hytopia
Version:
The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.
248 lines (107 loc) • 3.51 kB
Markdown
<!-- Do not edit this file. It is automatically generated by API Documenter. -->
[Home](./index.md) > [server](./server.md) > [AudioEventPayloads](./server.audioeventpayloads.md)
## AudioEventPayloads interface
Event payloads for Audio emitted events.
**Signature:**
```typescript
export interface AudioEventPayloads
```
## Properties
<table><thead><tr><th>
Property
</th><th>
Modifiers
</th><th>
Type
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
["AUDIO.PAUSE"](./server.audioeventpayloads._audio.pause_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; }
</td><td>
Emitted when the audio is paused.
</td></tr>
<tr><td>
["AUDIO.PLAY\_RESTART"](./server.audioeventpayloads._audio.play_restart_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; }
</td><td>
Emitted when the audio is restarted.
</td></tr>
<tr><td>
["AUDIO.PLAY"](./server.audioeventpayloads._audio.play_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; }
</td><td>
Emitted when the audio is played.
</td></tr>
<tr><td>
["AUDIO.SET\_ATTACHED\_TO\_ENTITY"](./server.audioeventpayloads._audio.set_attached_to_entity_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; entity: [Entity](./server.entity.md) \| undefined; }
</td><td>
Emitted when the audio is attached to an entity.
</td></tr>
<tr><td>
["AUDIO.SET\_CUTOFF\_DISTANCE"](./server.audioeventpayloads._audio.set_cutoff_distance_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; cutoffDistance: number; }
</td><td>
Emitted when the audio's cutoff distance is set.
</td></tr>
<tr><td>
["AUDIO.SET\_DETUNE"](./server.audioeventpayloads._audio.set_detune_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; detune: number; }
</td><td>
Emitted when the audio's detune is set.
</td></tr>
<tr><td>
["AUDIO.SET\_DISTORTION"](./server.audioeventpayloads._audio.set_distortion_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; distortion: number; }
</td><td>
Emitted when the audio's distortion is set.
</td></tr>
<tr><td>
["AUDIO.SET\_PLAYBACK\_RATE"](./server.audioeventpayloads._audio.set_playback_rate_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; playbackRate: number; }
</td><td>
Emitted when the audio's playback rate is set.
</td></tr>
<tr><td>
["AUDIO.SET\_POSITION"](./server.audioeventpayloads._audio.set_position_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the audio's position is set.
</td></tr>
<tr><td>
["AUDIO.SET\_REFERENCE\_DISTANCE"](./server.audioeventpayloads._audio.set_reference_distance_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; referenceDistance: number; }
</td><td>
Emitted when the audio's reference distance is set.
</td></tr>
<tr><td>
["AUDIO.SET\_VOLUME"](./server.audioeventpayloads._audio.set_volume_.md)
</td><td>
</td><td>
{ audio: [Audio](./server.audio.md)<!-- -->; volume: number; }
</td><td>
Emitted when the audio's volume is set.
</td></tr>
</tbody></table>