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- z: number,
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- roll: number,
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- pitch: number,
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- yaw: number,
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- streaming: boolean,
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- ): number;
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-
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- /**
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- * Instantiates a localized world object or dynamic prop entity inside the engine environment.
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- * This entity remains completely un-synchronized and invisible to other remote clients.
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- * @param skinHash - Asset model signature key hash.
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- * @param appHash - Visual appearance setup key components variation hash.
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- * @param x - Horizontal coordinate space.
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- * @param y - Vertical coordinate space.
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- * @param z - Elevation height space coordinate.
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- * @param roll - Longitudinal rotation axis orientation angle.
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- * @param pitch - Lateral rotation axis orientation angle.
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- * @param yaw - Directional heading alignment angle.
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- * @param streaming - Controls if engine virtualization automatically handles streaming boundaries tracking.
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- * @returns The resulting unique local game entity handle ID.
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- */
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- spawnLocalObject(
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- skinHash: bigint | number,
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- appHash: bigint | number,
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- x: number,
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- y: number,
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- z: number,
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- roll: number,
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- pitch: number,
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- yaw: number,
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- streaming: boolean,
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- ): number;
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-
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- /**
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- * Forces immediate engine de-allocation and cleanup deletion maps targeting an isolated local pedestrian.
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- * @param hash - Unique local game engine entity instance handle to clear.
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- */
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- despawnLocalPed(hash: number): void;
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-
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- /**
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- * Forces immediate engine de-allocation and cleanup deletion maps targeting an isolated local vehicle.
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- * @param hash - Unique local game engine entity instance handle to clear.
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- */
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- despawnLocalVehicle(hash: number): void;
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-
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- /**
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- * Forces immediate engine de-allocation and cleanup deletion maps targeting an isolated local object.
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- * @param hash - Unique local game engine entity instance handle to clear.
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- */
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- despawnLocalObject(hash: number): void;
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-
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- /**
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- * Requests a secure Discord authentication OAuth2 user token via embedded client game SDK pathways.
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- * @deprecated This method is unstable and may cause engine synchronization pauses. Use {@link getDiscordCodeAuthorization} instead.
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- * @param discordAppId - The registered client registration application client ID string.
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- * @returns Token string payload containing user authorization tokens.
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- */
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- getDiscordOAuth2Token(discordAppId: string): string;
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-
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- /**
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- * Requests a preferred secure authentication application code payload via Discord's authorization flow.
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- * @deprecated
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- * @param discordAppId - The registered client registration application client ID string.
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- * @param scopes - Separated validation permission request keyword groups strings (e.g., `"identify guilds"`).
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- * @returns An authentication code string convertible into access tokens server-side.
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- */
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- getDiscordCodeAuthorization(discordAppId: string, scopes: string): string;
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-
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- /**
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- * Returns the endpoint address configuration tracking string of the current server session.
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- * @returns Endpoint routing connection destination details string (e.g., `"127.0.0.1:4430"`).
251
- */
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- getCurrentServerEndpoint(): string;
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-
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- /**
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- * Extracts the unique global player numeric index ID matching an active native local player entity handle.
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- * @param playerHash - The target local engine character object handle tracking number.
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- * @returns Network server-side entity tracking index ID number.
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- */
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- getPlayerServerId(playerHash: number): number;
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-
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- /**
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- * Queries environment configuration arrays to fetch string system variable values defined inside config manifest structures.
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- * @param varName - Target environmental variable path identifier name key string.
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- * @returns The corresponding variable value matching that name string.
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- */
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- getVar(varName: string): string;
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-
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- /**
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- * Queries environment configuration arrays to fetch integer variable values defined inside config manifest structures.
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- * @param varName - Target environmental variable path identifier name key string.
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- * @returns The variable evaluation value parsed into a numerical integer.
272
- */
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- getVarInt(varName: string): number;
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-
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- /**
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- * Retrieves total execution duration elapsed since initialization of the master game engine shell layer tracking loops.
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- * @returns Calculated time tracker measurement value in milliseconds.
278
- */
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- getGameTimer(): number;
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-
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- /**
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- * Fetches raw unparsed configurations mapping platform launcher operational states.
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- * @returns Unparsed JSON payload string representing client settings configurations.
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- */
285
- getLauncherSettingsJSON(): string;
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-
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- /**
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- * Fetches parsed layout profiles tracking core client options configurations.
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- * @returns Object tracking client properties choices.
290
- */
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- getLauncherSettings(): any;
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-
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- /**
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- * Registers a callback execution function that runs continuously on every game engine render frame.
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- * @param cb - The logic routine executed on every render cycle.
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- * @returns An execution identifier handle index required to disable the execution loop later.
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- */
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- setTick(cb: () => any): number;
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-
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- /**
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- * Removes and unbinds an active rendering cycle tracking loop execution block.
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- * @param tickId - The original registration index key returned by {@link setTick}.
303
- */
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- clearTick(tickId: number): void;
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- }
1
+ import type { MpClasses, MpGlobals } from '../out/game';
2
+ import type { MpCef } from './cef';
3
+ import type { MpDiscord } from './discord';
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+ import type { MpEvents } from './events';
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+ import type { MpGame } from './game';
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+ import type { MpLocal } from './local';
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+ import type { MpLocalStorage } from './local-storage';
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+ import type { MpMeta } from './meta';
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+ import type { MpNetwork } from './network';
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+ import type { MpVoiceChat } from './voice-chat';
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+
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+ type ServerVector3 = [number, number, number];
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+ type ServerVector4 = [number, number, number, number];
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+
15
+ /**
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+ * The main client-side manager interface for CyberMP.
17
+ * Aggregates all core subsystems, network synchronization mappers, local entity spawning arrays, and game-level APIs.
18
+ */
19
+ export interface MpClient {
20
+ /**
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+ * Access interface for native game engines, classes, and global engine parameters.
22
+ */
23
+ game: MpGame & MpGlobals & MpClasses;
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+
25
+ /**
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+ * The client event communication system bridge.
27
+ */
28
+ events: MpEvents;
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+
30
+ /**
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+ * Metadata state synchronization manager across entities and network profiles.
32
+ */
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+ meta: MpMeta;
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+
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+ /**
36
+ * Integrated structural client voice communication management interface.
37
+ */
38
+ voiceChat: MpVoiceChat;
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+
40
+ /**
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+ * Controls and interfaces with the embedded Chromium Embedded Framework web views.
42
+ */
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+ cef: MpCef;
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+
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+ /**
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+ * Provides access to Discord rich presence and authentications integration layers.
47
+ */
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+ discord: MpDiscord;
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+
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+ /**
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+ * Provides networking and entity synchronization utilities
52
+ */
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+ network: MpNetwork;
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+
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+ local: MpLocal;
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+
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+ /**
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+ * Provides access to local key-value data storage states spanning resource restarts.
59
+ */
60
+ localStorage: MpLocalStorage;
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+
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+ /**
63
+ * Queries environment configuration arrays to fetch string system variable values defined inside config manifest structures.
64
+ * @param varName - Target environmental variable path identifier name key string.
65
+ * @returns The corresponding variable value matching that name string.
66
+ */
67
+ getVar(varName: string): string;
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+
69
+ /**
70
+ * Queries environment configuration arrays to fetch integer variable values defined inside config manifest structures.
71
+ * @param varName - Target environmental variable path identifier name key string.
72
+ * @returns The variable evaluation value parsed into a numerical integer.
73
+ */
74
+ getVarInt(varName: string): number;
75
+
76
+ /**
77
+ * Retrieves total execution duration elapsed since initialization of the master game engine shell layer tracking loops.
78
+ * @returns Calculated time tracker measurement value in milliseconds.
79
+ */
80
+ getGameTimer(): number;
81
+
82
+ /**
83
+ * Fetches raw unparsed configurations mapping platform launcher operational states.
84
+ * @returns Unparsed JSON payload string representing client settings configurations.
85
+ */
86
+ getLauncherSettingsJSON(): string;
87
+
88
+ /**
89
+ * Fetches parsed layout profiles tracking core client options configurations.
90
+ * @returns Object tracking client properties choices.
91
+ */
92
+ getLauncherSettings(): any;
93
+
94
+ /**
95
+ * Registers a callback execution function that runs continuously on every game engine render frame.
96
+ * @param cb - The logic routine executed on every render cycle.
97
+ * @returns An execution identifier handle index required to disable the execution loop later.
98
+ */
99
+ setTick(cb: () => any): number;
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+
101
+ /**
102
+ * Removes and unbinds an active rendering cycle tracking loop execution block.
103
+ * @param tickId - The original registration index key returned by {@link setTick}.
104
+ */
105
+ clearTick(tickId: number): void;
106
+ }
@@ -0,0 +1,81 @@
1
+ /**
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+ * Provides networking and entity synchronization utilities
3
+ */
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+ export interface MpNetwork {
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+ /**
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+ * Returns the endpoint address configuration tracking string of the current server session.
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+ * @returns Endpoint routing connection destination details string (e.g., `"127.0.0.1:4430"`).
8
+ */
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+ getServerAddress(): string;
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+
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+ /**
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+ * Returns an array of game engine handling entities currently within the local player's streaming radius.
13
+ * @param objName - The engine pool target class filter type to look up.
14
+ * @returns An array containing the local runtime engine IDs matching the target pool.
15
+ */
16
+ getStreamedPool(
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+ objName: 'CVehicle' | 'CPed' | 'CPickup' | 'CObject',
18
+ ): number[];
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+
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+ /**
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+ * Gets an array containing all active remote network players currently streaming inside the local user's zone.
22
+ * @returns An array of native game engine entity IDs.
23
+ */
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+ getStreamedPlayers(): number[];
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+
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+ /**
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+ * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a vehicle.
28
+ * @param networkId - The unique synchronization network ID assigned by the server host.
29
+ * @returns The corresponding local native game engine vehicle handle ID.
30
+ */
31
+ getVehicleGameId(networkId: number): number;
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+
33
+ /**
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+ * Translates a native vehicle game handle into its global shared replication network sync ID.
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+ * @param gameId - The local native game engine entity instance handle.
36
+ * @returns The synchronized network ID assigned to that vehicle.
37
+ */
38
+ getVehicleId(gameId: number): number;
39
+
40
+ /**
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+ * Translates a native pedestrian/NPC handle into its global shared replication network sync ID.
42
+ * @param gameId - The local native game engine entity instance handle.
43
+ * @returns The synchronized network ID assigned to that pedestrian.
44
+ */
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+ getPedId(gameId: number): number;
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+
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+ /**
48
+ * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a pedestrian.
49
+ * @param networkId - The unique synchronization network ID assigned by the server host.
50
+ * @returns The corresponding local native game engine pedestrian handle ID.
51
+ */
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+ getPedGameId(networkId: number): number;
53
+
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+ /**
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+ * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a static object.
56
+ * @param networkId - The unique synchronization network ID assigned by the server host.
57
+ * @returns The corresponding local native game engine object handle ID.
58
+ */
59
+ getObjectGameId(networkId: number): number;
60
+
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+ /**
62
+ * Translates a native object or entity prop handle into its global shared replication network sync ID.
63
+ * @param gameId - The local native game engine entity instance handle.
64
+ * @returns The synchronized network ID assigned to that object.
65
+ */
66
+ getObjectId(gameId: number): number;
67
+
68
+ /**
69
+ * Resolves a network sync ID into its corresponding local native game engine entity reference handle for a player.
70
+ * @param networkId - The unique synchronization network ID assigned by the server host.
71
+ * @returns The corresponding local native game engine player handle ID.
72
+ */
73
+ getPlayerGameId(networkId: number): number;
74
+
75
+ /**
76
+ * Translates a native player character entity handle into its global shared replication network sync ID.
77
+ * @param gameId - The local native game engine entity instance handle.
78
+ * @returns The synchronized network ID assigned to that player.
79
+ */
80
+ getPlayerId(gameId: number): number;
81
+ }
@@ -1,86 +1,86 @@
1
- import type * as CyberEnums from '../out/enums';
2
-
3
- /**
4
- * Interface managing the integrated voice communication subsystem.
5
- * Provides controls for device routing, audio leveling, capture thresholds, and distance-based 3D spatial attenuation.
6
- */
7
- export interface MpVoiceChat {
8
- /**
9
- * Toggles the global operational state of the voice chat system.
10
- * @param state - `true` to fully initialize and connect to the voice server channels, `false` to shut down capture and playback.
11
- */
12
- enable(state: boolean): void;
13
-
14
- /**
15
- * Modifies how the local microphone capture is triggered (e.g., Continuous, Voice Activity, or Push-To-Talk).
16
- * @param type - The target voice activation mode enumeration value.
17
- */
18
- changeActivationType(type: CyberEnums.EVoiceActivationType): void;
19
-
20
- /**
21
- * Binds a specific hardware key code or input identifier to trigger microphone transmission when using Push-To-Talk.
22
- * @param key - The numerical key code or explicit structural input key enum to assign.
23
- */
24
- bindPushToTalkKey(key: number | CyberEnums.EInputKey): void;
25
-
26
- /**
27
- * Sets the master playback volume level for inbound remote voice streams.
28
- * @param value - Volumetric multiplier factor (typically ranging from `0.0` for muted up to `1.0` or higher for boosted gain).
29
- */
30
- setOutputVolume(value: number): void;
31
-
32
- /**
33
- * Adjusts the local recording gain modification layer applied to the hardware microphone input before network broadcasting.
34
- * @param value - Volumetric multiplier factor (typically ranging from `0.0` to `1.0`).
35
- */
36
- setInputVolume(value: number): void;
37
-
38
- /**
39
- * Sets the voice activity detection (VAD) audio floor threshold.
40
- * Captured audio below this amplitude level will be automatically gated and ignored.
41
- * @param value - The cutoff sensitivity threshold limit.
42
- */
43
- setMicrophoneSensitivity(value: number): void;
44
-
45
- /**
46
- * Queries the system multimedia framework to retrieve descriptive text labels of all available physical audio output playback devices.
47
- * @returns An array containing the plaintext names or driver descriptors of accessible output hardware components.
48
- */
49
- getOutputDevices(): string[];
50
-
51
- /**
52
- * Queries the system multimedia framework to retrieve descriptive text labels of all available physical audio input recording devices.
53
- * @returns An array containing the plaintext names or driver descriptors of accessible input hardware components.
54
- */
55
- getInputDevices(): string[];
56
-
57
- /**
58
- * Routes the voice playback audio rendering stream into a specific physical output device using its indexed layout match.
59
- * @param index - The hardware array element position index matching the list returned by {@link getOutputDevices}.
60
- */
61
- setOutputDevice(index: number): void;
62
-
63
- /**
64
- * Selects and hooks the physical recording mic input stream into a specific hardware component using its indexed layout match.
65
- * @param index - The hardware array element position index matching the list returned by {@link getInputDevices}.
66
- */
67
- setInputDevice(index: number): void;
68
-
69
- /**
70
- * Configures the local input listening radius or proximity box boundaries.
71
- * @param distance - Maximum distance measurement units used to bound transmission scopes.
72
- */
73
- setInputDistance(distance: number): void;
74
-
75
- /**
76
- * Sets the maximum linear distance radius over which a remote player's 3D spatialized voice stream will attenuate down to silence.
77
- * @param distance - Proximity spatial calculation distance limits.
78
- */
79
- setOutputDistance(distance: number): void;
80
-
81
- /**
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- * Evaluates whether the voice client manager is initialized, connected to a voice channel, and operating normally.
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- * @returns `true` if the system layer is running and ready, otherwise `false`.
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- */
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- isActive(): boolean;
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- }
1
+ import type * as CyberEnums from '../out/enums';
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+
3
+ /**
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+ * Interface managing the integrated voice communication subsystem.
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+ * Provides controls for device routing, audio leveling, capture thresholds, and distance-based 3D spatial attenuation.
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+ */
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+ export interface MpVoiceChat {
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+ /**
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+ * Toggles the global operational state of the voice chat system.
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+ * @param state - `true` to fully initialize and connect to the voice server channels, `false` to shut down capture and playback.
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+ */
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+ enable(state: boolean): void;
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+
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+ /**
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+ * Modifies how the local microphone capture is triggered (e.g., Continuous, Voice Activity, or Push-To-Talk).
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+ * @param type - The target voice activation mode enumeration value.
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+ */
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+ changeActivationType(type: CyberEnums.EVoiceActivationType): void;
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+
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+ /**
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+ * Binds a specific hardware key code or input identifier to trigger microphone transmission when using Push-To-Talk.
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+ * @param key - The numerical key code or explicit structural input key enum to assign.
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+ */
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+ bindPushToTalkKey(key: number | CyberEnums.EInputKey): void;
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+
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+ /**
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+ * Sets the master playback volume level for inbound remote voice streams.
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+ * @param value - Volumetric multiplier factor (typically ranging from `0.0` for muted up to `1.0` or higher for boosted gain).
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+ */
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+ setOutputVolume(value: number): void;
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+
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+ /**
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+ * Adjusts the local recording gain modification layer applied to the hardware microphone input before network broadcasting.
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+ * @param value - Volumetric multiplier factor (typically ranging from `0.0` to `1.0`).
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+ */
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+ setInputVolume(value: number): void;
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+
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+ /**
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+ * Sets the voice activity detection (VAD) audio floor threshold.
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+ * Captured audio below this amplitude level will be automatically gated and ignored.
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+ * @param value - The cutoff sensitivity threshold limit.
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+ */
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+ setMicrophoneSensitivity(value: number): void;
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+
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+ /**
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+ * Queries the system multimedia framework to retrieve descriptive text labels of all available physical audio output playback devices.
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+ * @returns An array containing the plaintext names or driver descriptors of accessible output hardware components.
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+ */
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+ getOutputDevices(): string[];
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+
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+ /**
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+ * Queries the system multimedia framework to retrieve descriptive text labels of all available physical audio input recording devices.
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+ * @returns An array containing the plaintext names or driver descriptors of accessible input hardware components.
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+ */
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+ getInputDevices(): string[];
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+
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+ /**
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+ * Routes the voice playback audio rendering stream into a specific physical output device using its indexed layout match.
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+ * @param index - The hardware array element position index matching the list returned by {@link getOutputDevices}.
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+ */
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+ setOutputDevice(index: number): void;
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+
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+ /**
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+ * Selects and hooks the physical recording mic input stream into a specific hardware component using its indexed layout match.
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+ * @param index - The hardware array element position index matching the list returned by {@link getInputDevices}.
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+ */
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+ setInputDevice(index: number): void;
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+
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+ /**
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+ * Configures the local input listening radius or proximity box boundaries.
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+ * @param distance - Maximum distance measurement units used to bound transmission scopes.
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+ */
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+ setInputDistance(distance: number): void;
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+
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+ /**
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+ * Sets the maximum linear distance radius over which a remote player's 3D spatialized voice stream will attenuate down to silence.
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+ * @param distance - Proximity spatial calculation distance limits.
78
+ */
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+ setOutputDistance(distance: number): void;
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+
81
+ /**
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+ * Evaluates whether the voice client manager is initialized, connected to a voice channel, and operating normally.
83
+ * @returns `true` if the system layer is running and ready, otherwise `false`.
84
+ */
85
+ isActive(): boolean;
86
+ }