gdcore-tools 2.0.0-gd-v5.4.220-autobuild → 2.0.0-gd-v5.5.221-autobuild
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/dist/Runtime/Extensions/DialogueTree/bondage.js/dist/bondage.d.ts +39 -0
- package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js +2 -2
- package/dist/Runtime/Extensions/DialogueTree/dialoguetools.js.map +2 -2
- package/dist/Runtime/Extensions/Physics2Behavior/JsExtension.js +4 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/JsExtension.js +32 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/Physics3DRuntimeBehavior.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.d.ts +283 -5
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.js +1 -1
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.js.map +2 -2
- package/dist/Runtime/Extensions/Physics3DBehavior/jolt-physics.wasm.wasm +0 -0
- package/dist/Runtime/events-tools/soundtools.js +1 -1
- package/dist/Runtime/events-tools/soundtools.js.map +2 -2
- package/dist/lib/libGD.wasm +0 -0
- package/package.json +1 -1
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var gdjs;(function(
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var gdjs;(function(u){let s;(function(i){let r;(function(o){o.getGlobalVolume=function(n){return n.getScene().getSoundManager().getGlobalVolume()},o.setGlobalVolume=function(n,t){n.getScene().getSoundManager().setGlobalVolume(t)},o.unloadAllAudio=function(n){n.getScene().getSoundManager().unloadAll()},o.playSound=function(n,t,e,g,a){n.getScene().getSoundManager().playSound(t,e,g,a)},o.playSoundOnChannel=function(n,t,e,g,a,c){n.getScene().getSoundManager().playSoundOnChannel(t,e,g,a,c)},o.stopSoundOnChannel=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);e&&e.stop()},o.pauseSoundOnChannel=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);e&&e.pause()},o.continueSoundOnChannel=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);e&&(e.playing()||e.play())},o.isSoundOnChannelPlaying=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.playing():!1},o.isSoundOnChannelPaused=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.paused():!1},o.isSoundOnChannelStopped=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.stopped():!0},o.getSoundOnChannelVolume=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.getVolume()*100:100},o.setSoundOnChannelVolume=function(n,t,e){const g=n.getScene().getSoundManager().getSoundOnChannel(t);g&&g.setVolume(e/100)},o.getSoundOnChannelPlayingOffset=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.getSeek():0},o.setSoundOnChannelPlayingOffset=function(n,t,e){const g=n.getScene().getSoundManager().getSoundOnChannel(t);g&&g.setSeek(e)},o.getSoundOnChannelPitch=function(n,t){const e=n.getScene().getSoundManager().getSoundOnChannel(t);return e?e.getRate():1},o.setSoundOnChannelPitch=function(n,t,e){const g=n.getScene().getSoundManager().getSoundOnChannel(t);g&&g.setRate(e)},o.preloadSound=(n,t)=>n.getScene().getSoundManager().loadAudio(t,!1),o.unloadSound=(n,t)=>n.getScene().getSoundManager().unloadAudio(t,!1),o.playMusic=function(n,t,e,g,a){n.getScene().getSoundManager().playMusic(t,e,g,a)},o.playMusicOnChannel=function(n,t,e,g,a,c){n.getScene().getSoundManager().playMusicOnChannel(t,e,g,a,c)},o.stopMusicOnChannel=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);e&&e.stop()},o.pauseMusicOnChannel=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);e&&e.pause()},o.continueMusicOnChannel=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);e&&(e.playing()||e.play())},o.isMusicOnChannelPlaying=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.playing():!1},o.isMusicOnChannelPaused=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.paused():!1},o.isMusicOnChannelStopped=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.stopped():!0},o.getMusicOnChannelVolume=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.getVolume()*100:100},o.setMusicOnChannelVolume=function(n,t,e){const g=n.getScene().getSoundManager().getMusicOnChannel(t);g&&g.setVolume(e/100)},o.getMusicOnChannelPlayingOffset=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.getSeek():0},o.setMusicOnChannelPlayingOffset=function(n,t,e){const g=n.getScene().getSoundManager().getMusicOnChannel(t);g&&g.setSeek(e)},o.getMusicOnChannelPitch=function(n,t){const e=n.getScene().getSoundManager().getMusicOnChannel(t);return e?e.getRate():1},o.setMusicOnChannelPitch=function(n,t,e){const g=n.getScene().getSoundManager().getMusicOnChannel(t);g&&g.setRate(e)},o.preloadMusic=(n,t)=>n.getScene().getSoundManager().loadAudio(t,!0),o.unloadMusic=(n,t)=>n.getScene().getSoundManager().unloadAudio(t,!0),o.fadeSoundVolume=(n,t,e,g)=>{const a=n.getScene().getSoundManager().getSoundOnChannel(t);a&&a.fade(a.getVolume(),e/100,g*1e3)},o.fadeMusicVolume=(n,t,e,g)=>{const a=n.getScene().getSoundManager().getMusicOnChannel(t);a&&a.fade(a.getVolume(),e/100,g*1e3)}})(r=i.sound||(i.sound={}))})(s=u.evtTools||(u.evtTools={}))})(gdjs||(gdjs={}));
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//# sourceMappingURL=soundtools.js.map
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"sources": ["../../../../GDevelop/GDJS/Runtime/events-tools/soundtools.ts"],
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n export namespace sound {\n const logger = new gdjs.Logger('Audio events');\n\n export const getGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene\n ): float {\n return runtimeScene.getScene().getSoundManager().getGlobalVolume();\n };\n\n export const setGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n globalVolume: float\n ): void {\n runtimeScene.getScene().getSoundManager().setGlobalVolume(globalVolume);\n };\n\n export const unloadAllAudio = function (\n runtimeScene: gdjs.RuntimeScene\n ): void {\n runtimeScene.getScene().getSoundManager().unloadAll();\n };\n\n // Sounds:\n export const playSound = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSound(soundFile, loop, volume, pitch);\n };\n\n export const playSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSoundOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.stop();\n else {\n logger.error(`Cannot stop non-existing sound on channel ${channel}.`);\n }\n };\n\n export const pauseSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.pause();\n else {\n logger.error(\n `Cannot pause non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const continueSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n if (!sound.playing()) sound.play();\n } else {\n logger.error(\n `Cannot continue playing non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const isSoundOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n return sound ? sound.playing() : false;\n };\n\n export const isSoundOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.paused();\n else {\n logger.error(\n `Cannot check if non-existing sound on channel ${channel} is paused.`\n );\n return false;\n }\n };\n\n export const isSoundOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.stopped();\n else {\n logger.error(\n `Cannot check if non-existing sound on channel ${channel} is stopped.`\n );\n return true;\n }\n };\n\n export const getSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getVolume() * 100;\n else {\n logger.error(\n `Cannot get the volume of a non-existing sound on channel ${channel}.`\n );\n return 100;\n }\n };\n\n export const setSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setVolume(volume / 100);\n else {\n logger.error(\n `Cannot set the volume of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const getSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getSeek();\n else {\n logger.error(\n `Cannot get the playing offset of a non-existing sound on channel ${channel}.`\n );\n return 0;\n }\n };\n\n export const setSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setSeek(playingOffset);\n else {\n logger.error(\n `Cannot set the playing offset of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const getSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getRate();\n else {\n logger.error(\n `Cannot get the pitch of a non-existing sound on channel ${channel}.`\n );\n return 1;\n }\n };\n\n export const setSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setRate(pitch);\n else {\n logger.error(\n `Cannot get the pitch of a non-existing sound on channel ${channel}.`\n );\n }\n };\n\n export const preloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ false);\n\n export const unloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ false);\n\n // Musics:\n export const playMusic = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusic(soundFile, loop, volume, pitch);\n };\n\n export const playMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusicOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.stop();\n else {\n logger.error(\n `Cannot stop a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const pauseMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.pause();\n else {\n logger.error(\n `Cannot pause a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const continueMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n if (!music.playing()) music.play();\n } else {\n logger.error(\n `Cannot stop a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const isMusicOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n return music ? music.playing() : false;\n };\n\n export const isMusicOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.paused();\n else {\n logger.error(\n `Cannot check if non-existing music on channel ${channel} is paused.`\n );\n return false;\n }\n };\n\n export const isMusicOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.stopped();\n else {\n logger.error(\n `Cannot check if non-existing music on channel ${channel} is stopped.`\n );\n return true;\n }\n };\n\n export const getMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getVolume() * 100;\n else {\n logger.error(\n `Cannot get the volume of a non-existing music on channel ${channel}.`\n );\n return 100;\n }\n };\n\n export const setMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setVolume(volume / 100);\n else {\n logger.error(\n `Cannot set the volume of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const getMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getSeek();\n else {\n logger.error(\n `Cannot get the playing offset of a non-existing music on channel ${channel}.`\n );\n return 0;\n }\n };\n\n export const setMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setSeek(playingOffset);\n else {\n logger.error(\n `Cannot set the playing offset of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const getMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getRate();\n else {\n logger.error(\n `Cannot get the pitch of a non-existing music on channel ${channel}.`\n );\n return 1;\n }\n };\n\n export const setMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setRate(pitch);\n else {\n logger.error(\n `Cannot get the pitch of a non-existing music on channel ${channel}.`\n );\n }\n };\n\n export const preloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ true);\n\n export const unloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ true);\n\n export const fadeSoundVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n sound.fade(sound.getVolume(), toVolume / 100, timeOfFade * 1000);\n } else {\n logger.error(\n `Cannot fade the volume of a non-existing sound on channel ${channel}.`\n );\n }\n };\n export const fadeMusicVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n music.fade(music.getVolume(), toVolume / 100, timeOfFade * 1000);\n } else {\n logger.error(\n `Cannot fade the volume of a non-existing music on channel ${channel}.`\n );\n }\n };\n }\n }\n}\n"],
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"mappings": "AAKA,GAAU,MAAV,UAAU,EAAV,CACS,GAAU,GAAV,UAAU,EAAV,CACE,GAAU,GAAV,UAAU,EAAV,
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"sourcesContent": ["/*\n * GDevelop JS Platform\n * Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.\n * This project is released under the MIT License.\n */\nnamespace gdjs {\n export namespace evtTools {\n export namespace sound {\n export const getGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene\n ): float {\n return runtimeScene.getScene().getSoundManager().getGlobalVolume();\n };\n\n export const setGlobalVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n globalVolume: float\n ): void {\n runtimeScene.getScene().getSoundManager().setGlobalVolume(globalVolume);\n };\n\n export const unloadAllAudio = function (\n runtimeScene: gdjs.RuntimeScene\n ): void {\n runtimeScene.getScene().getSoundManager().unloadAll();\n };\n\n // Sounds:\n export const playSound = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSound(soundFile, loop, volume, pitch);\n };\n\n export const playSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playSoundOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.stop();\n };\n\n export const pauseSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.pause();\n };\n\n export const continueSoundOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n if (!sound.playing()) sound.play();\n }\n };\n\n export const isSoundOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n return sound ? sound.playing() : false;\n };\n\n export const isSoundOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.paused();\n else {\n return false;\n }\n };\n\n export const isSoundOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.stopped();\n else {\n return true;\n }\n };\n\n export const getSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getVolume() * 100;\n else {\n return 100;\n }\n };\n\n export const setSoundOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setVolume(volume / 100);\n };\n\n export const getSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getSeek();\n else {\n return 0;\n }\n };\n\n export const setSoundOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setSeek(playingOffset);\n };\n\n export const getSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) return sound.getRate();\n else {\n return 1;\n }\n };\n\n export const setSoundOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) sound.setRate(pitch);\n };\n\n export const preloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ false);\n\n export const unloadSound = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ false);\n\n // Musics:\n export const playMusic = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusic(soundFile, loop, volume, pitch);\n };\n\n export const playMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string,\n channel: integer,\n loop: boolean,\n volume: float,\n pitch: float\n ): void {\n runtimeScene\n .getScene()\n .getSoundManager()\n .playMusicOnChannel(soundFile, channel, loop, volume, pitch);\n };\n\n export const stopMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.stop();\n };\n\n export const pauseMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.pause();\n };\n\n export const continueMusicOnChannel = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n if (!music.playing()) music.play();\n }\n };\n\n export const isMusicOnChannelPlaying = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n return music ? music.playing() : false;\n };\n\n export const isMusicOnChannelPaused = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.paused();\n else {\n return false;\n }\n };\n\n export const isMusicOnChannelStopped = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): boolean {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.stopped();\n else {\n return true;\n }\n };\n\n export const getMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getVolume() * 100;\n else {\n return 100;\n }\n };\n\n export const setMusicOnChannelVolume = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n volume: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setVolume(volume / 100);\n };\n\n export const getMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getSeek();\n else {\n return 0;\n }\n };\n\n export const setMusicOnChannelPlayingOffset = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n playingOffset: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setSeek(playingOffset);\n };\n\n export const getMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer\n ): float {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) return music.getRate();\n else {\n return 1;\n }\n };\n\n export const setMusicOnChannelPitch = function (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n pitch: float\n ): void {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) music.setRate(pitch);\n };\n\n export const preloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .loadAudio(soundFile, /* isMusic= */ true);\n\n export const unloadMusic = (\n runtimeScene: gdjs.RuntimeScene,\n soundFile: string\n ) =>\n runtimeScene\n .getScene()\n .getSoundManager()\n .unloadAudio(soundFile, /* isMusic= */ true);\n\n export const fadeSoundVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const sound = runtimeScene\n .getScene()\n .getSoundManager()\n .getSoundOnChannel(channel);\n if (sound) {\n sound.fade(sound.getVolume(), toVolume / 100, timeOfFade * 1000);\n }\n };\n export const fadeMusicVolume = (\n runtimeScene: gdjs.RuntimeScene,\n channel: integer,\n toVolume: float,\n timeOfFade: float /* in seconds */\n ) => {\n const music = runtimeScene\n .getScene()\n .getSoundManager()\n .getMusicOnChannel(channel);\n if (music) {\n music.fade(music.getVolume(), toVolume / 100, timeOfFade * 1000);\n }\n };\n }\n }\n}\n"],
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