@babylonjs/core
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JavaScript
import { Quaternion, Vector3 } from "../../../Maths/math.vector.js";
export const _SpatialAudioDefaults = {
coneInnerAngle: 6.28318530718,
coneOuterAngle: 6.28318530718,
coneOuterVolume: 0,
distanceModel: "linear",
maxDistance: 10000,
minDistance: 1,
panningModel: "equalpower",
position: Vector3.Zero(),
rolloffFactor: 1,
rotation: Vector3.Zero(),
rotationQuaternion: new Quaternion(),
};
/**
* @param options The spatial audio options to check.
* @returns `true` if spatial audio options are defined, otherwise `false`.
*/
export function _HasSpatialAudioOptions(options) {
return (options.spatialEnabled ||
options.spatialAutoUpdate !== undefined ||
options.spatialConeInnerAngle !== undefined ||
options.spatialConeOuterAngle !== undefined ||
options.spatialConeOuterVolume !== undefined ||
options.spatialDistanceModel !== undefined ||
options.spatialMaxDistance !== undefined ||
options.spatialMinDistance !== undefined ||
options.spatialMinUpdateTime !== undefined ||
options.spatialPanningModel !== undefined ||
options.spatialPosition !== undefined ||
options.spatialRolloffFactor !== undefined ||
options.spatialRotation !== undefined ||
options.spatialRotationQuaternion !== undefined);
}
/**
* Abstract class representing the `spatial` audio property on a sound or audio bus.
*
* @see {@link AudioEngineV2.listener}
*/
export class AbstractSpatialAudio {
}
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