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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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