@hiddentao/clockwork-engine
Version:
A TypeScript/PIXI.js game engine for deterministic, replayable games with built-in rendering
26 lines • 1.01 kB
TypeScript
/**
* 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