import SoundTransform from "./SoundTransform"; import Sound from "./Sound"; import EventDispatcher from "../events/EventDispatcher"; declare namespace openfl.media { /** * 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. * * @event soundComplete Dispatched when a sound has finished playing. * * @see [Playing sounds](https://books.openfl.org/openfl-developers-guide/working-with-sound/playing-sounds.html) * @see `openfl.media.Sound` * */ export class SoundChannel extends EventDispatcher { protected constructor(sound: Sound, audioSource?: any, soundTransform?: SoundTransform); /** * The current amplitude (volume) of the left channel, from 0 (silent) to 1 * (full amplitude). * */ 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; set position(value: number) /** * The current amplitude (volume) of the right channel, from 0 (silent) to 1 * (full amplitude). * */ 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) /** * Stops the sound playing in the channel. * * @see [Playing sounds](https://books.openfl.org/openfl-developers-guide/working-with-sound/playing-sounds.html) * */ stop(): void; } } export default openfl.media.SoundChannel;