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/*!
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License.
*/
/**
* Parameters to the `Actor.startSound` call.
*/
export type SetAudioStateOptions = {
/**
* pitch offset in halftones (0=default, 12=one octave higher, -12=one octave lower)
*/
pitch?: number;
/**
* volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
*/
volume?: number;
/**
* repeat the sound when ended, or turn it off after playing once
*/
looping?: boolean;
/**
* pause or unpause the sound. Default to false.
*/
paused?: boolean;
/**
* the amount that sound pitch is modified when moving towards/away from sound source.
* For music and speech, set this to 0, but for regular objects set to 1.0 or higher (up to 5.0). Default to 1.0.
*/
doppler?: number;
/**
* Specify how much a sound is non-directional (playing the same volume in each speaker
* regardless of facing direction)
* vs directional (playing only in the speakers that are pointing towards the sound source).
* This can be used to make sounds seem more "wide".
* It is also useful for multi-channel sounds (such as music), because a fully directional sound
* will always sound like mono.
* Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
*/
spread?: number;
/**
* Sounds will play at full volume until user is this many meters away,
* and then volume will decrease logarithmically.
* Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
*/
rolloffStartDistance?: number;
/**
* The media should start at, or seek this many seconds into the media.
* Time is in seconds relative to start of clip.
*/
time?: number;
};
/**
* Parameters to the `Actor.startVideoStream` call.
*/
export type SetVideoStateOptions = {
/**
* volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
*/
volume?: number;
/**
* repeat the video when ended, or turn it off after playing once
*/
looping?: boolean;
/**
* pause or unpause the video. Default to false.
*/
paused?: boolean;
/**
* Specify how much a sound is non-directional (playing the same volume in each speaker
* regardless of facing direction)
* vs directional (playing only in the speakers that are pointing towards the sound source).
* This can be used to make sounds seem more "wide".
* It is also useful for multi-channel sounds (such as music), because a fully directional sound
* will always sound like mono.
* Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
*/
spread?: number;
/**
* Sounds will play at full volume until user is this many meters away,
* and then volume will decrease logarithmically.
* Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
*/
rolloffStartDistance?: number;
/**
* The media should start at, or seek this many seconds into the media.
* Time is in seconds relative to start of clip.
*/
time?: number;
/**
* Should the video stream be visible or invisible
*/
visible?: boolean;
};
/**
* Parameters to the `MediaInstance.setState` call.
*/
export type SetMediaStateOptions = SetAudioStateOptions & SetVideoStateOptions;