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phaser4-rex-plugins

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export default SoundManager; declare namespace SoundManager { interface IConfig { bgm?: { volume?: number, loop?: boolean, fade?: number, initial?: Phaser.Sound.BaseSound }, soundEffect?: { volume?: number, } } interface IPlaySoundConfig { loop?: boolean, volume?: number, mute?: boolean, detune?: number, rate?: number, } } declare class SoundManager { constructor( game: Phaser.Game | Phaser.Scene, config: SoundManager.IConfig ); destroy(): this; hasAudio(key: string): boolean; // Background music setBackgroundMusicLoop(value?: boolean): this; setBackgroundMusicFadeTime(time: number): this; getBackgroundMusic(): Phaser.Sound.BaseSound; playBackgroundMusic(key: string, config?: SoundManager.IPlaySoundConfig): this; pauseBackgroundMusic(): this; resumeBackgroundMusic(): this; stopBackgroundMusic(): this; fadeInBackgroundMusic(time: number): this; fadeOutBackgroundMusic(time: number, isStopped?: boolean): this; crossFadeBackgroundMusic(key: string, time: number): this; setBackgroundMusicMute(mute?: boolean): this; backgroundMusicMute: boolean; setBackgroundMusicVolume(volume: number): this; backgroundMusicVolume: number; setBackgroundMusicRate(rate: number): this; setBackgroundMusicDetune(detune: number): this; // Background music2 setBackgroundMusic2Loop(value?: boolean): this; setBackgroundMusic2FadeTime(time: number): this; getBackgroundMusic2(): Phaser.Sound.BaseSound; playBackgroundMusic2(key: string, config?: SoundManager.IPlaySoundConfig): this; pauseBackgroundMusic2(): this; resumeBackgroundMusic2(): this; stopBackgroundMusic2(): this; fadeInBackgroundMusic2(time: number): this; fadeOutBackgroundMusic2(time: number, isStopped?: boolean): this; crossFadeBackgroundMusic2(key: string, time: number): this; setBackgroundMusic2Mute(mute?: boolean): this; backgroundMusic2Mute: boolean; setBackgroundMusicVolume2(volume: number): this; backgroundMusicVolume2: number; setBackgroundMusic2Rate(rate: number): this; setBackgroundMusic2Detune(detune: number): this; // Sound effect getSoundEffects(): Phaser.Sound.BaseSound[]; getLastSoundEffect(): Phaser.Sound.BaseSound; playSoundEffect(key: string, config?: SoundManager.IPlaySoundConfig): this; stopAllSoundEffects(): this; fadeInSoundEffect(time: number): this; fadeOutSoundEffect(time: number, isStopped?: boolean): this; fadeOutAllSoundEffects(time: number, isStopped?: boolean): this; setSoundEffectMute(mute?: boolean, lastSoundEffect?: boolean): this; soundEffectsMute: boolean; setSoundEffectVolume(volume: number, lastSoundEffect?: boolean): this; soundEffectsVolume: number; setSoundEffectDetune(detune?: number, lastSoundEffect?: boolean): this; setSoundEffectRate(rate?: number, lastSoundEffect?: boolean): this; // Sound effect2 getSoundEffects2(): Phaser.Sound.BaseSound[]; getLastSoundEffect2(): Phaser.Sound.BaseSound; playSoundEffect2(key: string, config?: SoundManager.IPlaySoundConfig): this; stopAllSoundEffects2(): this; fadeInSoundEffect2(time: number): this; fadeOutSoundEffect2(time: number, isStopped?: boolean): this; fadeOutAllSoundEffects2(time: number, isStopped?: boolean): this; setSoundEffect2Mute(mute?: boolean, lastSoundEffect?: boolean): this; soundEffects2Mute: boolean; setSoundEffect2Volume(volume: number, lastSoundEffect?: boolean): this; soundEffects2Volume: number; setSoundEffect2Detune(detune?: number, lastSoundEffect?: boolean): this; setSoundEffect2Rate(rate?: number, lastSoundEffect?: boolean): this; }