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lavalink-client

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Easy, flexible and feature-rich lavalink@v4 Client. Both for Beginners and Proficients.

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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[]; };