declare namespace pc { /** * @name pc.SoundInstance3d * @extends pc.SoundInstance * @class A pc.SoundInstance3d plays a {@link pc.Sound} in 3D * @param {pc.SoundManager} manager The sound manager * @param {pc.Sound} sound The sound to play * @param {Object} options Options for the instance * @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. * @param {Number} [options.startTime=0] The time from which the playback will start. Default is 0 to start at the beginning. * @param {Number} [options.duration=null] The total time after the startTime when playback will stop or restart if loop is true. * @param {pc.Vec3} [options.position=null] The position of the sound in 3D space. * @param {pc.Vec3} [options.velocity=null] The velocity of the sound. * @param {String} [options.distanceModel=pc.DISTANCE_LINEAR] Determines which algorithm to use to reduce the volume of the audio as it moves away from the listener. Can be one of {@link pc.DISTANCE_LINEAR}, {@link pc.DISTANCE_INVERSE} or {@link pc.DISTANCE_EXPONENTIAL}. Default is {@link pc.DISTANCE_LINEAR}. * @param {Number} [options.refDistance=1] The reference distance for reducing volume as the sound source moves further from the listener. * @param {Number} [options.maxDistance=10000] The maximum distance from the listener at which audio falloff stops. Note the volume of the audio is not 0 after this distance, but just doesn't fall off anymore. * @param {Number} [options.rollOffFactor=1] The factor used in the falloff equation. * @property {pc.Vec3} position The position of the sound in 3D space. * @property {pc.Vec3} velocity The velocity of the sound. * @property {String} distanceModel Determines which algorithm to use to reduce the volume of the audio as it moves away from the listener. Can be one of {@link pc.DISTANCE_LINEAR}, {@link pc.DISTANCE_INVERSE} or {@link pc.DISTANCE_EXPONENTIAL}. Default is {@link pc.DISTANCE_LINEAR}. * @property {Number} refDistance The reference distance for reducing volume as the sound source moves further from the listener. * @property {Number} maxDistance The maximum distance from the listener at which audio falloff stops. Note the volume of the audio is not 0 after this distance, but just doesn't fall off anymore. * @property {Number} rollOffFactor The factor used in the falloff equation. */ class SoundInstance3d extends SoundInstance { constructor(manager: pc.SoundManager, sound: pc.Sound, options: { volume?: number; pitch?: number; loop?: boolean; startTime?: number; duration?: number; position?: pc.Vec3; velocity?: pc.Vec3; distanceModel?: string; refDistance: number; maxDistance: number; rollOffFactor: number; }) position: pc.Vec3; velocity: pc.Vec3; distanceModel: string; maxDistance: number; rollOffFactor: number; } }