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Fill in and tidy Audio API JSDoc
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3 changed files with 128 additions and 93 deletions
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@ -40,24 +40,40 @@ class Audio : public AudioScriptingInterface, protected ReadWriteLockable {
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* @hifi-server-entity
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* @hifi-assignment-client
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*
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* @property {boolean} muted - <code>true</code> if the audio input is muted, otherwise <code>false</code>.
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* @property {boolean} muted - <code>true</code> if the audio input is muted for the current user context (desktop or HMD),
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* otherwise <code>false</code>.
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* @property {boolean} desktopMuted - <code>true</code> if desktop audio input is muted, otherwise <code>false</code>.
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* @property {boolean} hmdMuted - <code>true</code> if the HMD input is muted, otherwise <code>false</code>.
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* @property {boolean} warnWhenMuted - <code>true</code> if the "muted" warning is enabled, otherwise <code>false</code>.
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* When enabled, a "muted" warning is displayed when you try to speak while your microphone is muted.
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* @property {boolean} noiseReduction - <code>true</code> if noise reduction is enabled, otherwise <code>false</code>. When
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* enabled, the input audio signal is blocked (fully attenuated) when it falls below an adaptive threshold set just
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* above the noise floor.
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* @property {number} inputLevel - The loudness of the audio input, range <code>0.0</code> (no sound) –
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* <code>1.0</code> (the onset of clipping). <em>Read-only.</em>
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* @property {boolean} clipping - <code>true</code> if the audio input is clipping, otherwise <code>false</code>.
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* @property {number} inputVolume - Adjusts the volume of the input audio; range <code>0.0</code> – <code>1.0</code>.
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* If set to a value, the resulting value depends on the input device: for example, the volume can't be changed on some
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* devices, and others might only support values of <code>0.0</code> and <code>1.0</code>.
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* @property {boolean} isStereoInput - <code>true</code> if the input audio is being used in stereo, otherwise
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* <code>false</code>. Some devices do not support stereo, in which case the value is always <code>false</code>.
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* @property {number} inputLevel - The loudness of the audio input, range <code>0.0</code> (no sound) –
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* <code>1.0</code> (the onset of clipping). <em>Read-only.</em>
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* @property {boolean} clipping - <code>true</code> if the audio input is clipping, otherwise <code>false</code>.
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* @property {string} context - The current context of the audio: either <code>"Desktop"</code> or <code>"HMD"</code>.
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* <em>Read-only.</em>
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* @property {object} devices <em>Read-only.</em> <strong>Deprecated:</strong> This property is deprecated and will be
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* removed.
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* @property {boolean} isSoloing <em>Read-only.</em> <code>true</code> if any nodes are soloed.
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* @property {Uuid[]} soloList <em>Read-only.</em> Get the list of currently soloed node UUIDs.
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* @property {boolean} pushToTalk - <code>true</code> if push-to-talk is enabled for the current user context (desktop or
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* HMD), otherwise <code>false</code>.
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* @property {boolean} pushToTalkDesktop - <code>true</code> if desktop push-to-talk is enabled, otherwise
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* <code>false</code>.
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* @property {boolean} pushToTalkHMD - <code>true</code> if HMD push-to-talk is enabled, otherwise <code>false</code>.
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* @property {boolean} pushingToTalk - <code>true</code> if the user is currently pushing to talk, otherwise
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* <code>false</code>.
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*
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* @comment The following properties are from AudioScriptingInterface.h.
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* @property {boolean} isStereoInput - <code>true</code> if the input audio is being used in stereo, otherwise
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* <code>false</code>. Some devices do not support stereo, in which case the value is always <code>false</code>.
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* @property {boolean} isSoloing - <code>true</code> if audio soloing, i.e., playing audio from only specific avatars.
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* <em>Read-only.</em>
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* @property {Uuid[]} soloList - The list of currently soloed avatar IDs. Empty list if not currently audio soloing.
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* <em>Read-only.</em>
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*/
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Q_PROPERTY(bool muted READ isMuted WRITE setMuted NOTIFY mutedChanged)
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@ -131,7 +147,7 @@ public:
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Q_INVOKABLE void setOutputDevice(const QAudioDeviceInfo& device, bool isHMD);
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/**jsdoc
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* Enable or disable reverberation. Reverberation is done by the client, on the post-mix audio. The reverberation options
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* Enables or disables reverberation. Reverberation is done by the client, on the post-mix audio. The reverberation options
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* come from either the domain's audio zone if used — configured on the server — or as scripted by
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* {@link Audio.setReverbOptions|setReverbOptions}.
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* @function Audio.setReverb
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@ -164,69 +180,65 @@ public:
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Q_INVOKABLE void setReverb(bool enable);
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/**jsdoc
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* Configure reverberation options. Use {@link Audio.setReverb|setReverb} to enable or disable reverberation.
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* Configures reverberation options. Use {@link Audio.setReverb|setReverb} to enable or disable reverberation.
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* @function Audio.setReverbOptions
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* @param {AudioEffectOptions} options - The reverberation options.
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*/
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Q_INVOKABLE void setReverbOptions(const AudioEffectOptions* options);
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/**jsdoc
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* Sets the avatar gain at the server.
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* Units are Decibels (dB)
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* Sets the volume (gain) that avatar's voices are played at. This gain is used at the server.
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* @function Audio.setAvatarGain
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* @param {number} gain (in dB)
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*/
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* @param {number} Avatar gain (dB) at the server.
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*/
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Q_INVOKABLE void setAvatarGain(float gain);
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/**jsdoc
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* Gets the avatar gain at the server.
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* Gets the volume (gain) that avatar's voices are played at. This gain is used at the server.
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* @function Audio.getAvatarGain
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* @returns {number} gain (in dB)
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*/
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* @returns {number} Avatar gain (dB) at the server.
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*/
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Q_INVOKABLE float getAvatarGain();
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/**jsdoc
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* Sets the injector gain at the server.
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* Units are Decibels (dB)
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* Sets the volume (gain) that the environment is played at, for sounds from the server.
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* @function Audio.setInjectorGain
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* @param {number} gain (in dB)
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*/
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* @param {number} Injector gain (dB) at the server.
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*/
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Q_INVOKABLE void setInjectorGain(float gain);
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/**jsdoc
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* Gets the injector gain at the server.
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* Gets the volume (gain) that the environment is played at, for sounds from the server.
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* @function Audio.getInjectorGain
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* @returns {number} gain (in dB)
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*/
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* @returns {number} Injector gain (dB) at the server.
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*/
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Q_INVOKABLE float getInjectorGain();
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/**jsdoc
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* Sets the local injector gain in the client.
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* Units are Decibels (dB)
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* Sets the volume (gain) that the environment is played at, for sounds from the client.
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* @function Audio.setLocalInjectorGain
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* @param {number} gain (in dB)
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*/
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* @param {number} Local injector gain (dB) in the client.
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*/
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Q_INVOKABLE void setLocalInjectorGain(float gain);
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/**jsdoc
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* Gets the local injector gain in the client.
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* Gets the volume (gain) that the environment is played at, for sounds from the client.
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* @function Audio.getLocalInjectorGain
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* @returns {number} gain (in dB)
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*/
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* @returns {number} Local injector gain (dB) in the client.
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*/
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Q_INVOKABLE float getLocalInjectorGain();
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/**jsdoc
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* Sets the injector gain for system sounds.
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* Units are Decibels (dB)
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* Sets the volume (gain) that system sounds are played at.
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* @function Audio.setSystemInjectorGain
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* @param {number} gain (in dB)
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*/
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* @param {number} System injector gain (dB) in the client.
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*/
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Q_INVOKABLE void setSystemInjectorGain(float gain);
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/**jsdoc
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* Gets the injector gain for system sounds.
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* Gets the volume (gain) that system sounds are played at.
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* @function Audio.getSystemInjectorGain
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* @returns {number} gain (in dB)
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* @returns {number} System injector gain (dB) in the client.
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*/
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Q_INVOKABLE float getSystemInjectorGain();
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@ -252,13 +264,13 @@ public:
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Q_INVOKABLE bool startRecording(const QString& filename);
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/**jsdoc
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* Finish making an audio recording started with {@link Audio.startRecording|startRecording}.
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* Finishes making an audio recording started with {@link Audio.startRecording|startRecording}.
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* @function Audio.stopRecording
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*/
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Q_INVOKABLE void stopRecording();
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/**jsdoc
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* Check whether an audio recording is currently being made.
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* Checks whether an audio recording is currently being made.
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* @function Audio.getRecording
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* @returns {boolean} <code>true</code> if an audio recording is currently being made, otherwise <code>false</code>.
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*/
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@ -274,9 +286,10 @@ signals:
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void nop();
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/**jsdoc
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* Triggered when the audio input is muted or unmuted.
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* Triggered when the audio input is muted or unmuted for the current context (desktop or HMD).
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* @function Audio.mutedChanged
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* @param {boolean} isMuted - <code>true</code> if the audio input is muted, otherwise <code>false</code>.
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* @param {boolean} isMuted - <code>true</code> if the audio input is muted for the current context (desktop or HMD),
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* otherwise <code>false</code>.
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* @returns {Signal}
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* @example <caption>Report when audio input is muted or unmuted</caption>
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* Audio.mutedChanged.connect(function (isMuted) {
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@ -286,47 +299,47 @@ signals:
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void mutedChanged(bool isMuted);
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/**jsdoc
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* Triggered when desktop audio input is muted or unmuted.
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* @function Audio.desktopMutedChanged
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* @param {boolean} isMuted - <code>true</code> if the audio input is muted for desktop mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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* Triggered when desktop audio input is muted or unmuted.
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* @function Audio.desktopMutedChanged
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* @param {boolean} isMuted - <code>true</code> if desktop audio input is muted, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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void desktopMutedChanged(bool isMuted);
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/**jsdoc
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* Triggered when HMD audio input is muted or unmuted.
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* @function Audio.hmdMutedChanged
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* @param {boolean} isMuted - <code>true</code> if the audio input is muted for HMD mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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* Triggered when HMD audio input is muted or unmuted.
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* @function Audio.hmdMutedChanged
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* @param {boolean} isMuted - <code>true</code> if HMD audio input is muted, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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void hmdMutedChanged(bool isMuted);
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/**
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* Triggered when Push-to-Talk has been enabled or disabled.
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* @function Audio.pushToTalkChanged
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* @param {boolean} enabled - <code>true</code> if Push-to-Talk is enabled, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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/**jsdoc
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* Triggered when push-to-talk is enabled or disabled for the current context (desktop or HMD).
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* @function Audio.pushToTalkChanged
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* @param {boolean} enabled - <code>true</code> if push-to-talk is enabled, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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void pushToTalkChanged(bool enabled);
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/**
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* Triggered when Push-to-Talk has been enabled or disabled for desktop mode.
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* @function Audio.pushToTalkDesktopChanged
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* @param {boolean} enabled - <code>true</code> if Push-to-Talk is emabled for Desktop mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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/**jsdoc
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* Triggered when push-to-talk is enabled or disabled for desktop mode.
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* @function Audio.pushToTalkDesktopChanged
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* @param {boolean} enabled - <code>true</code> if push-to-talk is enabled for desktop mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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void pushToTalkDesktopChanged(bool enabled);
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/**
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* Triggered when Push-to-Talk has been enabled or disabled for HMD mode.
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* @function Audio.pushToTalkHMDChanged
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* @param {boolean} enabled - <code>true</code> if Push-to-Talk is emabled for HMD mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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/**jsdoc
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* Triggered when push-to-talk is enabled or disabled for HMD mode.
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* @function Audio.pushToTalkHMDChanged
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* @param {boolean} enabled - <code>true</code> if push-to-talk is enabled for HMD mode, otherwise <code>false</code>.
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* @returns {Signal}
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*/
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void pushToTalkHMDChanged(bool enabled);
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/**jsdoc
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* Triggered when the audio input noise reduction is enabled or disabled.
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* Triggered when audio input noise reduction is enabled or disabled.
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* @function Audio.noiseReductionChanged
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* @param {boolean} isEnabled - <code>true</code> if audio input noise reduction is enabled, otherwise <code>false</code>.
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* @returns {Signal}
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@ -378,11 +391,11 @@ signals:
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void contextChanged(const QString& context);
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/**jsdoc
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* Triggered when pushing to talk.
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* @function Audio.pushingToTalkChanged
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* @param {boolean} talking - <code>true</code> if broadcasting with PTT, <code>false</code> otherwise.
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* @returns {Signal}
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*/
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* Triggered when push-to-talk changes.
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* @function Audio.pushingToTalkChanged
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* @param {boolean} talking - <code>true</code> if started pushing to talk, <code>false</code> if stopped pushing to talk.
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* @returns {Signal}
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*/
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void pushingToTalkChanged(bool talking);
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public slots:
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@ -41,25 +41,27 @@ public:
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}
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/**jsdoc
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* Add nodes to the audio solo list
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* Adds avatar to the audio solo list. If the audio solo list is non-empty, only audio from the avatars in the list is
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* played.
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* @function Audio.addToSoloList
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* @param {Uuid[]} uuidList - List of node UUIDs to add to the solo list.
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* @param {Uuid[]} ids - Avatar IDs to add to the solo list.
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*/
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Q_INVOKABLE void addToSoloList(QVector<QUuid> uuidList) {
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_localAudioInterface->getAudioSolo().addUUIDs(uuidList);
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}
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/**jsdoc
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* Remove nodes from the audio solo list
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* Removes avatars from the audio solo list. If the audio solo list is non-empty, only audio from the avatars in the list
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* is played.
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* @function Audio.removeFromSoloList
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* @param {Uuid[]} uuidList - List of node UUIDs to remove from the solo list.
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* @param {Uuid[]} ids - Avatar IDs to remove from the solo list.
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*/
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Q_INVOKABLE void removeFromSoloList(QVector<QUuid> uuidList) {
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_localAudioInterface->getAudioSolo().removeUUIDs(uuidList);
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}
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/**jsdoc
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* Reset the list of soloed nodes.
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* Clears the audio solo list.
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* @function Audio.resetSoloList
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*/
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Q_INVOKABLE void resetSoloList() {
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}
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/**jsdoc
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* Gets whether echoing microphone audio back to your from the server is enabled. When enabled, microphone audio is echoed
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* only if you're unmuted or are pushing-to-talk.
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* @function Audio.getServerEcho
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* @returns {boolean} <code>true</code> if echoing microphone audio back to you from the server is enabled,
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* <code>false</code> if it isn't.
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*/
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Q_INVOKABLE bool getServerEcho();
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/**jsdoc
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* Sets whether echoiing microphone audio back to your from the server is enabled. When enabled, microphone audio is echoed
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* only if you're unmuted or are pushing-to-talk.
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* @function Audio.setServerEcho
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* @parm {boolean} serverEcho
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* @parm {boolean} serverEcho - <code>true</code> to enable echoing microphone back to you from the server,
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* <code>false<code> to disable.
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*/
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Q_INVOKABLE void setServerEcho(bool serverEcho);
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/**jsdoc
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* Toggles the echoing of microphone audio back to you from the server. When enabled, microphone audio is echoed only if
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* you're unmuted or are pushing-to-talk.
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* @function Audio.toggleServerEcho
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*/
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Q_INVOKABLE void toggleServerEcho();
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/**jsdoc
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* Gets whether echoing microphone audio back to your by the client is enabled. When enabled, microphone audio is even if
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* you're muted or not pushing-to-talk.
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* @function Audio.getLocalEcho
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* @returns {boolean} <code>true</code> if echoing microphone audio back to you from the client is enabled,
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* <code>false</code> if it isn't.
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*/
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Q_INVOKABLE bool getLocalEcho();
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/**jsdoc
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* Sets whether echoing microphone audio back to your by the client is enabled. When enabled, microphone audio is even if
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* you're muted or not pushing-to-talk.
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* @function Audio.setLocalEcho
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* @parm {boolean} localEcho
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* @parm {boolean} localEcho - <code>true</code> to enable echoing microphone audio back to you from the client,
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* <code>false</code> to disable.
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*/
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Q_INVOKABLE void setLocalEcho(bool localEcho);
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/**jsdoc
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* Toggles the echoing of microphone audio back to you from the client. When enabled, microphone audio is echoed even if
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* you're muted or not pushing-to-talk.
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* @function Audio.toggleLocalEcho
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*/
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Q_INVOKABLE void toggleLocalEcho();
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@ -129,7 +149,7 @@ protected:
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Q_INVOKABLE ScriptAudioInjector* playSound(SharedSoundPointer sound, const AudioInjectorOptions& injectorOptions = AudioInjectorOptions());
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/**jsdoc
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* Start playing the content of an audio file, locally (isn't sent to the audio mixer). This is the same as calling
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* Starts playing the content of an audio file, locally (isn't sent to the audio mixer). This is the same as calling
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* {@link Audio.playSound} with {@link AudioInjector.AudioInjectorOptions} <code>localOnly</code> set <code>true</code> and
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* the specified <code>position</code>.
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* @function Audio.playSystemSound
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@ -140,15 +160,15 @@ protected:
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Q_INVOKABLE ScriptAudioInjector* playSystemSound(SharedSoundPointer sound);
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/**jsdoc
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* Set whether or not the audio input should be used in stereo. If the audio input does not support stereo then setting a
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* value of <code>true</code> has no effect.
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* Sets whether the audio input should be used in stereo. If the audio input doesn't support stereo then setting a value
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* of <code>true</code> has no effect.
|
||||
* @function Audio.setStereoInput
|
||||
* @param {boolean} stereo - <code>true</code> if the audio input should be used in stereo, otherwise <code>false</code>.
|
||||
*/
|
||||
Q_INVOKABLE void setStereoInput(bool stereo);
|
||||
|
||||
/**jsdoc
|
||||
* Get whether or not the audio input is used in stereo.
|
||||
* Gets whether the audio input is used in stereo.
|
||||
* @function Audio.isStereoInput
|
||||
* @returns {boolean} <code>true</code> if the audio input is used in stereo, otherwise <code>false</code>.
|
||||
*/
|
||||
|
|
|
@ -17,7 +17,9 @@
|
|||
#include <AudioInjectorManager.h>
|
||||
|
||||
/**jsdoc
|
||||
* Plays — "injects" — the content of an audio file. Used in the {@link Audio} API.
|
||||
* Plays — "injects" — the content of an audio file.
|
||||
*
|
||||
* <p>Create using {@link Audio} API methods.</p>
|
||||
*
|
||||
* @class AudioInjector
|
||||
*
|
||||
|
@ -45,13 +47,13 @@ public:
|
|||
public slots:
|
||||
|
||||
/**jsdoc
|
||||
* Stop current playback, if any, and start playing from the beginning.
|
||||
* Stops current playback, if any, and start playing from the beginning.
|
||||
* @function AudioInjector.restart
|
||||
*/
|
||||
void restart() { DependencyManager::get<AudioInjectorManager>()->restart(_injector); }
|
||||
|
||||
/**jsdoc
|
||||
* Stop audio playback.
|
||||
* Stops audio playback.
|
||||
* @function AudioInjector.stop
|
||||
* @example <caption>Stop playing a sound before it finishes.</caption>
|
||||
* var sound = SoundCache.getSound(Script.resourcesPath() + "sounds/sample.wav");
|
||||
|
@ -71,28 +73,28 @@ public slots:
|
|||
void stop() { DependencyManager::get<AudioInjectorManager>()->stop(_injector); }
|
||||
|
||||
/**jsdoc
|
||||
* Get the current configuration of the audio injector.
|
||||
* Gets the current configuration of the audio injector.
|
||||
* @function AudioInjector.getOptions
|
||||
* @returns {AudioInjector.AudioInjectorOptions} Configuration of how the injector plays the audio.
|
||||
*/
|
||||
AudioInjectorOptions getOptions() const { return DependencyManager::get<AudioInjectorManager>()->getOptions(_injector); }
|
||||
|
||||
/**jsdoc
|
||||
* Configure how the injector plays the audio.
|
||||
* Configures how the injector plays the audio.
|
||||
* @function AudioInjector.setOptions
|
||||
* @param {AudioInjector.AudioInjectorOptions} options - Configuration of how the injector plays the audio.
|
||||
*/
|
||||
void setOptions(const AudioInjectorOptions& options) { DependencyManager::get<AudioInjectorManager>()->setOptions(_injector, options); }
|
||||
|
||||
/**jsdoc
|
||||
* Get the loudness of the most recent frame of audio played.
|
||||
* Gets the loudness of the most recent frame of audio played.
|
||||
* @function AudioInjector.getLoudness
|
||||
* @returns {number} The loudness of the most recent frame of audio played, range <code>0.0</code> – <code>1.0</code>.
|
||||
*/
|
||||
float getLoudness() const { return DependencyManager::get<AudioInjectorManager>()->getLoudness(_injector); }
|
||||
|
||||
/**jsdoc
|
||||
* Get whether or not the audio is currently playing.
|
||||
* Gets whether or not the audio is currently playing.
|
||||
* @function AudioInjector.isPlaying
|
||||
* @returns {boolean} <code>true</code> if the audio is currently playing, otherwise <code>false</code>.
|
||||
* @example <caption>See if a sound is playing.</caption>
|
||||
|
|
Loading…
Reference in a new issue