lavalink-client
Version:
Easy, flexible and feature-rich lavalink@v4 Client. Both for Beginners and Proficients.
91 lines (90 loc) • 4.37 kB
TypeScript
import type { AudioOutputs, ChannelMixFilter, EQBand } from "./Types/Filters";
export declare enum DebugEvents {
SetSponsorBlock = "SetSponsorBlock",
DeleteSponsorBlock = "DeleteSponsorBlock",
TrackEndReplaced = "TrackEndReplaced",
AutoplayExecution = "AutoplayExecution",
AutoplayNoSongsAdded = "AutoplayNoSongsAdded",
AutoplayThresholdSpamLimiter = "AutoplayThresholdSpamLimiter",
TriggerQueueEmptyInterval = "TriggerQueueEmptyInterval",
QueueEnded = "QueueEnded",
TrackStartNewSongsOnly = "TrackStartNewSongsOnly",
TrackStartNoTrack = "TrackStartNoTrack",
ResumingFetchingError = "ResumingFetchingError",
PlayerUpdateNoPlayer = "PlayerUpdateNoPlayer",
PlayerUpdateFilterFixApply = "PlayerUpdateFilterFixApply",
PlayerUpdateSuccess = "PlayerUpdateSuccess",
HeartBeatTriggered = "HeartBeatTriggered",
NoSocketOnDestroy = "NoSocketOnDestroy",
SocketTerminateHeartBeatTimeout = "SocketTerminateHeartBeatTimeout",
TryingConnectWhileConnected = "TryingConnectWhileConnected",
LavaSearchNothingFound = "LavaSearchNothingFound",
SearchNothingFound = "SearchNothingFound",
ValidatingBlacklistLinks = "ValidatingBlacklistLinks",
ValidatingWhitelistLinks = "ValidatingWhitelistLinks",
TrackErrorMaxTracksErroredPerTime = "TrackErrorMaxTracksErroredPerTime",
TrackStuckMaxTracksErroredPerTime = "TrackStuckMaxTracksErroredPerTime",
PlayerDestroyingSomewhereElse = "PlayerDestroyingSomewhereElse",
PlayerCreateNodeNotFound = "PlayerCreateNodeNotFound",
PlayerPlayQueueEmptyTimeoutClear = "PlayerPlayQueueEmptyTimeoutClear",
PlayerPlayWithTrackReplace = "PlayerPlayWithTrackReplace",
PlayerPlayUnresolvedTrack = "PlayerPlayUnresolvedTrack",
PlayerPlayUnresolvedTrackFailed = "PlayerPlayUnresolvedTrackFailed",
PlayerVolumeAsFilter = "PlayerVolumeAsFilter",
BandcampSearchLokalEngine = "BandcampSearchLokalEngine",
PlayerChangeNode = "PlayerChangeNode",
BuildTrackError = "BuildTrackError",
TransformRequesterFunctionFailed = "TransformRequesterFunctionFailed",
GetClosestTrackFailed = "GetClosestTrackFailed",
PlayerDeleteInsteadOfDestroy = "PlayerDeleteInsteadOfDestroy",
FailedToConnectToNodes = "FailedToConnectToNodes",
NoAudioDebug = "NoAudioDebug",
PlayerAutoReconnect = "PlayerAutoReconnect"
}
export declare enum DestroyReasons {
QueueEmpty = "QueueEmpty",
NodeDestroy = "NodeDestroy",
NodeDeleted = "NodeDeleted",
LavalinkNoVoice = "LavalinkNoVoice",
NodeReconnectFail = "NodeReconnectFail",
Disconnected = "Disconnected",
PlayerReconnectFail = "PlayerReconnectFail",
PlayerChangeNodeFail = "PlayerChangeNodeFail",
PlayerChangeNodeFailNoEligibleNode = "PlayerChangeNodeFailNoEligibleNode",
ChannelDeleted = "ChannelDeleted",
DisconnectAllNodes = "DisconnectAllNodes",
ReconnectAllNodes = "ReconnectAllNodes",
TrackErrorMaxTracksErroredPerTime = "TrackErrorMaxTracksErroredPerTime",
TrackStuckMaxTracksErroredPerTime = "TrackStuckMaxTracksErroredPerTime"
}
export declare enum DisconnectReasons {
Disconnected = "Disconnected",
DisconnectAllNodes = "DisconnectAllNodes"
}
export declare const validSponsorBlocks: string[];
/** The audio Outputs Data map declaration */
export declare const audioOutputsData: Record<AudioOutputs, ChannelMixFilter>;
export declare const EQList: {
/** A Bassboost Equalizer, so high it distorts the audio */
BassboostEarrape: EQBand[];
/** A High and decent Bassboost Equalizer */
BassboostHigh: EQBand[];
/** A decent Bassboost Equalizer */
BassboostMedium: EQBand[];
/** A slight Bassboost Equalizer */
BassboostLow: EQBand[];
/** Makes the Music slightly "better" */
BetterMusic: EQBand[];
/** Makes the Music sound like rock music / sound rock music better */
Rock: EQBand[];
/** Makes the Music sound like Classic music / sound Classic music better */
Classic: EQBand[];
/** Makes the Music sound like Pop music / sound Pop music better */
Pop: EQBand[];
/** Makes the Music sound like Electronic music / sound Electronic music better */
Electronic: EQBand[];
/** Boosts all Bands slightly for louder and fuller sound */
FullSound: EQBand[];
/** Boosts basses + lower highs for a pro gaming sound */
Gaming: EQBand[];
};