declare namespace pc { /** * @private * @name pc.Channel * @class A channel is created when the pc.AudioManager begins playback of a pc.Sound. Usually created internally by * pc.AudioManager#playSound or pc.AudioManager#playSound3d. Developers usually won't have to create Channels manually. * @param {pc.AudioManager} manager The AudioManager instance * @param {pc.Sound} sound The sound to playback * @param {Object} options * @param {Number} [options.volume=1] The playback volume, between 0 and 1. * @param {Number} [options.pitch=1] The relative pitch, default of 1, plays at normal pitch. * @param {Boolean} [options.loop=false] Whether the sound should loop when it reaches the end or not. */ class Channel { constructor(manager: pc.SoundManager, sound: pc.Sound, options?: { volume: number, pitch: number, loop: boolean }) /** * @private * @function * @name pc.Channel#play * @description Begin playback of sound */ private play(): void; /** * @private * @function * @name pc.Channel#pause * @description Pause playback of sound. Call unpause() to resume playback from the same position */ private pause(): void; /** * @private * @function * @name pc.Channel#unpause * @description Resume playback of the sound. Playback resumes at the point that the audio was paused */ unpause(): void; /** * @private * @function * @name pc.Channel#stop * @description Stop playback of sound. Calling play() again will restart playback from the beginning of the sound. */ private stop(): void; /** * @private * @function * @name pc.Channel#setLoop * @description Enable/disable the loop property to make the sound restart from the beginning when it reaches the end. */ private setLoop(loop: boolean): void; /** * @private * @function * @name pc.Channel#setVolume * @description Set the volume of playback between 0 and 1. */ private setVolume(volume: number): void; /** * @private * @function * @name pc.Channel#getVolume * @description Get the current value for the volume. Between 0 and 1. */ private getVolume(): number; /** * @private * @function * @name pc.Channel#getLoop * @description Get the current looping state of the Channel */ private getLoop(): boolean; /** * @private * @function * @name pc.Channel#getPitch * @description Get the current pitch of the Channel */ private getPitch(): number; /** * @private * @function * @name pc.Channel#onManagerVolumeChange * @description Handle the manager's 'volumechange' event. */ private onManagerVolumeChange(): void; /** * @private * @function * @name pc.Channel#onManagerSuspend * @description Handle the manager's 'suspend' event. */ private onManagerSuspend(): void; /** * @private * @function * @name pc.Channel#onManagerResume * @description Handle the manager's 'resume' event. */ private onManagerResume(): void; } }