@modoki/engine / index / AudioHandle
Interface: AudioHandle
Audio
ended
readonlyended: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