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openfl

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A fast, productive library for 2D cross-platform development.

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import SoundTransform from "./SoundTransform"; import EventDispatcher from "./../events/EventDispatcher"; declare namespace openfl.media { /** * The SoundChannel class controls a sound in an application. Every sound is * assigned to a sound channel, and the application can have multiple sound * channels that are mixed together. The SoundChannel class contains a * `stop()` method, properties for monitoring the amplitude * (volume) of the channel, and a property for assigning a SoundTransform * object to the channel. * * @:event soundComplete Dispatched when a sound has finished playing. */ /*@:final*/ export class SoundChannel extends EventDispatcher { /** * The current amplitude(volume) of the left channel, from 0(silent) to 1 * (full amplitude). */ public readonly leftPeak:number; /** * When the sound is playing, the `position` property indicates in * milliseconds the current point that is being played in the sound file. * When the sound is stopped or paused, the `position` property * indicates the last point that was played in the sound file. * * A common use case is to save the value of the `position` * property when the sound is stopped. You can resume the sound later by * restarting it from that saved position. * * If the sound is looped, `position` is reset to 0 at the * beginning of each loop. */ public position:number; protected get_position ():number; protected set_position (value:number):number; /** * The current amplitude(volume) of the right channel, from 0(silent) to 1 * (full amplitude). */ public readonly rightPeak:number; /** * The SoundTransform object assigned to the sound channel. A SoundTransform * object includes properties for setting volume, panning, left speaker * assignment, and right speaker assignment. */ public soundTransform:SoundTransform; protected get_soundTransform ():SoundTransform; protected set_soundTransform (value:SoundTransform):SoundTransform; // #if flash // @:noCompletion @:dox(hide) public function new (); // #end /** * Stops the sound playing in the channel. * */ public stop ():void; } } export default openfl.media.SoundChannel;