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@hiddentao/clockwork-engine

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A TypeScript/PIXI.js game engine for deterministic, replayable games with built-in rendering

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/** * Memory Audio Layer * * Headless audio implementation that tracks state without actual audio playback. * Used for testing, replay validation, and server-side game logic. */ import { AudioContextState } from "../AudioLayer"; import type { AudioBuffer, AudioLayer } from "../AudioLayer"; export declare class MemoryAudioLayer implements AudioLayer { private sounds; private playingSounds; private state; initialize(): Promise<void>; destroy(): void; loadSound(id: string, data: string | ArrayBuffer): Promise<void>; createBuffer(channels: number, length: number, sampleRate: number): AudioBuffer; loadSoundFromBuffer(id: string, _buffer: AudioBuffer): void; playSound(id: string, _volume?: number, loop?: boolean): void; stopSound(id: string): void; stopAll(): void; tryResumeOnce(): Promise<void>; getState(): AudioContextState; hasSound(id: string): boolean; isPlaying(id: string): boolean; } //# sourceMappingURL=MemoryAudioLayer.d.ts.map