/*! * Copyright (c) Microsoft Corporation. All rights reserved. * Licensed under the MIT License. */ /** * Parameters to the `Actor.startSound` call. */ export declare 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 declare 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 declare type SetMediaStateOptions = SetAudioStateOptions & SetVideoStateOptions; //# sourceMappingURL=setMediaStateOptions.d.ts.map