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182
framework/resonator/vendor/resonance-es6/source.d.ts
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182
framework/resonator/vendor/resonance-es6/source.d.ts
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export default Source;
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/**
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* ~SourceOptions
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*/
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export type Source = {
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/**
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* The source's initial position (in meters), where origin is the center of
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* the room. Defaults to {@link Utils.DEFAULT_POSITION DEFAULT_POSITION}.
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*/
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position: Float32Array;
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/**
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* The source's initial forward vector. Defaults to
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* {@link Utils.DEFAULT_FORWARD DEFAULT_FORWARD}.
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*/
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forward: Float32Array;
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/**
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* The source's initial up vector. Defaults to
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* {@link Utils.DEFAULT_UP DEFAULT_UP}.
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*/
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up: Float32Array;
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/**
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* Min. distance (in meters). Defaults to
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* {@link Utils.DEFAULT_MIN_DISTANCE DEFAULT_MIN_DISTANCE}.
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*/
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minDistance: number;
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/**
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* Max. distance (in meters). Defaults to
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* {@link Utils.DEFAULT_MAX_DISTANCE DEFAULT_MAX_DISTANCE}.
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*/
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maxDistance: number;
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/**
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* Rolloff model to use, chosen from options in
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* {@link Utils.ATTENUATION_ROLLOFFS ATTENUATION_ROLLOFFS}. Defaults to
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* {@link Utils.DEFAULT_ATTENUATION_ROLLOFF DEFAULT_ATTENUATION_ROLLOFF}.
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*/
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rolloff: string;
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/**
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* Input gain (linear). Defaults to
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* {@link Utils.DEFAULT_SOURCE_GAIN DEFAULT_SOURCE_GAIN}.
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*/
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gain: number;
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/**
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* Directivity alpha. Defaults to
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* {@link Utils.DEFAULT_DIRECTIVITY_ALPHA DEFAULT_DIRECTIVITY_ALPHA}.
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*/
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alpha: number;
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/**
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* Directivity sharpness. Defaults to
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* {@link Utils.DEFAULT_DIRECTIVITY_SHARPNESS * DEFAULT_DIRECTIVITY_SHARPNESS}.
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*/
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sharpness: number;
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/**
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* Source width (in degrees). Where 0 degrees is a point source and 360 degrees
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* is an omnidirectional source. Defaults to
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* {@link Utils.DEFAULT_SOURCE_WIDTH DEFAULT_SOURCE_WIDTH}.
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*/
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sourceWidth: number;
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};
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/**
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* Options for constructing a new Source.
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* @typedef {Object} Source~SourceOptions
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* @property {Float32Array} position
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* The source's initial position (in meters), where origin is the center of
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* the room. Defaults to {@linkcode Utils.DEFAULT_POSITION DEFAULT_POSITION}.
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* @property {Float32Array} forward
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* The source's initial forward vector. Defaults to
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* {@linkcode Utils.DEFAULT_FORWARD DEFAULT_FORWARD}.
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* @property {Float32Array} up
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* The source's initial up vector. Defaults to
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* {@linkcode Utils.DEFAULT_UP DEFAULT_UP}.
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* @property {Number} minDistance
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* Min. distance (in meters). Defaults to
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* {@linkcode Utils.DEFAULT_MIN_DISTANCE DEFAULT_MIN_DISTANCE}.
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* @property {Number} maxDistance
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* Max. distance (in meters). Defaults to
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* {@linkcode Utils.DEFAULT_MAX_DISTANCE DEFAULT_MAX_DISTANCE}.
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* @property {string} rolloff
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* Rolloff model to use, chosen from options in
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* {@linkcode Utils.ATTENUATION_ROLLOFFS ATTENUATION_ROLLOFFS}. Defaults to
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* {@linkcode Utils.DEFAULT_ATTENUATION_ROLLOFF DEFAULT_ATTENUATION_ROLLOFF}.
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* @property {Number} gain Input gain (linear). Defaults to
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* {@linkcode Utils.DEFAULT_SOURCE_GAIN DEFAULT_SOURCE_GAIN}.
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* @property {Number} alpha Directivity alpha. Defaults to
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* {@linkcode Utils.DEFAULT_DIRECTIVITY_ALPHA DEFAULT_DIRECTIVITY_ALPHA}.
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* @property {Number} sharpness Directivity sharpness. Defaults to
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* {@linkcode Utils.DEFAULT_DIRECTIVITY_SHARPNESS
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* DEFAULT_DIRECTIVITY_SHARPNESS}.
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* @property {Number} sourceWidth
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* Source width (in degrees). Where 0 degrees is a point source and 360 degrees
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* is an omnidirectional source. Defaults to
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* {@linkcode Utils.DEFAULT_SOURCE_WIDTH DEFAULT_SOURCE_WIDTH}.
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*/
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/**
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* @class Source
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* @description Source model to spatialize an audio buffer.
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* @param {ResonanceAudio} scene Associated {@link ResonanceAudio
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* ResonanceAudio} instance.
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* @param {Source~SourceOptions} options
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* Options for constructing a new Source.
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*/
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declare class Source {
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constructor(scene: any, options: any);
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_scene: any;
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_position: any;
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_forward: any;
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_up: any;
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_dx: Float32Array;
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_right: Float32Array;
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input: any;
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_directivity: Directivity;
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_toEarly: any;
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_toLate: any;
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_attenuation: Attenuation;
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_encoder: Encoder;
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/**
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* Set source's position (in meters), where origin is the center of
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* the room.
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* @param {Number} x
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* @param {Number} y
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* @param {Number} z
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*/
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setPosition(x: number, y: number, z: number): void;
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_update(): void;
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/**
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* Set source's rolloff.
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* @param {string} rolloff
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* Rolloff model to use, chosen from options in
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* {@linkcode Utils.ATTENUATION_ROLLOFFS ATTENUATION_ROLLOFFS}.
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*/
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setRolloff(rolloff: string): void;
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/**
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* Set source's minimum distance (in meters).
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* @param {Number} minDistance
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*/
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setMinDistance(minDistance: number): void;
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/**
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* Set source's maximum distance (in meters).
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* @param {Number} maxDistance
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*/
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setMaxDistance(maxDistance: number): void;
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/**
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* Set source's gain (linear).
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* @param {Number} gain
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*/
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setGain(gain: number): void;
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/**
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* Set the source's orientation using forward and up vectors.
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* @param {Number} forwardX
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* @param {Number} forwardY
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* @param {Number} forwardZ
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* @param {Number} upX
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* @param {Number} upY
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* @param {Number} upZ
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*/
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setOrientation(forwardX: number, forwardY: number, forwardZ: number, upX: number, upY: number, upZ: number): void;
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/**
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* Set source's position and orientation using a
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* Three.js modelViewMatrix object.
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* @param {Float32Array} matrix4
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* The Matrix4 representing the object position and rotation in world space.
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*/
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setFromMatrix(matrix4: Float32Array): void;
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/**
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* Set the source width (in degrees). Where 0 degrees is a point source and 360
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* degrees is an omnidirectional source.
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* @param {Number} sourceWidth (in degrees).
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*/
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setSourceWidth(sourceWidth: number): void;
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/**
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* Set source's directivity pattern (defined by alpha), where 0 is an
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* omnidirectional pattern, 1 is a bidirectional pattern, 0.5 is a cardiod
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* pattern. The sharpness of the pattern is increased exponentially.
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* @param {Number} alpha
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* Determines directivity pattern (0 to 1).
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* @param {Number} sharpness
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* Determines the sharpness of the directivity pattern (1 to Inf).
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*/
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setDirectivityPattern(alpha: number, sharpness: number): void;
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}
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import Directivity from "./directivity.js";
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import Attenuation from "./attenuation.js";
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import Encoder from "./encoder.js";
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