canvas2djs
Version:
HTML5 canvas based game engine
52 lines (51 loc) • 1.57 kB
TypeScript
import { HTMLAudio } from './HTMLAudio';
import { WebAudio } from './WebAudio';
export declare class SoundManager {
private _ext;
private _enabled;
private _pausedAudios;
private _audioCache;
private _supportedType;
enabled: boolean;
readonly supportedType: {
mp3: boolean;
mp4: boolean;
wav: boolean;
ogg: boolean;
};
ext: ".mp3" | ".mp4" | ".wav" | ".ogg";
constructor();
getAudio(name: string): WebAudio | HTMLAudio;
getAudio(name: string, returnAll: boolean): Array<WebAudio | HTMLAudio>;
load(baseUri: string, name: string, onComplete: (loaded: boolean) => any, channels?: number, version?: string): void;
/**
* Load multiple sound resources
*/
loadList(baseUri: string, resources: {
name: string;
channels?: number;
}[], onAllCompleted?: (success: string[], errors: string[]) => any, onProgress?: (percent: number) => any, version?: string): void;
/**
* Get all audioes by name
*/
getAllAudioes(name: string): Array<WebAudio | HTMLAudio>;
/**
* Play sound by name
*/
play(name: string, loop?: boolean): WebAudio | HTMLAudio;
/**
* Pause sound by name
*/
pause(name: string): void;
/**
* Stop sound by name
*/
stop(name: string): void;
/**
* Resume audio by name
*/
resume(name: string): void;
private _setEnabled(value);
private _detectSupportedType();
}
export declare const Sound: SoundManager;