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@modoki/engine / index / AudioHandle

Interface: AudioHandle

Audio

ended

readonly ended: boolean

True once the clip has finished / been stopped.


fade()

fade(target, durationSec): void

Ramp this source's volume to target over durationSec (linear). The basis of crossfades — fade an outgoing clip to 0 while fading an incoming one up.

Parameters

target

number

durationSec

number

Returns

void


pause()

pause(): void

Pause playback, keeping position (a stream truly pauses; a buffer source can't seek, so it mutes and keeps advancing). resume() un-pauses.

Returns

void


resume()

resume(): void

Returns

void


setPitch()

setPitch(rate): void

Parameters

rate

number

Returns

void


setPosition()

setPosition(x, y, z): void

Parameters

x

number

y

number

z

number

Returns

void


setVolume()

setVolume(v): void

Parameters

v

number

Returns

void


stop()

stop(): void

Returns

void


stopAfter()

stopAfter(seconds): void

Stop this source seconds from now, scheduled on the AUDIO clock (a ConstantSourceNode timer) — NOT engine time. So a crossfade tail reaps even while gameplay is time-stopped (timeScale 0) and regardless of frame rate.

Parameters

seconds

number

Returns

void

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