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98
framework/resonator/vendor/resonance-es6/utils.d.ts
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98
framework/resonator/vendor/resonance-es6/utils.d.ts
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export default Utils;
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/**
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* @class Utils
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* @description A set of defaults, constants and utility functions.
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*/
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declare class Utils {
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/**
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* Properties describing the geometry of a room.
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* @typedef {Object} Utils~RoomDimensions
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* @property {Number} width (in meters).
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* @property {Number} height (in meters).
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* @property {Number} depth (in meters).
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*/
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/**
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* Properties describing the wall materials (from
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* {@linkcode Utils.ROOM_MATERIAL_COEFFICIENTS ROOM_MATERIAL_COEFFICIENTS})
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* of a room.
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* @typedef {Object} Utils~RoomMaterials
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* @property {String} left Left-wall material name.
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* @property {String} right Right-wall material name.
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* @property {String} front Front-wall material name.
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* @property {String} back Back-wall material name.
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* @property {String} up Up-wall material name.
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* @property {String} down Down-wall material name.
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*/
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/**
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* ResonanceAudio library logging function.
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* @type {Function}
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* @param {any} Message to be printed out.
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* @private
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*/
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private static log;
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}
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declare namespace Utils {
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const DEFAULT_SOURCE_GAIN: number;
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const LISTENER_MAX_OUTSIDE_ROOM_DISTANCE: number;
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const SOURCE_MAX_OUTSIDE_ROOM_DISTANCE: number;
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const DEFAULT_SOURCE_DISTANCE: number;
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const DEFAULT_POSITION: Float32Array;
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const DEFAULT_FORWARD: Float32Array;
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const DEFAULT_UP: Float32Array;
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const DEFAULT_RIGHT: Float32Array;
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const DEFAULT_SPEED_OF_SOUND: number;
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const ATTENUATION_ROLLOFFS: any[];
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const DEFAULT_ATTENUATION_ROLLOFF: string;
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const DEFAULT_MIN_DISTANCE: number;
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const DEFAULT_MAX_DISTANCE: number;
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const DEFAULT_DIRECTIVITY_ALPHA: number;
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const DEFAULT_DIRECTIVITY_SHARPNESS: number;
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const DEFAULT_AZIMUTH: number;
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const DEFAULT_ELEVATION: number;
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const DEFAULT_AMBISONIC_ORDER: number;
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const DEFAULT_SOURCE_WIDTH: number;
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const DEFAULT_REFLECTION_MAX_DURATION: number;
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const DEFAULT_REFLECTION_CUTOFF_FREQUENCY: number;
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const DEFAULT_REFLECTION_COEFFICIENTS: any;
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const DEFAULT_REFLECTION_MIN_DISTANCE: number;
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const DEFAULT_ROOM_DIMENSIONS: any;
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const DEFAULT_REFLECTION_MULTIPLIER: number;
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const DEFAULT_REVERB_BANDWIDTH: number;
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const DEFAULT_REVERB_DURATION_MULTIPLIER: number;
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const DEFAULT_REVERB_PREDELAY: number;
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const DEFAULT_REVERB_TAIL_ONSET: number;
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const DEFAULT_REVERB_GAIN: number;
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const DEFAULT_REVERB_MAX_DURATION: number;
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const DEFAULT_REVERB_FREQUENCY_BANDS: any[];
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const NUMBER_REVERB_FREQUENCY_BANDS: number;
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const DEFAULT_REVERB_DURATIONS: Float32Array;
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const ROOM_MATERIAL_COEFFICIENTS: any;
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const DEFAULT_ROOM_MATERIALS: any;
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const NUMBER_REFLECTION_AVERAGING_BANDS: number;
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const ROOM_STARTING_AVERAGING_BAND: number;
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const ROOM_MIN_VOLUME: number;
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const ROOM_AIR_ABSORPTION_COEFFICIENTS: Float32Array;
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const ROOM_EYRING_CORRECTION_COEFFICIENT: number;
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const TWO_PI: number;
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const TWENTY_FOUR_LOG10: number;
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const LOG1000: number;
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const LOG2_DIV2: number;
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const DEGREES_TO_RADIANS: number;
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const RADIANS_TO_DEGREES: number;
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const EPSILON_FLOAT: number;
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/**
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* Normalize a 3-d vector.
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* @param {Float32Array} v 3-element vector.
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* @return {Float32Array} 3-element vector.
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* @private
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*/
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function normalizeVector(v: Float32Array): Float32Array;
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/**
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* Cross-product between two 3-d vectors.
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* @param {Float32Array} a 3-element vector.
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* @param {Float32Array} b 3-element vector.
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* @return {Float32Array}
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* @private
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*/
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function crossProduct(a: Float32Array, b: Float32Array): Float32Array;
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}
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