UNPKG

@coze/api

Version:

Official Coze Node.js SDK for seamless AI integration into your applications | 扣子官方 Node.js SDK,助您轻松集成 AI 能力到应用中

46 lines (45 loc) 1.83 kB
import { type WsSpeechClientOptions } from '../types'; import { type CreateSpeechWsReq, type CreateSpeechWsRes, type WebSocketAPI } from '../..'; declare class WsSpeechClient { ws: WebSocketAPI<CreateSpeechWsReq, CreateSpeechWsRes> | null; private listeners; private wavStreamPlayer; private trackId; private api; private totalDuration; private playbackStartTime; private playbackPauseTime; private playbackTimeout; private elapsedBeforePause; private audioDeltaList; private config; constructor(config: WsSpeechClientOptions); init(): Promise<WebSocketAPI<CreateSpeechWsReq, CreateSpeechWsRes>>; connect({ voiceId, speechRate, }?: { /**音色ID */ voiceId?: string; /**输出音频的语速,取值范围 [-50, 100],默认为 0。-50 表示 0.5 倍速,100 表示 2 倍速。 */ speechRate?: number; }): Promise<void>; disconnect(): Promise<void>; /** * Releases wavStreamPlayer resources so callers can dispose the instance. * In a mobile browser environment, if the WsSpeechClient is instantiated multiple times, * you can additionally call the destroyPlayer method to release resources and prevent issues with speech playback. */ destroyPlayer(): Promise<void>; append(message: string): void; complete(): void; appendAndComplete(message: string): void; interrupt(): Promise<void>; pause(): Promise<void>; resume(): Promise<void>; togglePlay(): Promise<void>; isPlaying(): boolean; on(event: string, callback: (data: CreateSpeechWsRes | undefined) => void): void; off(event: string, callback: (data: CreateSpeechWsRes | undefined) => void): void; private closeWs; private emit; private handleAudioMessage; } export default WsSpeechClient;