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@@ -24,6 +24,8 @@
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package js.html.audio;
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+import js.lib.Promise;
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/**
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The `BaseAudioContext` interface acts as a base definition for online and offline audio-processing graphs, as represented by `AudioContext` and `OfflineAudioContext` respectively.
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@@ -33,153 +35,153 @@ package js.html.audio;
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**/
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@:native("BaseAudioContext")
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extern class BaseAudioContext extends js.html.EventTarget {
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/**
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Returns an `AudioDestinationNode` representing the final destination of all audio in the context. It can be thought of as the audio-rendering device.
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**/
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var destination(default,null) : AudioDestinationNode;
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/**
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Returns a float representing the sample rate (in samples per second) used by all nodes in this context. The sample-rate of an `AudioContext` cannot be changed.
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**/
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var sampleRate(default,null) : Float;
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/**
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Returns a double representing an ever-increasing hardware time in seconds used for scheduling. It starts at `0`.
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**/
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var currentTime(default,null) : Float;
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/**
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Returns the `AudioListener` object, used for 3D spatialization.
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**/
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var listener(default,null) : AudioListener;
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/**
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Returns the current state of the `AudioContext`.
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**/
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var state(default,null) : AudioContextState;
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/**
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An event handler that runs when an event of type `statechange` has fired. This occurs when the `AudioContext`'s state changes, due to the calling of one of the state change methods (`AudioContext.suspend`, `AudioContext.resume`, or `AudioContext.close`).
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**/
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var onstatechange : haxe.Constraints.Function;
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/**
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Resumes the progression of time in an audio context that has previously been suspended/paused.
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@throws DOMError
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**/
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function resume() : Promise<Void>;
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/**
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Creates a new, empty `AudioBuffer` object, which can then be populated by data and played via an `AudioBufferSourceNode`.
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@throws DOMError
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**/
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function createBuffer( numberOfChannels : Int, length : Int, sampleRate : Float ) : AudioBuffer;
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/**
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Asynchronously decodes audio file data contained in an `ArrayBuffer`. In this case, the ArrayBuffer is usually loaded from an `XMLHttpRequest`'s `response` attribute after setting the `responseType` to `arraybuffer`. This method only works on complete files, not fragments of audio files.
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@throws DOMError
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**/
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@:overload( function( audioData : js.lib.ArrayBuffer, ?successCallback : AudioBuffer -> Void, ?errorCallback : Void -> Void ) : Promise<AudioBuffer> {} )
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function decodeAudioData( audioData : js.lib.ArrayBuffer, ?successCallback : AudioBuffer -> Void, ?errorCallback : js.html.DOMException -> Void ) : Promise<AudioBuffer>;
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/**
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Creates an `AudioBufferSourceNode`, which can be used to play and manipulate audio data contained within an `AudioBuffer` object. `AudioBuffer`s are created using `AudioContext.createBuffer` or returned by `AudioContext.decodeAudioData` when it successfully decodes an audio track.
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@throws DOMError
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**/
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function createBufferSource() : AudioBufferSourceNode;
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/**
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Creates a `ConstantSourceNode` object, which is an audio source that continuously outputs a monaural (one-channel) sound signal whose samples all have the same value.
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@throws DOMError
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**/
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function createConstantSource() : ConstantSourceNode;
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/**
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Creates a `ScriptProcessorNode`, which can be used for direct audio processing via JavaScript.
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@throws DOMError
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**/
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function createScriptProcessor( bufferSize : Int = 0, numberOfInputChannels : Int = 2, numberOfOutputChannels : Int = 2 ) : ScriptProcessorNode;
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/**
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Creates an `AnalyserNode`, which can be used to expose audio time and frequency data and for example to create data visualisations.
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@throws DOMError
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**/
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function createAnalyser() : AnalyserNode;
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/**
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Creates a `GainNode`, which can be used to control the overall volume of the audio graph.
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@throws DOMError
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**/
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function createGain() : GainNode;
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/**
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Creates a `DelayNode`, which is used to delay the incoming audio signal by a certain amount. This node is also useful to create feedback loops in a Web Audio API graph.
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@throws DOMError
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**/
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function createDelay( maxDelayTime : Float = 1.0 ) : DelayNode;
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/**
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Creates a `BiquadFilterNode`, which represents a second order filter configurable as several different common filter types: high-pass, low-pass, band-pass, etc
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@throws DOMError
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**/
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function createBiquadFilter() : BiquadFilterNode;
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/**
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Creates an `IIRFilterNode`, which represents a second order filter configurable as several different common filter types.
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@throws DOMError
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**/
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function createIIRFilter( feedforward : Array<Float>, feedback : Array<Float> ) : IIRFilterNode;
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/**
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Creates a `WaveShaperNode`, which is used to implement non-linear distortion effects.
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@throws DOMError
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**/
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function createWaveShaper() : WaveShaperNode;
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/**
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Creates a `PannerNode`, which is used to spatialise an incoming audio stream in 3D space.
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@throws DOMError
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**/
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function createPanner() : PannerNode;
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/**
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Creates a `StereoPannerNode`, which can be used to apply stereo panning to an audio source.
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@throws DOMError
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**/
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function createStereoPanner() : StereoPannerNode;
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/**
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Creates a `ConvolverNode`, which can be used to apply convolution effects to your audio graph, for example a reverberation effect.
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@throws DOMError
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**/
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function createConvolver() : ConvolverNode;
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/**
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Creates a `ChannelSplitterNode`, which is used to access the individual channels of an audio stream and process them separately.
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@throws DOMError
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**/
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function createChannelSplitter( numberOfOutputs : Int = 6 ) : ChannelSplitterNode;
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/**
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Creates a `ChannelMergerNode`, which is used to combine channels from multiple audio streams into a single audio stream.
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@throws DOMError
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**/
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function createChannelMerger( numberOfInputs : Int = 6 ) : ChannelMergerNode;
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/**
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Creates a `DynamicsCompressorNode`, which can be used to apply acoustic compression to an audio signal.
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@throws DOMError
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**/
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function createDynamicsCompressor() : DynamicsCompressorNode;
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/**
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Creates an `OscillatorNode`, a source representing a periodic waveform. It basically generates a tone.
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@throws DOMError
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**/
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function createOscillator() : OscillatorNode;
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/**
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Creates a `PeriodicWave`, used to define a periodic waveform that can be used to determine the output of an `OscillatorNode`.
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@throws DOMError
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