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use crate::prelude::AudioChannel;
/// Provides functions to control playback of audio: sounds, music etc.
///
pub trait AudioManager {
/// If true all audio playback is silenced.
fn is_mute(&self) -> bool;
/// Set the audio playback is silenced.
fn set_mute(&self, val: bool);
/// Begin playback of any specified sound. Optional parameters allow further control.
///
/// # Arguments
///
/// * `id` - The unique id of the audio media asset. Can be the className of a loaded asset library.
/// * `audio_channel_type` - Sounds can be assigned specific channels to allow transformation of groups of related sounds. (optional)
/// * `loops` - How many times the specified sound should repeat. Set to -1 for continual loop. (optional, default: 1)
/// * `start_time` - Time displacement (ms) from the start of the sound file. (optional: default: 0)
/// * `volume` - Adjusts this sound's amplitude relative to the audioChannel. 0...1: 0 is silent, 1 is full. (optional, default 1.0)
/// * `pan` - Adjusts this sound's stereo effect relative to the audioChannel. -1...1: -1 is left channel only, 0 is central, 1 is right channel only. (optional, default: 0.0)
/// * `is_ignored_if_playing` - If true and this sound is already playing in the specified channel the start request will be skipped. If false there is a potential for the same sound to play over the top of itself. (optional, default: false)
/// * `on_complete_callback` - Callback method to execute on sound complete. (optional, default: None)
fn start(
&self,
id: String,
audio_channel_type: Option<AudioChannel>,
loops: Option<i32>,
start_time: Option<i32>,
volume: Option<f32>,
pan: Option<f32>,
is_ignored_if_playing: Option<bool>,
on_complete_callback: Option<Box<dyn Fn()>>,
);
/// End playback of any specified sound. To stop all sounds on all channels, leave all parameters blank.
///
/// # Arguments
///
/// * `id` - The unique id of the audio media asset intended to be stopped. If null will stop all sounds on the specific audioChannel. (optional)
/// * `audio_channel_type` - If specified will only stop sounds assigned to this channel. (optional)
fn stop(&self, id: Option<String>, audio_channel_type: Option<AudioChannel>);
/// Adjusts the playback of any specified sound. To adjust all sounds, ommit id and audio_channel_type.
///
/// # Arguments
///
/// * `id` - The unique id of the audio media asset intended to be transformed. If null will transform all sounds on the specific audioChannel. (optional)
/// * `audio_channel_type` - If specified will only transform sounds assigned to this channel. (optional)
/// * `volume` - Adjusts this sound's amplitude relative to the audioChannel. 0...1: 0 is silent, 1 is full. (optional, default: 1.0)
/// * `pan` - Adjusts this sound's stereo effect relative to the audioChannel. -1...1: -1 is left channel only, 0 is central, 1 is right channel only. (optional, default: 0.0)
/// * `as_relative` - If true will adjust sounds relative to their original transformation. If false will set them as absolute values. (optional, default: false)
///
fn transform(
&self,
id: Option<String>,
audio_channel_type: Option<AudioChannel>,
volume: Option<f32>,
pan: Option<f32>,
as_relative: Option<bool>,
);
/// Discover if a specified sound is playing.
/// Returns true if a match is found, otherwise false.
///
/// * `id` - The unique id of the audio media asset under investigation. If null will search entire audioChannel for activity. (optional)
/// * `audio_channel_type` - If specified will only investigate the specified channel. If ommitted will investigate all channels. (optional)
///
fn is_playing(&self, id: Option<String>, audio_channel_type: Option<AudioChannel>) -> bool;
}