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@babylonjs/core

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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 { } //# sourceMappingURL=abstractSpatialAudio.js.map