import { EventDispatcher } from '../events/EventDispatcher'; import { SoundTransform } from './SoundTransform'; import { IAudioChannel } from '@awayjs/core'; import { ISoundSource } from './SoundMixer'; /** * Dispatched when a sound has finished playing. * @eventType flash.events.Event.SOUND_COMPLETE * [Event(name="soundComplete", type="flash.events.Event")] * * 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. */ export declare class SoundChannel extends EventDispatcher implements ISoundSource { axCallPublicProperty(value1: any, value2: any): any; axGetPublicProperty(value: any): any; axSetPublicProperty(value: any, value2: any): any; axHasPublicProperty(value: any): any; axDeletePublicProperty(value: any): any; axGetEnumerableKeys(): string[]; private _soundTransform; private _channel; init(channel: IAudioChannel | null, transform: SoundTransform): void; /** * The current amplitude (volume) of the left channel, from 0 (silent) to 1 (full amplitude). */ get 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. */ get position(): number; /** * The current amplitude (volume) of the right channel, from 0 (silent) to 1 (full amplitude). */ get 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. */ get soundTransform(): SoundTransform; set soundTransform(value: SoundTransform); private soundCompleteInternal; private _stopInternally; /** * Stops the sound playing in the channel. * @langversion 3.0 * @playerversion Flash 9 * @playerversion Lite 4 * @refpath */ stop(): void; stopSound(): void; updateSoundLevels(volume: number): void; } //# sourceMappingURL=SoundChannel.d.ts.map