@onerjs/core 8.32.7 → 8.32.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/sound.js +0 -1
- package/Audio/sound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +10 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +11 -2
- package/FrameGraph/Passes/pass.js +14 -2
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +4 -2
- package/FrameGraph/Passes/renderPass.js +5 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +3 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +2 -0
- package/FrameGraph/frameGraphTask.js +11 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +8 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +2 -0
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +2 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/materialHelper.functions.js +2 -8
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +16 -6
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +37 -33
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +10 -0
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +7 -78
- package/Rendering/depthPeelingRenderer.js +12 -398
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
- package/Rendering/depthPeelingSceneComponent.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/index.d.ts +1 -0
- package/Rendering/index.js +1 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +20 -0
- package/Rendering/objectRenderer.js +17 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +10 -3
- package/Rendering/renderingGroup.js +24 -13
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +6 -2
- package/Rendering/renderingManager.js +8 -2
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
- package/Rendering/thinDepthPeelingRenderer.js +469 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +1 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +15 -8
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/node.d.ts +2 -0
- package/node.js +5 -0
- package/node.js.map +1 -1
- package/package.json +1 -1
package/Audio/sound.js
CHANGED
package/Audio/sound.js.map
CHANGED
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type { IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions } from \"../AudioV2/abstractAudio/staticSound\";\r\nimport type { IStreamingSoundOptions } from \"../AudioV2/abstractAudio/streamingSound\";\r\nimport { _HasSpatialAudioOptions, _SpatialAudioDefaults } from \"../AudioV2/abstractAudio/subProperties/abstractSpatialAudio\";\r\nimport type { IAudioParameterRampOptions } from \"../AudioV2/audioParameter\";\r\nimport { AudioParameterRampShape } from \"../AudioV2/audioParameter\";\r\nimport { SoundState } from \"../AudioV2/soundState\";\r\nimport { _WebAudioSoundSource } from \"../AudioV2/webAudio/webAudioSoundSource\";\r\nimport { _WebAudioStaticSound } from \"../AudioV2/webAudio/webAudioStaticSound\";\r\nimport { _WebAudioStreamingSound } from \"../AudioV2/webAudio/webAudioStreamingSound\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AudioEngine } from \"./audioEngine\";\r\nimport type { ISoundOptions } from \"./Interfaces/ISoundOptions\";\r\n\r\nconst TmpRampOptions: IAudioParameterRampOptions = {\r\n duration: 0,\r\n shape: AudioParameterRampShape.Linear,\r\n};\r\n\r\nconst TmpPlayOptions: Partial<IStaticSoundPlayOptions> = {\r\n duration: 0,\r\n startOffset: 0,\r\n waitTime: 0,\r\n};\r\n\r\nconst TmpStopOptions: IStaticSoundStopOptions = {\r\n waitTime: 0,\r\n};\r\n\r\nfunction D2r(degrees: number): number {\r\n return (degrees * Math.PI) / 180;\r\n}\r\n\r\nfunction R2d(radians: number): number {\r\n return (radians * 180) / Math.PI;\r\n}\r\n\r\n/**\r\n * Defines a sound that can be played in the application.\r\n * The sound can either be an ambient track or a simple sound played in reaction to a user action.\r\n * @see https://doc.babylonjs.com/legacy/audio\r\n */\r\nexport class Sound {\r\n /**\r\n * The name of the sound in the scene.\r\n */\r\n public get name(): string {\r\n return this._soundV2.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._soundV2.name = value;\r\n }\r\n\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n public get autoplay(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._optionsV2.autoplay!;\r\n }\r\n\r\n public set autoplay(value: boolean) {\r\n this._optionsV2.autoplay = value;\r\n }\r\n\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n public get loop(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._soundV2.loop;\r\n }\r\n\r\n public set loop(value: boolean) {\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n if (this._soundV2) {\r\n this._soundV2.loop = value;\r\n }\r\n }\r\n\r\n /**\r\n * Does the sound use a custom attenuation curve to simulate the falloff\r\n * happening when the source gets further away from the camera.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function\r\n */\r\n public useCustomAttenuation: boolean = false;\r\n /**\r\n * The sound track id this sound belongs to.\r\n */\r\n public soundTrackId: number = -1;\r\n /**\r\n * Is this sound currently played.\r\n */\r\n public get isPlaying(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._soundV2?.state === SoundState.Started || (!this.isReady() && this._optionsV2.autoplay!);\r\n }\r\n\r\n /**\r\n * Is this sound currently paused.\r\n */\r\n public get isPaused(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? false : this._soundV2.state === SoundState.Paused;\r\n }\r\n\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public refDistance: number = 1;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public rolloffFactor: number = 1;\r\n /**\r\n * Define the max distance the sound should be heard (intensity just became 0 at this point).\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get maxDistance(): number {\r\n return this._optionsV2.spatialMaxDistance || 100;\r\n }\r\n public set maxDistance(value: number) {\r\n this._optionsV2.spatialMaxDistance = value;\r\n\r\n if (this.useCustomAttenuation) {\r\n return;\r\n }\r\n\r\n if (this._soundV2) {\r\n this._initSpatial();\r\n this._soundV2.spatial.maxDistance = value;\r\n }\r\n }\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get distanceModel(): \"linear\" | \"inverse\" | \"exponential\" {\r\n return this._optionsV2.spatialDistanceModel || \"linear\";\r\n }\r\n public set distanceModel(value: \"linear\" | \"inverse\" | \"exponential\") {\r\n this._optionsV2.spatialDistanceModel = value;\r\n\r\n if (this._soundV2) {\r\n this._initSpatial();\r\n this._soundV2.spatial.distanceModel = value;\r\n }\r\n }\r\n /**\r\n * @internal\r\n * Back Compat\r\n **/\r\n public onended: () => any;\r\n /**\r\n * Gets or sets an object used to store user defined information for the sound.\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Observable event when the current playing sound finishes.\r\n */\r\n public onEndedObservable = new Observable<Sound>();\r\n\r\n /**\r\n * Gets the current time for the sound.\r\n */\r\n public get currentTime(): number {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? this._soundV2.engine.currentTime : this._soundV2.currentTime;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get spatialSound(): boolean {\r\n return this._soundV2?._isSpatial ?? false;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public set spatialSound(newValue: boolean) {\r\n if (this._soundV2) {\r\n if (newValue) {\r\n this._initSpatial();\r\n } else {\r\n this._soundV2._isSpatial = false;\r\n }\r\n }\r\n }\r\n\r\n private _localDirection: Vector3 = new Vector3(1, 0, 0);\r\n private _volume: number = 1;\r\n private _isReadyToPlay: boolean = false;\r\n private _isDirectional: boolean = false;\r\n private _readyToPlayCallback: () => any;\r\n private _scene: Scene;\r\n private _connectedTransformNode: Nullable<TransformNode>;\r\n private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;\r\n private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;\r\n private _isOutputConnected = false;\r\n private _url: Nullable<string> = null;\r\n\r\n private readonly _optionsV2: Partial<IStaticSoundOptions>;\r\n private readonly _soundV2: _WebAudioSoundSource | _WebAudioStaticSound | _WebAudioStreamingSound;\r\n private _onReadyObservable: Nullable<Observable<void>> = null;\r\n\r\n private get _onReady(): Observable<void> {\r\n if (!this._onReadyObservable) {\r\n this._onReadyObservable = new Observable<void>();\r\n }\r\n return this._onReadyObservable;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"AudioSceneComponent\");\r\n };\r\n\r\n /**\r\n * Create a sound and attach it to a scene\r\n * @param name Name of your sound\r\n * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers\r\n * @param scene defines the scene the sound belongs to\r\n * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played\r\n * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming\r\n */\r\n constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback: Nullable<() => void> = null, options?: ISoundOptions) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n Sound._SceneComponentInitialization(scene);\r\n this._readyToPlayCallback = readyToPlayCallback || (() => {});\r\n\r\n // Default custom attenuation function is a linear attenuation\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => {\r\n if (currentDistance < maxDistance) {\r\n return currentVolume * (1 - currentDistance / maxDistance);\r\n } else {\r\n return 0;\r\n }\r\n };\r\n\r\n options = options || {};\r\n\r\n const optionsV2: Partial<IStaticSoundOptions> = {\r\n analyzerEnabled: false,\r\n autoplay: false, // `false` for now, but will be set to given option later\r\n duration: options.length || 0,\r\n loop: options.loop || false,\r\n loopEnd: 0,\r\n loopStart: 0,\r\n maxInstances: 1,\r\n outBus: null,\r\n outBusAutoDefault: false,\r\n playbackRate: options.playbackRate || 1,\r\n pitch: 0,\r\n skipCodecCheck: options.skipCodecCheck || false,\r\n spatialDistanceModel: options.distanceModel,\r\n spatialEnabled: options.spatialSound,\r\n spatialMaxDistance: options.maxDistance,\r\n spatialMinDistance: options.refDistance,\r\n spatialRolloffFactor: options.rolloffFactor,\r\n stereoEnabled: false,\r\n startOffset: options.offset || 0,\r\n volume: options.volume ?? 1,\r\n };\r\n this._volume = options.volume ?? 1;\r\n\r\n if (_HasSpatialAudioOptions(optionsV2)) {\r\n optionsV2.spatialAutoUpdate = false;\r\n optionsV2.spatialConeInnerAngle = _SpatialAudioDefaults.coneInnerAngle;\r\n optionsV2.spatialConeOuterAngle = _SpatialAudioDefaults.coneOuterAngle;\r\n optionsV2.spatialConeOuterVolume = _SpatialAudioDefaults.coneOuterVolume;\r\n optionsV2.spatialMinUpdateTime = 0;\r\n optionsV2.spatialOrientation = _SpatialAudioDefaults.orientation.clone();\r\n optionsV2.spatialPanningModel = (this._scene.headphone ? \"HRTF\" : \"equalpower\") as \"equalpower\" | \"HRTF\";\r\n optionsV2.spatialPosition = _SpatialAudioDefaults.position.clone();\r\n optionsV2.spatialRotation = _SpatialAudioDefaults.rotation.clone();\r\n optionsV2.spatialRotationQuaternion = _SpatialAudioDefaults.rotationQuaternion.clone();\r\n\r\n if (optionsV2.spatialMaxDistance === undefined) {\r\n optionsV2.spatialMaxDistance = 100;\r\n }\r\n }\r\n\r\n this._optionsV2 = { ...optionsV2 };\r\n this._optionsV2.autoplay = options.autoplay || false;\r\n\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? false;\r\n if (this.useCustomAttenuation) {\r\n optionsV2.spatialMaxDistance = Number.MAX_VALUE;\r\n optionsV2.volume = 0;\r\n }\r\n\r\n let streaming = options?.streaming || false;\r\n\r\n const audioEngine = AbstractEngine.audioEngine;\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n const audioEngineV2 = (AbstractEngine.audioEngine as AudioEngine)._v2;\r\n\r\n const createSoundV2 = () => {\r\n if (streaming) {\r\n const streamingOptionsV2: Partial<IStreamingSoundOptions> = {\r\n preloadCount: 0,\r\n ...optionsV2,\r\n };\r\n\r\n const sound = new _WebAudioStreamingSound(name, audioEngineV2, streamingOptionsV2);\r\n\r\n // eslint-disable-next-line github/no-then\r\n void sound._initAsync(urlOrArrayBuffer, optionsV2).then(() => {\r\n // eslint-disable-next-line github/no-then\r\n void sound.preloadInstancesAsync(1).then(this._onReadyToPlay);\r\n });\r\n\r\n return sound;\r\n } else {\r\n const sound = new _WebAudioStaticSound(name, audioEngineV2, optionsV2);\r\n\r\n // eslint-disable-next-line github/no-then\r\n void sound._initAsync(urlOrArrayBuffer, optionsV2).then(this._onReadyToPlay);\r\n\r\n return sound;\r\n }\r\n };\r\n\r\n // If no parameter is passed then the setAudioBuffer should be called to prepare the sound.\r\n if (!urlOrArrayBuffer) {\r\n // Create the sound but don't call _initAsync on it, yet. Call it later when `setAudioBuffer` is called.\r\n this._soundV2 = new _WebAudioStaticSound(name, audioEngineV2, optionsV2);\r\n } else if (typeof urlOrArrayBuffer === \"string\") {\r\n this._url = urlOrArrayBuffer;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof ArrayBuffer) {\r\n streaming = false;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof HTMLMediaElement) {\r\n streaming = true;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof MediaStream) {\r\n const node = new MediaStreamAudioSourceNode(audioEngineV2._audioContext, { mediaStream: urlOrArrayBuffer });\r\n this._soundV2 = new _WebAudioSoundSource(name, node, audioEngineV2, optionsV2);\r\n // eslint-disable-next-line github/no-then\r\n void this._soundV2._initAsync(optionsV2).then(this._onReadyToPlay);\r\n } else if (urlOrArrayBuffer instanceof AudioBuffer) {\r\n streaming = false;\r\n this._soundV2 = createSoundV2();\r\n } else if (Array.isArray(urlOrArrayBuffer)) {\r\n this._soundV2 = createSoundV2();\r\n }\r\n\r\n if (!this._soundV2) {\r\n Logger.Error(\"Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.\");\r\n return;\r\n }\r\n\r\n if (!(this._soundV2 instanceof _WebAudioSoundSource)) {\r\n this._soundV2.onEndedObservable.add(this._onended);\r\n }\r\n }\r\n\r\n private _onReadyToPlay = () => {\r\n this._scene.mainSoundTrack.addSound(this);\r\n this._isReadyToPlay = true;\r\n this._readyToPlayCallback();\r\n\r\n if (this._onReadyObservable) {\r\n this._onReadyObservable.notifyObservers();\r\n }\r\n\r\n if (this._optionsV2.autoplay) {\r\n this.play();\r\n }\r\n };\r\n\r\n /**\r\n * Release the sound and its associated resources\r\n */\r\n public dispose() {\r\n if (this.isPlaying) {\r\n this.stop();\r\n }\r\n this._isReadyToPlay = false;\r\n if (this.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.removeSound(this);\r\n } else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[this.soundTrackId].removeSound(this);\r\n }\r\n\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._connectedTransformNode = null;\r\n }\r\n\r\n this._soundV2.dispose();\r\n }\r\n\r\n /**\r\n * Gets if the sounds is ready to be played or not.\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(): boolean {\r\n return this._isReadyToPlay;\r\n }\r\n\r\n /**\r\n * Get the current class name.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return \"Sound\";\r\n }\r\n\r\n /**\r\n * Sets the data of the sound from an audiobuffer\r\n * @param audioBuffer The audioBuffer containing the data\r\n */\r\n public setAudioBuffer(audioBuffer: AudioBuffer): void {\r\n if (this._isReadyToPlay) {\r\n return;\r\n }\r\n\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._soundV2._initAsync(audioBuffer, this._optionsV2).then(this._onReadyToPlay);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the current sounds options such as maxdistance, loop...\r\n * @param options A JSON object containing values named as the object properties\r\n */\r\n public updateOptions(options: ISoundOptions): void {\r\n if (options) {\r\n this.loop = options.loop ?? this.loop;\r\n this.maxDistance = options.maxDistance ?? this.maxDistance;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? this.useCustomAttenuation;\r\n this.rolloffFactor = options.rolloffFactor ?? this.rolloffFactor;\r\n this.refDistance = options.refDistance ?? this.refDistance;\r\n this.distanceModel = options.distanceModel ?? this.distanceModel;\r\n if (options.playbackRate !== undefined) {\r\n this.setPlaybackRate(options.playbackRate);\r\n }\r\n if (options.spatialSound !== undefined) {\r\n this.spatialSound = options.spatialSound;\r\n }\r\n if (options.volume !== undefined) {\r\n this.setVolume(options.volume);\r\n }\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n let updated = false;\r\n if (options.offset !== undefined) {\r\n this._optionsV2.startOffset = options.offset;\r\n updated = true;\r\n }\r\n if (options.length !== undefined) {\r\n this._soundV2.duration = options.length;\r\n updated = true;\r\n }\r\n if (updated && this.isPaused) {\r\n this.stop();\r\n }\r\n }\r\n\r\n this._updateSpatialParameters();\r\n }\r\n }\r\n\r\n private _updateSpatialParameters() {\r\n if (!this.spatialSound) {\r\n return;\r\n }\r\n\r\n const spatial = this._soundV2.spatial;\r\n\r\n if (this.useCustomAttenuation) {\r\n // Disable WebAudio attenuation.\r\n spatial.distanceModel = \"linear\";\r\n spatial.minDistance = 1;\r\n spatial.maxDistance = Number.MAX_VALUE;\r\n spatial.rolloffFactor = 1;\r\n spatial.panningModel = \"equalpower\";\r\n } else {\r\n spatial.distanceModel = this.distanceModel;\r\n spatial.minDistance = this.refDistance;\r\n spatial.maxDistance = this.maxDistance;\r\n spatial.rolloffFactor = this.rolloffFactor;\r\n spatial.panningModel = this._optionsV2.spatialPanningModel || \"equalpower\";\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF() {\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.panningModel = \"HRTF\";\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower() {\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.panningModel = \"equalpower\";\r\n }\r\n }\r\n\r\n /**\r\n * Connect this sound to a sound track audio node like gain...\r\n * @param soundTrackAudioNode the sound track audio node to connect to\r\n */\r\n public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void {\r\n const outputNode = this._soundV2._outNode;\r\n if (outputNode) {\r\n if (this._isOutputConnected) {\r\n outputNode.disconnect();\r\n }\r\n outputNode.connect(soundTrackAudioNode);\r\n this._isOutputConnected = true;\r\n }\r\n }\r\n\r\n /**\r\n * Transform this sound into a directional source\r\n * @param coneInnerAngle Size of the inner cone in degree\r\n * @param coneOuterAngle Size of the outer cone in degree\r\n * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)\r\n */\r\n public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void {\r\n if (coneOuterAngle < coneInnerAngle) {\r\n Logger.Error(\"setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._optionsV2.spatialConeInnerAngle = D2r(coneInnerAngle);\r\n this._optionsV2.spatialConeOuterAngle = D2r(coneOuterAngle);\r\n this._optionsV2.spatialConeOuterVolume = coneOuterGain;\r\n\r\n this._initSpatial();\r\n this._soundV2.spatial.coneInnerAngle = this._optionsV2.spatialConeInnerAngle;\r\n this._soundV2.spatial.coneOuterAngle = this._optionsV2.spatialConeOuterAngle;\r\n this._soundV2.spatial.coneOuterVolume = coneOuterGain;\r\n\r\n this._isDirectional = true;\r\n\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._optionsV2.startOffset, this._optionsV2.duration);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return R2d(typeof this._optionsV2.spatialConeInnerAngle === \"number\" ? this._optionsV2.spatialConeInnerAngle : _SpatialAudioDefaults.coneInnerAngle);\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n value = D2r(value);\r\n\r\n if (value != this._optionsV2.spatialConeInnerAngle) {\r\n if (this.directionalConeOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._optionsV2.spatialConeInnerAngle = value;\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.coneInnerAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return R2d(typeof this._optionsV2.spatialConeOuterAngle === \"number\" ? this._optionsV2.spatialConeOuterAngle : _SpatialAudioDefaults.coneOuterAngle);\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n value = D2r(value);\r\n\r\n if (value != this._optionsV2.spatialConeOuterAngle) {\r\n if (value < this.directionalConeInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._optionsV2.spatialConeOuterAngle = value;\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.coneOuterAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the position of the emitter if spatial sound is enabled\r\n * @param newPosition Defines the new position\r\n */\r\n public setPosition(newPosition: Vector3): void {\r\n if (this._optionsV2.spatialPosition && newPosition.equals(this._optionsV2.spatialPosition)) {\r\n return;\r\n }\r\n if (!this._optionsV2.spatialPosition) {\r\n this._optionsV2.spatialPosition = Vector3.Zero();\r\n }\r\n this._optionsV2.spatialPosition.copyFrom(newPosition);\r\n if (this.spatialSound && !isNaN(newPosition.x) && !isNaN(newPosition.y) && !isNaN(newPosition.z)) {\r\n this._initSpatial();\r\n this._soundV2.spatial.position = newPosition;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the local direction of the emitter if spatial sound is enabled\r\n * @param newLocalDirection Defines the new local direction\r\n */\r\n public setLocalDirectionToMesh(newLocalDirection: Vector3): void {\r\n this._localDirection = newLocalDirection;\r\n\r\n if (this._connectedTransformNode && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n private _updateDirection() {\r\n if (!this._connectedTransformNode || !this.spatialSound) {\r\n return;\r\n }\r\n\r\n const mat = this._connectedTransformNode.getWorldMatrix();\r\n const direction = Vector3.TransformNormal(this._localDirection, mat);\r\n direction.normalize();\r\n\r\n this._initSpatial();\r\n this._soundV2.spatial.orientation = direction;\r\n }\r\n\r\n private _initSpatial() {\r\n this._soundV2._isSpatial = true;\r\n\r\n if (this._optionsV2.spatialDistanceModel === undefined) {\r\n this._optionsV2.spatialDistanceModel = \"linear\";\r\n this._soundV2.spatial.distanceModel = \"linear\";\r\n }\r\n\r\n if (this._optionsV2.spatialMaxDistance === undefined) {\r\n this._optionsV2.spatialMaxDistance = 100;\r\n this._soundV2.spatial.maxDistance = 100;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateDistanceFromListener() {\r\n if (this._soundV2._outNode && this._connectedTransformNode && this.useCustomAttenuation && this._scene.activeCamera) {\r\n const distance = this._scene.audioListenerPositionProvider\r\n ? this._connectedTransformNode.position.subtract(this._scene.audioListenerPositionProvider()).length()\r\n : this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);\r\n this._soundV2.volume = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a new custom attenuation function for the sound.\r\n * @param callback Defines the function used for the attenuation\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function\r\n */\r\n public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void {\r\n this._customAttenuationFunction = callback;\r\n }\r\n\r\n /**\r\n * Play the sound\r\n * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.\r\n * @param offset (optional) Start the sound at a specific time in seconds\r\n * @param length (optional) Sound duration (in seconds)\r\n */\r\n public play(time?: number, offset?: number, length?: number): void {\r\n const audioEngine = AbstractEngine.audioEngine;\r\n audioEngine?.unlock();\r\n\r\n // WebAudio sound sources have no `play` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n if (this._isReadyToPlay && this._scene.audioEnabled) {\r\n // The sound can only resume from pause when the `time`, `offset` and `length` args are not set.\r\n if (this._soundV2.state === SoundState.Paused && (time !== undefined || offset !== undefined || length !== undefined)) {\r\n this._soundV2.stop();\r\n }\r\n\r\n try {\r\n TmpPlayOptions.duration = length || 0;\r\n TmpPlayOptions.startOffset = offset !== undefined ? offset || this._optionsV2.startOffset! : this._optionsV2.startOffset!;\r\n TmpPlayOptions.waitTime = time || 0;\r\n\r\n if (audioEngine?.unlocked) {\r\n this._soundV2.play(TmpPlayOptions);\r\n } else {\r\n // Wait a bit for FF as context seems late to be ready.\r\n setTimeout(() => {\r\n (this._soundV2 as _WebAudioStaticSound | _WebAudioStreamingSound).play(TmpPlayOptions);\r\n }, 500);\r\n }\r\n } catch (ex) {\r\n Logger.Error(\"Error while trying to play audio: \" + this.name + \", \" + ex.message);\r\n }\r\n }\r\n }\r\n\r\n private _onended = () => {\r\n if (this.onended) {\r\n this.onended();\r\n }\r\n this.onEndedObservable.notifyObservers(this);\r\n };\r\n\r\n /**\r\n * Stop the sound\r\n * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.\r\n */\r\n public stop(time?: number): void {\r\n if (!this._soundV2) {\r\n return;\r\n }\r\n\r\n // WebAudio sound sources have no `stop` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n TmpStopOptions.waitTime = time || 0;\r\n this._soundV2.stop(TmpStopOptions);\r\n }\r\n\r\n /**\r\n * Put the sound in pause\r\n */\r\n public pause(): void {\r\n if (!this._soundV2) {\r\n return;\r\n }\r\n\r\n // WebAudio sound sources have no `pause` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n this._soundV2.pause();\r\n }\r\n\r\n /**\r\n * Sets a dedicated volume for this sounds\r\n * @param newVolume Define the new volume of the sound\r\n * @param time Define time for gradual change to new volume\r\n */\r\n public setVolume(newVolume: number, time?: number): void {\r\n if (!this.isReady()) {\r\n this._onReady.addOnce(() => {\r\n this.setVolume(newVolume, time);\r\n });\r\n return;\r\n }\r\n\r\n TmpRampOptions.duration = time || 0;\r\n this._soundV2.setVolume(newVolume, TmpRampOptions);\r\n this._volume = newVolume;\r\n }\r\n\r\n /**\r\n * Set the sound play back rate\r\n * @param newPlaybackRate Define the playback rate the sound should be played at\r\n */\r\n public setPlaybackRate(newPlaybackRate: number): void {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n this._soundV2.playbackRate = newPlaybackRate;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sound play back rate.\r\n * @returns the play back rate of the sound\r\n */\r\n public getPlaybackRate(): number {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n return this._soundV2.playbackRate;\r\n }\r\n\r\n return 1;\r\n }\r\n\r\n /**\r\n * Gets the volume of the sound.\r\n * @returns the volume of the sound\r\n */\r\n public getVolume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Attach the sound to a dedicated mesh\r\n * @param transformNode The transform node to connect the sound with\r\n * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh\r\n */\r\n public attachToMesh(transformNode: TransformNode): void {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n this._connectedTransformNode = transformNode;\r\n if (!this.spatialSound) {\r\n this.spatialSound = true;\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._optionsV2.startOffset, this._optionsV2.duration);\r\n }\r\n }\r\n this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);\r\n this._registerFunc = (transformNode: TransformNode) => this._onRegisterAfterWorldMatrixUpdate(transformNode);\r\n this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);\r\n }\r\n\r\n /**\r\n * Detach the sound from the previously attached mesh\r\n * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh\r\n */\r\n public detachFromMesh() {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n\r\n private _onRegisterAfterWorldMatrixUpdate(node: TransformNode): void {\r\n if (!(<any>node).getBoundingInfo) {\r\n this.setPosition(node.absolutePosition);\r\n } else {\r\n const mesh = node as AbstractMesh;\r\n const boundingInfo = mesh.getBoundingInfo();\r\n this.setPosition(boundingInfo.boundingSphere.centerWorld);\r\n }\r\n if (this._isDirectional && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current sound in the scene.\r\n * @returns the new sound clone\r\n */\r\n public clone(): Nullable<Sound> {\r\n if (!(this._soundV2 instanceof _WebAudioStaticSound)) {\r\n return null;\r\n }\r\n\r\n const currentOptions: ISoundOptions = {\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this.spatialSound,\r\n maxDistance: this.maxDistance,\r\n useCustomAttenuation: this.useCustomAttenuation,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n };\r\n const clonedSound = new Sound(this.name + \"_cloned\", this._soundV2.buffer, this._scene, null, currentOptions);\r\n (clonedSound._optionsV2 as any) = this._optionsV2;\r\n if (this.useCustomAttenuation) {\r\n clonedSound.setAttenuationFunction(this._customAttenuationFunction);\r\n }\r\n return clonedSound;\r\n }\r\n\r\n /**\r\n * Gets the current underlying audio buffer containing the data\r\n * @returns the audio buffer\r\n */\r\n public getAudioBuffer(): Nullable<AudioBuffer> {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n return this._soundV2.buffer._audioBuffer;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.\r\n * @returns the source node\r\n */\r\n public getSoundSource(): Nullable<AudioBufferSourceNode> {\r\n // return this._soundSource;\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.\r\n * @returns the gain node\r\n */\r\n public getSoundGain(): Nullable<GainNode> {\r\n return this._soundV2._outNode as GainNode;\r\n }\r\n\r\n /**\r\n * Serializes the Sound in a JSON representation\r\n * @returns the JSON representation of the sound\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {\r\n name: this.name,\r\n url: this._url,\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this.spatialSound,\r\n maxDistance: this.maxDistance,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n playbackRate: this.getPlaybackRate(),\r\n panningModel: this._soundV2.spatial.panningModel,\r\n soundTrackId: this.soundTrackId,\r\n metadata: this.metadata,\r\n };\r\n\r\n if (this.spatialSound) {\r\n if (this._connectedTransformNode) {\r\n serializationObject.connectedMeshId = this._connectedTransformNode.id;\r\n }\r\n\r\n serializationObject.position = this._soundV2.spatial.position.asArray();\r\n serializationObject.refDistance = this.refDistance;\r\n serializationObject.distanceModel = this.distanceModel;\r\n\r\n serializationObject.isDirectional = this._isDirectional;\r\n serializationObject.localDirectionToMesh = this._localDirection.asArray();\r\n serializationObject.coneInnerAngle = this.directionalConeInnerAngle;\r\n serializationObject.coneOuterAngle = this.directionalConeOuterAngle;\r\n serializationObject.coneOuterGain = this._soundV2.spatial.coneOuterVolume;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse a JSON representation of a sound to instantiate in a given scene\r\n * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)\r\n * @param scene Define the scene the new parsed sound should be created in\r\n * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies\r\n * @param sourceSound Define a sound place holder if do not need to instantiate a new one\r\n * @returns the newly parsed sound\r\n */\r\n public static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound {\r\n const soundName = parsedSound.name;\r\n let soundUrl;\r\n if (parsedSound.url) {\r\n soundUrl = rootUrl + parsedSound.url;\r\n } else {\r\n soundUrl = rootUrl + soundName;\r\n }\r\n const options = {\r\n autoplay: parsedSound.autoplay,\r\n loop: parsedSound.loop,\r\n volume: parsedSound.volume,\r\n spatialSound: parsedSound.spatialSound,\r\n maxDistance: parsedSound.maxDistance,\r\n rolloffFactor: parsedSound.rolloffFactor,\r\n refDistance: parsedSound.refDistance,\r\n distanceModel: parsedSound.distanceModel,\r\n playbackRate: parsedSound.playbackRate,\r\n };\r\n let newSound: Sound;\r\n if (!sourceSound) {\r\n newSound = new Sound(\r\n soundName,\r\n soundUrl,\r\n scene,\r\n () => {\r\n scene.removePendingData(newSound);\r\n },\r\n options\r\n );\r\n scene.addPendingData(newSound);\r\n } else {\r\n const setBufferAndRun = () => {\r\n _RetryWithInterval(\r\n () => sourceSound._isReadyToPlay,\r\n () => {\r\n const audioBuffer = sourceSound.getAudioBuffer();\r\n if (audioBuffer) {\r\n newSound.setAudioBuffer(audioBuffer);\r\n }\r\n newSound._isReadyToPlay = true;\r\n if (newSound.autoplay) {\r\n newSound.play(0, sourceSound._optionsV2.startOffset, sourceSound._optionsV2.duration);\r\n }\r\n },\r\n undefined,\r\n 300\r\n );\r\n };\r\n newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);\r\n setBufferAndRun();\r\n }\r\n if (parsedSound.position) {\r\n const soundPosition = Vector3.FromArray(parsedSound.position);\r\n newSound.setPosition(soundPosition);\r\n }\r\n if (parsedSound.isDirectional) {\r\n newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);\r\n if (parsedSound.localDirectionToMesh) {\r\n const localDirectionToMesh = Vector3.FromArray(parsedSound.localDirectionToMesh);\r\n newSound.setLocalDirectionToMesh(localDirectionToMesh);\r\n }\r\n }\r\n if (parsedSound.connectedMeshId) {\r\n const connectedMesh = scene.getMeshById(parsedSound.connectedMeshId);\r\n if (connectedMesh) {\r\n newSound.attachToMesh(connectedMesh);\r\n }\r\n }\r\n if (parsedSound.metadata) {\r\n newSound.metadata = parsedSound.metadata;\r\n }\r\n return newSound;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.Sound\", Sound);\r\n"]}
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1
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+
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type { IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions } from \"../AudioV2/abstractAudio/staticSound\";\r\nimport type { IStreamingSoundOptions } from \"../AudioV2/abstractAudio/streamingSound\";\r\nimport { _HasSpatialAudioOptions, _SpatialAudioDefaults } from \"../AudioV2/abstractAudio/subProperties/abstractSpatialAudio\";\r\nimport type { IAudioParameterRampOptions } from \"../AudioV2/audioParameter\";\r\nimport { AudioParameterRampShape } from \"../AudioV2/audioParameter\";\r\nimport { SoundState } from \"../AudioV2/soundState\";\r\nimport { _WebAudioSoundSource } from \"../AudioV2/webAudio/webAudioSoundSource\";\r\nimport { _WebAudioStaticSound } from \"../AudioV2/webAudio/webAudioStaticSound\";\r\nimport { _WebAudioStreamingSound } from \"../AudioV2/webAudio/webAudioStreamingSound\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AudioEngine } from \"./audioEngine\";\r\nimport type { ISoundOptions } from \"./Interfaces/ISoundOptions\";\r\n\r\nconst TmpRampOptions: IAudioParameterRampOptions = {\r\n duration: 0,\r\n shape: AudioParameterRampShape.Linear,\r\n};\r\n\r\nconst TmpPlayOptions: Partial<IStaticSoundPlayOptions> = {\r\n duration: 0,\r\n startOffset: 0,\r\n waitTime: 0,\r\n};\r\n\r\nconst TmpStopOptions: IStaticSoundStopOptions = {\r\n waitTime: 0,\r\n};\r\n\r\nfunction D2r(degrees: number): number {\r\n return (degrees * Math.PI) / 180;\r\n}\r\n\r\nfunction R2d(radians: number): number {\r\n return (radians * 180) / Math.PI;\r\n}\r\n\r\n/**\r\n * Defines a sound that can be played in the application.\r\n * The sound can either be an ambient track or a simple sound played in reaction to a user action.\r\n * @see https://doc.babylonjs.com/legacy/audio\r\n */\r\nexport class Sound {\r\n /**\r\n * The name of the sound in the scene.\r\n */\r\n public get name(): string {\r\n return this._soundV2.name;\r\n }\r\n\r\n public set name(value: string) {\r\n this._soundV2.name = value;\r\n }\r\n\r\n /**\r\n * Does the sound autoplay once loaded.\r\n */\r\n public get autoplay(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._optionsV2.autoplay!;\r\n }\r\n\r\n public set autoplay(value: boolean) {\r\n this._optionsV2.autoplay = value;\r\n }\r\n\r\n /**\r\n * Does the sound loop after it finishes playing once.\r\n */\r\n public get loop(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._soundV2.loop;\r\n }\r\n\r\n public set loop(value: boolean) {\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n if (this._soundV2) {\r\n this._soundV2.loop = value;\r\n }\r\n }\r\n\r\n /**\r\n * Does the sound use a custom attenuation curve to simulate the falloff\r\n * happening when the source gets further away from the camera.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function\r\n */\r\n public useCustomAttenuation: boolean = false;\r\n /**\r\n * The sound track id this sound belongs to.\r\n */\r\n public soundTrackId: number = -1;\r\n /**\r\n * Is this sound currently played.\r\n */\r\n public get isPlaying(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? true : this._soundV2?.state === SoundState.Started || (!this.isReady() && this._optionsV2.autoplay!);\r\n }\r\n\r\n /**\r\n * Is this sound currently paused.\r\n */\r\n public get isPaused(): boolean {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? false : this._soundV2.state === SoundState.Paused;\r\n }\r\n\r\n /**\r\n * Define the reference distance the sound should be heard perfectly.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public refDistance: number = 1;\r\n /**\r\n * Define the roll off factor of spatial sounds.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public rolloffFactor: number = 1;\r\n /**\r\n * Define the max distance the sound should be heard (intensity just became 0 at this point).\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get maxDistance(): number {\r\n return this._optionsV2.spatialMaxDistance || 100;\r\n }\r\n public set maxDistance(value: number) {\r\n this._optionsV2.spatialMaxDistance = value;\r\n\r\n if (this.useCustomAttenuation) {\r\n return;\r\n }\r\n\r\n if (this._soundV2) {\r\n this._initSpatial();\r\n this._soundV2.spatial.maxDistance = value;\r\n }\r\n }\r\n /**\r\n * Define the distance attenuation model the sound will follow.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get distanceModel(): \"linear\" | \"inverse\" | \"exponential\" {\r\n return this._optionsV2.spatialDistanceModel || \"linear\";\r\n }\r\n public set distanceModel(value: \"linear\" | \"inverse\" | \"exponential\") {\r\n this._optionsV2.spatialDistanceModel = value;\r\n\r\n if (this._soundV2) {\r\n this._initSpatial();\r\n this._soundV2.spatial.distanceModel = value;\r\n }\r\n }\r\n /**\r\n * @internal\r\n * Back Compat\r\n **/\r\n public onended: () => any;\r\n /**\r\n * Gets or sets an object used to store user defined information for the sound.\r\n */\r\n public metadata: any = null;\r\n\r\n /**\r\n * Observable event when the current playing sound finishes.\r\n */\r\n public onEndedObservable = new Observable<Sound>();\r\n\r\n /**\r\n * Gets the current time for the sound.\r\n */\r\n public get currentTime(): number {\r\n return this._soundV2 instanceof _WebAudioSoundSource ? this._soundV2.engine.currentTime : this._soundV2.currentTime;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public get spatialSound(): boolean {\r\n return this._soundV2?._isSpatial ?? false;\r\n }\r\n\r\n /**\r\n * Does this sound enables spatial sound.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public set spatialSound(newValue: boolean) {\r\n if (this._soundV2) {\r\n if (newValue) {\r\n this._initSpatial();\r\n } else {\r\n this._soundV2._isSpatial = false;\r\n }\r\n }\r\n }\r\n\r\n private _localDirection: Vector3 = new Vector3(1, 0, 0);\r\n private _volume: number = 1;\r\n private _isReadyToPlay: boolean = false;\r\n private _isDirectional: boolean = false;\r\n private _readyToPlayCallback: () => any;\r\n private _scene: Scene;\r\n private _connectedTransformNode: Nullable<TransformNode>;\r\n private _customAttenuationFunction: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number;\r\n private _registerFunc: Nullable<(connectedMesh: TransformNode) => void>;\r\n private _isOutputConnected = false;\r\n private _url: Nullable<string> = null;\r\n\r\n private readonly _optionsV2: Partial<IStaticSoundOptions>;\r\n private readonly _soundV2: _WebAudioSoundSource | _WebAudioStaticSound | _WebAudioStreamingSound;\r\n private _onReadyObservable: Nullable<Observable<void>> = null;\r\n\r\n private get _onReady(): Observable<void> {\r\n if (!this._onReadyObservable) {\r\n this._onReadyObservable = new Observable<void>();\r\n }\r\n return this._onReadyObservable;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"AudioSceneComponent\");\r\n };\r\n\r\n /**\r\n * Create a sound and attach it to a scene\r\n * @param name Name of your sound\r\n * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams and AudioBuffers\r\n * @param scene defines the scene the sound belongs to\r\n * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played\r\n * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming\r\n */\r\n constructor(name: string, urlOrArrayBuffer: any, scene?: Nullable<Scene>, readyToPlayCallback: Nullable<() => void> = null, options?: ISoundOptions) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n Sound._SceneComponentInitialization(scene);\r\n this._readyToPlayCallback = readyToPlayCallback || (() => {});\r\n\r\n // Default custom attenuation function is a linear attenuation\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n this._customAttenuationFunction = (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => {\r\n if (currentDistance < maxDistance) {\r\n return currentVolume * (1 - currentDistance / maxDistance);\r\n } else {\r\n return 0;\r\n }\r\n };\r\n\r\n options = options || {};\r\n\r\n const optionsV2: Partial<IStaticSoundOptions> = {\r\n analyzerEnabled: false,\r\n autoplay: false, // `false` for now, but will be set to given option later\r\n duration: options.length || 0,\r\n loop: options.loop || false,\r\n loopEnd: 0,\r\n loopStart: 0,\r\n outBus: null,\r\n outBusAutoDefault: false,\r\n playbackRate: options.playbackRate || 1,\r\n pitch: 0,\r\n skipCodecCheck: options.skipCodecCheck || false,\r\n spatialDistanceModel: options.distanceModel,\r\n spatialEnabled: options.spatialSound,\r\n spatialMaxDistance: options.maxDistance,\r\n spatialMinDistance: options.refDistance,\r\n spatialRolloffFactor: options.rolloffFactor,\r\n stereoEnabled: false,\r\n startOffset: options.offset || 0,\r\n volume: options.volume ?? 1,\r\n };\r\n this._volume = options.volume ?? 1;\r\n\r\n if (_HasSpatialAudioOptions(optionsV2)) {\r\n optionsV2.spatialAutoUpdate = false;\r\n optionsV2.spatialConeInnerAngle = _SpatialAudioDefaults.coneInnerAngle;\r\n optionsV2.spatialConeOuterAngle = _SpatialAudioDefaults.coneOuterAngle;\r\n optionsV2.spatialConeOuterVolume = _SpatialAudioDefaults.coneOuterVolume;\r\n optionsV2.spatialMinUpdateTime = 0;\r\n optionsV2.spatialOrientation = _SpatialAudioDefaults.orientation.clone();\r\n optionsV2.spatialPanningModel = (this._scene.headphone ? \"HRTF\" : \"equalpower\") as \"equalpower\" | \"HRTF\";\r\n optionsV2.spatialPosition = _SpatialAudioDefaults.position.clone();\r\n optionsV2.spatialRotation = _SpatialAudioDefaults.rotation.clone();\r\n optionsV2.spatialRotationQuaternion = _SpatialAudioDefaults.rotationQuaternion.clone();\r\n\r\n if (optionsV2.spatialMaxDistance === undefined) {\r\n optionsV2.spatialMaxDistance = 100;\r\n }\r\n }\r\n\r\n this._optionsV2 = { ...optionsV2 };\r\n this._optionsV2.autoplay = options.autoplay || false;\r\n\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? false;\r\n if (this.useCustomAttenuation) {\r\n optionsV2.spatialMaxDistance = Number.MAX_VALUE;\r\n optionsV2.volume = 0;\r\n }\r\n\r\n let streaming = options?.streaming || false;\r\n\r\n const audioEngine = AbstractEngine.audioEngine;\r\n if (!audioEngine) {\r\n return;\r\n }\r\n\r\n const audioEngineV2 = (AbstractEngine.audioEngine as AudioEngine)._v2;\r\n\r\n const createSoundV2 = () => {\r\n if (streaming) {\r\n const streamingOptionsV2: Partial<IStreamingSoundOptions> = {\r\n preloadCount: 0,\r\n ...optionsV2,\r\n };\r\n\r\n const sound = new _WebAudioStreamingSound(name, audioEngineV2, streamingOptionsV2);\r\n\r\n // eslint-disable-next-line github/no-then\r\n void sound._initAsync(urlOrArrayBuffer, optionsV2).then(() => {\r\n // eslint-disable-next-line github/no-then\r\n void sound.preloadInstancesAsync(1).then(this._onReadyToPlay);\r\n });\r\n\r\n return sound;\r\n } else {\r\n const sound = new _WebAudioStaticSound(name, audioEngineV2, optionsV2);\r\n\r\n // eslint-disable-next-line github/no-then\r\n void sound._initAsync(urlOrArrayBuffer, optionsV2).then(this._onReadyToPlay);\r\n\r\n return sound;\r\n }\r\n };\r\n\r\n // If no parameter is passed then the setAudioBuffer should be called to prepare the sound.\r\n if (!urlOrArrayBuffer) {\r\n // Create the sound but don't call _initAsync on it, yet. Call it later when `setAudioBuffer` is called.\r\n this._soundV2 = new _WebAudioStaticSound(name, audioEngineV2, optionsV2);\r\n } else if (typeof urlOrArrayBuffer === \"string\") {\r\n this._url = urlOrArrayBuffer;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof ArrayBuffer) {\r\n streaming = false;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof HTMLMediaElement) {\r\n streaming = true;\r\n this._soundV2 = createSoundV2();\r\n } else if (urlOrArrayBuffer instanceof MediaStream) {\r\n const node = new MediaStreamAudioSourceNode(audioEngineV2._audioContext, { mediaStream: urlOrArrayBuffer });\r\n this._soundV2 = new _WebAudioSoundSource(name, node, audioEngineV2, optionsV2);\r\n // eslint-disable-next-line github/no-then\r\n void this._soundV2._initAsync(optionsV2).then(this._onReadyToPlay);\r\n } else if (urlOrArrayBuffer instanceof AudioBuffer) {\r\n streaming = false;\r\n this._soundV2 = createSoundV2();\r\n } else if (Array.isArray(urlOrArrayBuffer)) {\r\n this._soundV2 = createSoundV2();\r\n }\r\n\r\n if (!this._soundV2) {\r\n Logger.Error(\"Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.\");\r\n return;\r\n }\r\n\r\n if (!(this._soundV2 instanceof _WebAudioSoundSource)) {\r\n this._soundV2.onEndedObservable.add(this._onended);\r\n }\r\n }\r\n\r\n private _onReadyToPlay = () => {\r\n this._scene.mainSoundTrack.addSound(this);\r\n this._isReadyToPlay = true;\r\n this._readyToPlayCallback();\r\n\r\n if (this._onReadyObservable) {\r\n this._onReadyObservable.notifyObservers();\r\n }\r\n\r\n if (this._optionsV2.autoplay) {\r\n this.play();\r\n }\r\n };\r\n\r\n /**\r\n * Release the sound and its associated resources\r\n */\r\n public dispose() {\r\n if (this.isPlaying) {\r\n this.stop();\r\n }\r\n this._isReadyToPlay = false;\r\n if (this.soundTrackId === -1) {\r\n this._scene.mainSoundTrack.removeSound(this);\r\n } else if (this._scene.soundTracks) {\r\n this._scene.soundTracks[this.soundTrackId].removeSound(this);\r\n }\r\n\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._connectedTransformNode = null;\r\n }\r\n\r\n this._soundV2.dispose();\r\n }\r\n\r\n /**\r\n * Gets if the sounds is ready to be played or not.\r\n * @returns true if ready, otherwise false\r\n */\r\n public isReady(): boolean {\r\n return this._isReadyToPlay;\r\n }\r\n\r\n /**\r\n * Get the current class name.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return \"Sound\";\r\n }\r\n\r\n /**\r\n * Sets the data of the sound from an audiobuffer\r\n * @param audioBuffer The audioBuffer containing the data\r\n */\r\n public setAudioBuffer(audioBuffer: AudioBuffer): void {\r\n if (this._isReadyToPlay) {\r\n return;\r\n }\r\n\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._soundV2._initAsync(audioBuffer, this._optionsV2).then(this._onReadyToPlay);\r\n }\r\n }\r\n\r\n /**\r\n * Updates the current sounds options such as maxdistance, loop...\r\n * @param options A JSON object containing values named as the object properties\r\n */\r\n public updateOptions(options: ISoundOptions): void {\r\n if (options) {\r\n this.loop = options.loop ?? this.loop;\r\n this.maxDistance = options.maxDistance ?? this.maxDistance;\r\n this.useCustomAttenuation = options.useCustomAttenuation ?? this.useCustomAttenuation;\r\n this.rolloffFactor = options.rolloffFactor ?? this.rolloffFactor;\r\n this.refDistance = options.refDistance ?? this.refDistance;\r\n this.distanceModel = options.distanceModel ?? this.distanceModel;\r\n if (options.playbackRate !== undefined) {\r\n this.setPlaybackRate(options.playbackRate);\r\n }\r\n if (options.spatialSound !== undefined) {\r\n this.spatialSound = options.spatialSound;\r\n }\r\n if (options.volume !== undefined) {\r\n this.setVolume(options.volume);\r\n }\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n let updated = false;\r\n if (options.offset !== undefined) {\r\n this._optionsV2.startOffset = options.offset;\r\n updated = true;\r\n }\r\n if (options.length !== undefined) {\r\n this._soundV2.duration = options.length;\r\n updated = true;\r\n }\r\n if (updated && this.isPaused) {\r\n this.stop();\r\n }\r\n }\r\n\r\n this._updateSpatialParameters();\r\n }\r\n }\r\n\r\n private _updateSpatialParameters() {\r\n if (!this.spatialSound) {\r\n return;\r\n }\r\n\r\n const spatial = this._soundV2.spatial;\r\n\r\n if (this.useCustomAttenuation) {\r\n // Disable WebAudio attenuation.\r\n spatial.distanceModel = \"linear\";\r\n spatial.minDistance = 1;\r\n spatial.maxDistance = Number.MAX_VALUE;\r\n spatial.rolloffFactor = 1;\r\n spatial.panningModel = \"equalpower\";\r\n } else {\r\n spatial.distanceModel = this.distanceModel;\r\n spatial.minDistance = this.refDistance;\r\n spatial.maxDistance = this.maxDistance;\r\n spatial.rolloffFactor = this.rolloffFactor;\r\n spatial.panningModel = this._optionsV2.spatialPanningModel || \"equalpower\";\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to HRTF:\r\n * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToHRTF() {\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.panningModel = \"HRTF\";\r\n }\r\n }\r\n\r\n /**\r\n * Switch the panning model to Equal Power:\r\n * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-a-spatial-3d-sound\r\n */\r\n public switchPanningModelToEqualPower() {\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.panningModel = \"equalpower\";\r\n }\r\n }\r\n\r\n /**\r\n * Connect this sound to a sound track audio node like gain...\r\n * @param soundTrackAudioNode the sound track audio node to connect to\r\n */\r\n public connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void {\r\n const outputNode = this._soundV2._outNode;\r\n if (outputNode) {\r\n if (this._isOutputConnected) {\r\n outputNode.disconnect();\r\n }\r\n outputNode.connect(soundTrackAudioNode);\r\n this._isOutputConnected = true;\r\n }\r\n }\r\n\r\n /**\r\n * Transform this sound into a directional source\r\n * @param coneInnerAngle Size of the inner cone in degree\r\n * @param coneOuterAngle Size of the outer cone in degree\r\n * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)\r\n */\r\n public setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void {\r\n if (coneOuterAngle < coneInnerAngle) {\r\n Logger.Error(\"setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n\r\n this._optionsV2.spatialConeInnerAngle = D2r(coneInnerAngle);\r\n this._optionsV2.spatialConeOuterAngle = D2r(coneOuterAngle);\r\n this._optionsV2.spatialConeOuterVolume = coneOuterGain;\r\n\r\n this._initSpatial();\r\n this._soundV2.spatial.coneInnerAngle = this._optionsV2.spatialConeInnerAngle;\r\n this._soundV2.spatial.coneOuterAngle = this._optionsV2.spatialConeOuterAngle;\r\n this._soundV2.spatial.coneOuterVolume = coneOuterGain;\r\n\r\n this._isDirectional = true;\r\n\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._optionsV2.startOffset, this._optionsV2.duration);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public get directionalConeInnerAngle(): number {\r\n return R2d(typeof this._optionsV2.spatialConeInnerAngle === \"number\" ? this._optionsV2.spatialConeInnerAngle : _SpatialAudioDefaults.coneInnerAngle);\r\n }\r\n\r\n /**\r\n * Gets or sets the inner angle for the directional cone.\r\n */\r\n public set directionalConeInnerAngle(value: number) {\r\n value = D2r(value);\r\n\r\n if (value != this._optionsV2.spatialConeInnerAngle) {\r\n if (this.directionalConeOuterAngle < value) {\r\n Logger.Error(\"directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._optionsV2.spatialConeInnerAngle = value;\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.coneInnerAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public get directionalConeOuterAngle(): number {\r\n return R2d(typeof this._optionsV2.spatialConeOuterAngle === \"number\" ? this._optionsV2.spatialConeOuterAngle : _SpatialAudioDefaults.coneOuterAngle);\r\n }\r\n\r\n /**\r\n * Gets or sets the outer angle for the directional cone.\r\n */\r\n public set directionalConeOuterAngle(value: number) {\r\n value = D2r(value);\r\n\r\n if (value != this._optionsV2.spatialConeOuterAngle) {\r\n if (value < this.directionalConeInnerAngle) {\r\n Logger.Error(\"directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.\");\r\n return;\r\n }\r\n this._optionsV2.spatialConeOuterAngle = value;\r\n if (this.spatialSound) {\r\n this._initSpatial();\r\n this._soundV2.spatial.coneOuterAngle = value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the position of the emitter if spatial sound is enabled\r\n * @param newPosition Defines the new position\r\n */\r\n public setPosition(newPosition: Vector3): void {\r\n if (this._optionsV2.spatialPosition && newPosition.equals(this._optionsV2.spatialPosition)) {\r\n return;\r\n }\r\n if (!this._optionsV2.spatialPosition) {\r\n this._optionsV2.spatialPosition = Vector3.Zero();\r\n }\r\n this._optionsV2.spatialPosition.copyFrom(newPosition);\r\n if (this.spatialSound && !isNaN(newPosition.x) && !isNaN(newPosition.y) && !isNaN(newPosition.z)) {\r\n this._initSpatial();\r\n this._soundV2.spatial.position = newPosition;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the local direction of the emitter if spatial sound is enabled\r\n * @param newLocalDirection Defines the new local direction\r\n */\r\n public setLocalDirectionToMesh(newLocalDirection: Vector3): void {\r\n this._localDirection = newLocalDirection;\r\n\r\n if (this._connectedTransformNode && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n private _updateDirection() {\r\n if (!this._connectedTransformNode || !this.spatialSound) {\r\n return;\r\n }\r\n\r\n const mat = this._connectedTransformNode.getWorldMatrix();\r\n const direction = Vector3.TransformNormal(this._localDirection, mat);\r\n direction.normalize();\r\n\r\n this._initSpatial();\r\n this._soundV2.spatial.orientation = direction;\r\n }\r\n\r\n private _initSpatial() {\r\n this._soundV2._isSpatial = true;\r\n\r\n if (this._optionsV2.spatialDistanceModel === undefined) {\r\n this._optionsV2.spatialDistanceModel = \"linear\";\r\n this._soundV2.spatial.distanceModel = \"linear\";\r\n }\r\n\r\n if (this._optionsV2.spatialMaxDistance === undefined) {\r\n this._optionsV2.spatialMaxDistance = 100;\r\n this._soundV2.spatial.maxDistance = 100;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateDistanceFromListener() {\r\n if (this._soundV2._outNode && this._connectedTransformNode && this.useCustomAttenuation && this._scene.activeCamera) {\r\n const distance = this._scene.audioListenerPositionProvider\r\n ? this._connectedTransformNode.position.subtract(this._scene.audioListenerPositionProvider()).length()\r\n : this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);\r\n this._soundV2.volume = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);\r\n }\r\n }\r\n\r\n /**\r\n * Sets a new custom attenuation function for the sound.\r\n * @param callback Defines the function used for the attenuation\r\n * @see https://doc.babylonjs.com/legacy/audio#creating-your-own-custom-attenuation-function\r\n */\r\n public setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void {\r\n this._customAttenuationFunction = callback;\r\n }\r\n\r\n /**\r\n * Play the sound\r\n * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.\r\n * @param offset (optional) Start the sound at a specific time in seconds\r\n * @param length (optional) Sound duration (in seconds)\r\n */\r\n public play(time?: number, offset?: number, length?: number): void {\r\n const audioEngine = AbstractEngine.audioEngine;\r\n audioEngine?.unlock();\r\n\r\n // WebAudio sound sources have no `play` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n if (this._isReadyToPlay && this._scene.audioEnabled) {\r\n // The sound can only resume from pause when the `time`, `offset` and `length` args are not set.\r\n if (this._soundV2.state === SoundState.Paused && (time !== undefined || offset !== undefined || length !== undefined)) {\r\n this._soundV2.stop();\r\n }\r\n\r\n try {\r\n TmpPlayOptions.duration = length || 0;\r\n TmpPlayOptions.startOffset = offset !== undefined ? offset || this._optionsV2.startOffset! : this._optionsV2.startOffset!;\r\n TmpPlayOptions.waitTime = time || 0;\r\n\r\n if (audioEngine?.unlocked) {\r\n this._soundV2.play(TmpPlayOptions);\r\n } else {\r\n // Wait a bit for FF as context seems late to be ready.\r\n setTimeout(() => {\r\n (this._soundV2 as _WebAudioStaticSound | _WebAudioStreamingSound).play(TmpPlayOptions);\r\n }, 500);\r\n }\r\n } catch (ex) {\r\n Logger.Error(\"Error while trying to play audio: \" + this.name + \", \" + ex.message);\r\n }\r\n }\r\n }\r\n\r\n private _onended = () => {\r\n if (this.onended) {\r\n this.onended();\r\n }\r\n this.onEndedObservable.notifyObservers(this);\r\n };\r\n\r\n /**\r\n * Stop the sound\r\n * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.\r\n */\r\n public stop(time?: number): void {\r\n if (!this._soundV2) {\r\n return;\r\n }\r\n\r\n // WebAudio sound sources have no `stop` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n TmpStopOptions.waitTime = time || 0;\r\n this._soundV2.stop(TmpStopOptions);\r\n }\r\n\r\n /**\r\n * Put the sound in pause\r\n */\r\n public pause(): void {\r\n if (!this._soundV2) {\r\n return;\r\n }\r\n\r\n // WebAudio sound sources have no `pause` function because they are always playing.\r\n if (this._soundV2 instanceof _WebAudioSoundSource) {\r\n return;\r\n }\r\n\r\n this._soundV2.pause();\r\n }\r\n\r\n /**\r\n * Sets a dedicated volume for this sounds\r\n * @param newVolume Define the new volume of the sound\r\n * @param time Define time for gradual change to new volume\r\n */\r\n public setVolume(newVolume: number, time?: number): void {\r\n if (!this.isReady()) {\r\n this._onReady.addOnce(() => {\r\n this.setVolume(newVolume, time);\r\n });\r\n return;\r\n }\r\n\r\n TmpRampOptions.duration = time || 0;\r\n this._soundV2.setVolume(newVolume, TmpRampOptions);\r\n this._volume = newVolume;\r\n }\r\n\r\n /**\r\n * Set the sound play back rate\r\n * @param newPlaybackRate Define the playback rate the sound should be played at\r\n */\r\n public setPlaybackRate(newPlaybackRate: number): void {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n this._soundV2.playbackRate = newPlaybackRate;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the sound play back rate.\r\n * @returns the play back rate of the sound\r\n */\r\n public getPlaybackRate(): number {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n return this._soundV2.playbackRate;\r\n }\r\n\r\n return 1;\r\n }\r\n\r\n /**\r\n * Gets the volume of the sound.\r\n * @returns the volume of the sound\r\n */\r\n public getVolume(): number {\r\n return this._volume;\r\n }\r\n\r\n /**\r\n * Attach the sound to a dedicated mesh\r\n * @param transformNode The transform node to connect the sound with\r\n * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh\r\n */\r\n public attachToMesh(transformNode: TransformNode): void {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n }\r\n this._connectedTransformNode = transformNode;\r\n if (!this.spatialSound) {\r\n this.spatialSound = true;\r\n if (this.isPlaying && this.loop) {\r\n this.stop();\r\n this.play(0, this._optionsV2.startOffset, this._optionsV2.duration);\r\n }\r\n }\r\n this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);\r\n this._registerFunc = (transformNode: TransformNode) => this._onRegisterAfterWorldMatrixUpdate(transformNode);\r\n this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);\r\n }\r\n\r\n /**\r\n * Detach the sound from the previously attached mesh\r\n * @see https://doc.babylonjs.com/legacy/audio#attaching-a-sound-to-a-mesh\r\n */\r\n public detachFromMesh() {\r\n if (this._connectedTransformNode && this._registerFunc) {\r\n this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);\r\n this._registerFunc = null;\r\n this._connectedTransformNode = null;\r\n }\r\n }\r\n\r\n private _onRegisterAfterWorldMatrixUpdate(node: TransformNode): void {\r\n if (!(<any>node).getBoundingInfo) {\r\n this.setPosition(node.absolutePosition);\r\n } else {\r\n const mesh = node as AbstractMesh;\r\n const boundingInfo = mesh.getBoundingInfo();\r\n this.setPosition(boundingInfo.boundingSphere.centerWorld);\r\n }\r\n if (this._isDirectional && this.isPlaying) {\r\n this._updateDirection();\r\n }\r\n }\r\n\r\n /**\r\n * Clone the current sound in the scene.\r\n * @returns the new sound clone\r\n */\r\n public clone(): Nullable<Sound> {\r\n if (!(this._soundV2 instanceof _WebAudioStaticSound)) {\r\n return null;\r\n }\r\n\r\n const currentOptions: ISoundOptions = {\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this.spatialSound,\r\n maxDistance: this.maxDistance,\r\n useCustomAttenuation: this.useCustomAttenuation,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n };\r\n const clonedSound = new Sound(this.name + \"_cloned\", this._soundV2.buffer, this._scene, null, currentOptions);\r\n (clonedSound._optionsV2 as any) = this._optionsV2;\r\n if (this.useCustomAttenuation) {\r\n clonedSound.setAttenuationFunction(this._customAttenuationFunction);\r\n }\r\n return clonedSound;\r\n }\r\n\r\n /**\r\n * Gets the current underlying audio buffer containing the data\r\n * @returns the audio buffer\r\n */\r\n public getAudioBuffer(): Nullable<AudioBuffer> {\r\n if (this._soundV2 instanceof _WebAudioStaticSound) {\r\n return this._soundV2.buffer._audioBuffer;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio AudioBufferSourceNode, lets you keep track of and stop instances of this Sound.\r\n * @returns the source node\r\n */\r\n public getSoundSource(): Nullable<AudioBufferSourceNode> {\r\n // return this._soundSource;\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the WebAudio GainNode, gives you precise control over the gain of instances of this Sound.\r\n * @returns the gain node\r\n */\r\n public getSoundGain(): Nullable<GainNode> {\r\n return this._soundV2._outNode as GainNode;\r\n }\r\n\r\n /**\r\n * Serializes the Sound in a JSON representation\r\n * @returns the JSON representation of the sound\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {\r\n name: this.name,\r\n url: this._url,\r\n autoplay: this.autoplay,\r\n loop: this.loop,\r\n volume: this._volume,\r\n spatialSound: this.spatialSound,\r\n maxDistance: this.maxDistance,\r\n rolloffFactor: this.rolloffFactor,\r\n refDistance: this.refDistance,\r\n distanceModel: this.distanceModel,\r\n playbackRate: this.getPlaybackRate(),\r\n panningModel: this._soundV2.spatial.panningModel,\r\n soundTrackId: this.soundTrackId,\r\n metadata: this.metadata,\r\n };\r\n\r\n if (this.spatialSound) {\r\n if (this._connectedTransformNode) {\r\n serializationObject.connectedMeshId = this._connectedTransformNode.id;\r\n }\r\n\r\n serializationObject.position = this._soundV2.spatial.position.asArray();\r\n serializationObject.refDistance = this.refDistance;\r\n serializationObject.distanceModel = this.distanceModel;\r\n\r\n serializationObject.isDirectional = this._isDirectional;\r\n serializationObject.localDirectionToMesh = this._localDirection.asArray();\r\n serializationObject.coneInnerAngle = this.directionalConeInnerAngle;\r\n serializationObject.coneOuterAngle = this.directionalConeOuterAngle;\r\n serializationObject.coneOuterGain = this._soundV2.spatial.coneOuterVolume;\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse a JSON representation of a sound to instantiate in a given scene\r\n * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)\r\n * @param scene Define the scene the new parsed sound should be created in\r\n * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies\r\n * @param sourceSound Define a sound place holder if do not need to instantiate a new one\r\n * @returns the newly parsed sound\r\n */\r\n public static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound {\r\n const soundName = parsedSound.name;\r\n let soundUrl;\r\n if (parsedSound.url) {\r\n soundUrl = rootUrl + parsedSound.url;\r\n } else {\r\n soundUrl = rootUrl + soundName;\r\n }\r\n const options = {\r\n autoplay: parsedSound.autoplay,\r\n loop: parsedSound.loop,\r\n volume: parsedSound.volume,\r\n spatialSound: parsedSound.spatialSound,\r\n maxDistance: parsedSound.maxDistance,\r\n rolloffFactor: parsedSound.rolloffFactor,\r\n refDistance: parsedSound.refDistance,\r\n distanceModel: parsedSound.distanceModel,\r\n playbackRate: parsedSound.playbackRate,\r\n };\r\n let newSound: Sound;\r\n if (!sourceSound) {\r\n newSound = new Sound(\r\n soundName,\r\n soundUrl,\r\n scene,\r\n () => {\r\n scene.removePendingData(newSound);\r\n },\r\n options\r\n );\r\n scene.addPendingData(newSound);\r\n } else {\r\n const setBufferAndRun = () => {\r\n _RetryWithInterval(\r\n () => sourceSound._isReadyToPlay,\r\n () => {\r\n const audioBuffer = sourceSound.getAudioBuffer();\r\n if (audioBuffer) {\r\n newSound.setAudioBuffer(audioBuffer);\r\n }\r\n newSound._isReadyToPlay = true;\r\n if (newSound.autoplay) {\r\n newSound.play(0, sourceSound._optionsV2.startOffset, sourceSound._optionsV2.duration);\r\n }\r\n },\r\n undefined,\r\n 300\r\n );\r\n };\r\n newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);\r\n setBufferAndRun();\r\n }\r\n if (parsedSound.position) {\r\n const soundPosition = Vector3.FromArray(parsedSound.position);\r\n newSound.setPosition(soundPosition);\r\n }\r\n if (parsedSound.isDirectional) {\r\n newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);\r\n if (parsedSound.localDirectionToMesh) {\r\n const localDirectionToMesh = Vector3.FromArray(parsedSound.localDirectionToMesh);\r\n newSound.setLocalDirectionToMesh(localDirectionToMesh);\r\n }\r\n }\r\n if (parsedSound.connectedMeshId) {\r\n const connectedMesh = scene.getMeshById(parsedSound.connectedMeshId);\r\n if (connectedMesh) {\r\n newSound.attachToMesh(connectedMesh);\r\n }\r\n }\r\n if (parsedSound.metadata) {\r\n newSound.metadata = parsedSound.metadata;\r\n }\r\n return newSound;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.Sound\", Sound);\r\n"]}
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@@ -9,9 +9,7 @@ export class AbstractSoundSource extends AbstractAudioOutNode {
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this._spatialMinUpdateTime = 0;
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this._outBus = null;
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this._spatial = null;
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this._onOutBusDisposed =
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this._outBus = null;
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};
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this._onOutBusDisposed = null;
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if (typeof options.spatialAutoUpdate === "boolean") {
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this._spatialAutoUpdate = options.spatialAutoUpdate;
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}
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@@ -31,13 +29,19 @@ export class AbstractSoundSource extends AbstractAudioOutNode {
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return;
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}
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if (this._outBus) {
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this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);
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}
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if (!this._disconnect(this._outBus)) {
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throw new Error("Disconnect failed");
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}
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}
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this._outBus = outBus;
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if (this._outBus) {
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this._onOutBusDisposed = () => {
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this._outBus = null;
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};
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this._outBus.onDisposeObservable.add(this._onOutBusDisposed);
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if (!this._connect(this._outBus)) {
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throw new Error("Connect failed");
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@@ -60,6 +64,10 @@ export class AbstractSoundSource extends AbstractAudioOutNode {
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super.dispose();
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this._spatial?.dispose();
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this._spatial = null;
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if (this._outBus && this._onOutBusDisposed) {
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this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);
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}
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this._outBus = null;
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}
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_initSpatialProperty() {
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"abstractSoundSource.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/abstractAudio/abstractSoundSource.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAuB9D;;GAEG;AACH,MAAM,OAAgB,mBAAoB,SAAQ,oBAAoB;IAMlE,YAAsB,IAAY,EAAE,MAAqB,EAAE,OAAqC,EAAE,4CAAmD;QACjJ,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QANjB,uBAAkB,GAAY,IAAI,CAAC;QACnC,0BAAqB,GAAW,CAAC,CAAC;QAC3C,YAAO,GAA8B,IAAI,CAAC;QAC1C,aAAQ,GAAmC,IAAI,CAAC;
|
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1
|
+
{"version":3,"file":"abstractSoundSource.js","sourceRoot":"","sources":["../../../../../dev/core/src/AudioV2/abstractAudio/abstractSoundSource.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAuB9D;;GAEG;AACH,MAAM,OAAgB,mBAAoB,SAAQ,oBAAoB;IAMlE,YAAsB,IAAY,EAAE,MAAqB,EAAE,OAAqC,EAAE,4CAAmD;QACjJ,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QANjB,uBAAkB,GAAY,IAAI,CAAC;QACnC,0BAAqB,GAAW,CAAC,CAAC;QAC3C,YAAO,GAA8B,IAAI,CAAC;QAC1C,aAAQ,GAAmC,IAAI,CAAC;QAuFhD,sBAAiB,GAAyB,IAAI,CAAC;QAlFnD,IAAI,OAAO,OAAO,CAAC,iBAAiB,KAAK,SAAS,EAAE,CAAC;YACjD,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC,iBAAiB,CAAC;QACxD,CAAC;QAED,IAAI,OAAO,OAAO,CAAC,oBAAoB,KAAK,QAAQ,EAAE,CAAC;YACnD,IAAI,CAAC,qBAAqB,GAAG,OAAO,CAAC,oBAAoB,CAAC;QAC9D,CAAC;IACL,CAAC;IAED;;;OAGG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,MAAiC;QAC/C,IAAI,IAAI,CAAC,OAAO,KAAK,MAAM,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBACxE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAClC,CAAC;YACD,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;gBAClC,MAAM,IAAI,KAAK,CAAC,mBAAmB,CAAC,CAAC;YACzC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,iBAAiB,GAAG,GAAG,EAAE;gBAC1B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACxB,CAAC,CAAC;YACF,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,GAAG,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YAC7D,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC/B,MAAM,IAAI,KAAK,CAAC,gBAAgB,CAAC,CAAC;YACtC,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAW,OAAO;QACd,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;QACD,OAAO,IAAI,CAAC,oBAAoB,EAAE,CAAC;IACvC,CAAC;IAOD;;OAEG;IACa,OAAO;QACnB,KAAK,CAAC,OAAO,EAAE,CAAC;QAEhB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzC,IAAI,CAAC,OAAO,CAAC,mBAAmB,CAAC,cAAc,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;YACxE,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC;QAClC,CAAC;QACD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;IACxB,CAAC;IAIS,oBAAoB;QAC1B,OAAO,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC,CAAC;IAC9G,CAAC;IAID,gBAAgB;IAChB,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,QAAQ,KAAK,IAAI,CAAC;IAClC,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,KAAK,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAChC,CAAC;aAAM,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjC,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;YACxB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACzB,CAAC;IACL,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../../types\";\nimport { AudioNodeType } from \"./abstractAudioNode\";\nimport type { IAbstractAudioOutNodeOptions } from \"./abstractAudioOutNode\";\nimport { AbstractAudioOutNode } from \"./abstractAudioOutNode\";\nimport type { PrimaryAudioBus } from \"./audioBus\";\nimport type { AudioEngineV2 } from \"./audioEngineV2\";\nimport type { AbstractSpatialAudio, ISpatialAudioOptions } from \"./subProperties/abstractSpatialAudio\";\nimport type { AbstractStereoAudio, IStereoAudioOptions } from \"./subProperties/abstractStereoAudio\";\n\n/**\n * Options for creating a sound source.\n */\nexport interface ISoundSourceOptions extends IAbstractAudioOutNodeOptions, ISpatialAudioOptions, IStereoAudioOptions {\n /**\n * The output bus for the sound source. Defaults to `null`.\n * - If not set or `null`, and `outBusAutoDefault` is `true`, then the sound source is automatically connected to the audio engine's default main bus.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n outBus: Nullable<PrimaryAudioBus>;\n\n /**\n * Whether the sound's `outBus` should default to the audio engine's main bus. Defaults to `true` for all sound sources except microphones.\n */\n outBusAutoDefault: boolean;\n}\n\n/**\n * Abstract class representing a sound in the audio engine.\n */\nexport abstract class AbstractSoundSource extends AbstractAudioOutNode {\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _outBus: Nullable<PrimaryAudioBus> = null;\n private _spatial: Nullable<AbstractSpatialAudio> = null;\n\n protected constructor(name: string, engine: AudioEngineV2, options: Partial<ISoundSourceOptions>, nodeType: AudioNodeType = AudioNodeType.HAS_OUTPUTS) {\n super(name, engine, nodeType);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n }\n\n /**\n * The output bus for the sound.\n * @see {@link AudioEngineV2.defaultMainBus}\n */\n public get outBus(): Nullable<PrimaryAudioBus> {\n return this._outBus;\n }\n\n public set outBus(outBus: Nullable<PrimaryAudioBus>) {\n if (this._outBus === outBus) {\n return;\n }\n\n if (this._outBus) {\n if (this._onOutBusDisposed) {\n this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);\n this._onOutBusDisposed = null;\n }\n if (!this._disconnect(this._outBus)) {\n throw new Error(\"Disconnect failed\");\n }\n }\n\n this._outBus = outBus;\n\n if (this._outBus) {\n this._onOutBusDisposed = () => {\n this._outBus = null;\n };\n this._outBus.onDisposeObservable.add(this._onOutBusDisposed);\n if (!this._connect(this._outBus)) {\n throw new Error(\"Connect failed\");\n }\n }\n }\n\n /**\n * The spatial audio features.\n */\n public get spatial(): AbstractSpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /**\n * The stereo features of the sound.\n */\n public abstract stereo: AbstractStereoAudio;\n\n /**\n * Releases associated resources.\n */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n if (this._outBus && this._onOutBusDisposed) {\n this._outBus.onDisposeObservable.removeCallback(this._onOutBusDisposed);\n this._onOutBusDisposed = null;\n }\n this._outBus = null;\n }\n\n protected abstract _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio;\n\n protected _initSpatialProperty(): AbstractSpatialAudio {\n return (this._spatial = this._createSpatialProperty(this._spatialAutoUpdate, this._spatialMinUpdateTime));\n }\n\n private _onOutBusDisposed: Nullable<() => void> = null;\n\n /** @internal */\n public get _isSpatial(): boolean {\n return this._spatial !== null;\n }\n\n public set _isSpatial(value: boolean) {\n if (value && !this._spatial) {\n this._initSpatialProperty();\n } else if (!value && this._spatial) {\n this._spatial.dispose();\n this._spatial = null;\n }\n }\n}\n"]}
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@@ -339,7 +339,12 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
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339
339
|
}
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340
340
|
this._setState(5 /* SoundState.Paused */);
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|
341
341
|
this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;
|
|
342
|
-
this.
|
|
342
|
+
if (this._state === 3 /* SoundState.Started */) {
|
|
343
|
+
this._sourceNode?.stop();
|
|
344
|
+
}
|
|
345
|
+
else {
|
|
346
|
+
this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);
|
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|
+
}
|
|
343
348
|
this._deinitSourceNode();
|
|
344
349
|
}
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350
|
/** @internal */
|
|
@@ -353,8 +358,10 @@ class _WebAudioStaticSoundInstance extends _StaticSoundInstance {
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353
358
|
if (this._state === 1 /* SoundState.Stopped */) {
|
|
354
359
|
return;
|
|
355
360
|
}
|
|
356
|
-
|
|
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|
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|
|
361
|
+
if (this._state === 3 /* SoundState.Started */) {
|
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|
+
const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);
|
|
363
|
+
this._sourceNode?.stop(engineStopTime);
|
|
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|
+
}
|
|
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365
|
if (options.waitTime === undefined || options.waitTime <= 0) {
|
|
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366
|
this._setState(1 /* SoundState.Stopped */);
|
|
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|
this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);
|