/* * Copyright (C)2005-2019 Haxe Foundation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ // This file is generated from mozilla\BaseAudioContext.webidl. Do not edit! package js.html.audio; import js.lib.Promise; /** The `BaseAudioContext` interface acts as a base definition for online and offline audio-processing graphs, as represented by `AudioContext` and `OfflineAudioContext` respectively. Documentation [BaseAudioContext](https://developer.mozilla.org/en-US/docs/Web/API/BaseAudioContext) by [Mozilla Contributors](https://developer.mozilla.org/en-US/docs/Web/API/BaseAudioContext$history), licensed under [CC-BY-SA 2.5](https://creativecommons.org/licenses/by-sa/2.5/). @see **/ @:native("BaseAudioContext") extern class BaseAudioContext extends js.html.EventTarget { /** Returns an `AudioDestinationNode` representing the final destination of all audio in the context. It can be thought of as the audio-rendering device. **/ var destination(default,null) : AudioDestinationNode; /** 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. **/ var sampleRate(default,null) : Float; /** Returns a double representing an ever-increasing hardware time in seconds used for scheduling. It starts at `0`. **/ var currentTime(default,null) : Float; /** Returns the `AudioListener` object, used for 3D spatialization. **/ var listener(default,null) : AudioListener; /** Returns the current state of the `AudioContext`. **/ var state(default,null) : AudioContextState; /** 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`). **/ var onstatechange : haxe.Constraints.Function; /** Resumes the progression of time in an audio context that has previously been suspended/paused. @throws DOMError **/ function resume() : Promise; /** Creates a new, empty `AudioBuffer` object, which can then be populated by data and played via an `AudioBufferSourceNode`. @throws DOMError **/ function createBuffer( numberOfChannels : Int, length : Int, sampleRate : Float ) : AudioBuffer; /** 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. @throws DOMError **/ @:overload( function( audioData : js.lib.ArrayBuffer, ?successCallback : AudioBuffer -> Void, ?errorCallback : Void -> Void ) : Promise {} ) function decodeAudioData( audioData : js.lib.ArrayBuffer, ?successCallback : AudioBuffer -> Void, ?errorCallback : js.html.DOMException -> Void ) : Promise; /** 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. @throws DOMError **/ function createBufferSource() : AudioBufferSourceNode; /** 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. @throws DOMError **/ function createConstantSource() : ConstantSourceNode; /** Creates a `ScriptProcessorNode`, which can be used for direct audio processing via JavaScript. @throws DOMError **/ function createScriptProcessor( bufferSize : Int = 0, numberOfInputChannels : Int = 2, numberOfOutputChannels : Int = 2 ) : ScriptProcessorNode; /** Creates an `AnalyserNode`, which can be used to expose audio time and frequency data and for example to create data visualisations. @throws DOMError **/ function createAnalyser() : AnalyserNode; /** Creates a `GainNode`, which can be used to control the overall volume of the audio graph. @throws DOMError **/ function createGain() : GainNode; /** 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. @throws DOMError **/ function createDelay( maxDelayTime : Float = 1.0 ) : DelayNode; /** Creates a `BiquadFilterNode`, which represents a second order filter configurable as several different common filter types: high-pass, low-pass, band-pass, etc @throws DOMError **/ function createBiquadFilter() : BiquadFilterNode; /** Creates an `IIRFilterNode`, which represents a second order filter configurable as several different common filter types. @throws DOMError **/ function createIIRFilter( feedforward : Array, feedback : Array ) : IIRFilterNode; /** Creates a `WaveShaperNode`, which is used to implement non-linear distortion effects. @throws DOMError **/ function createWaveShaper() : WaveShaperNode; /** Creates a `PannerNode`, which is used to spatialise an incoming audio stream in 3D space. @throws DOMError **/ function createPanner() : PannerNode; /** Creates a `StereoPannerNode`, which can be used to apply stereo panning to an audio source. @throws DOMError **/ function createStereoPanner() : StereoPannerNode; /** Creates a `ConvolverNode`, which can be used to apply convolution effects to your audio graph, for example a reverberation effect. @throws DOMError **/ function createConvolver() : ConvolverNode; /** Creates a `ChannelSplitterNode`, which is used to access the individual channels of an audio stream and process them separately. @throws DOMError **/ function createChannelSplitter( numberOfOutputs : Int = 6 ) : ChannelSplitterNode; /** Creates a `ChannelMergerNode`, which is used to combine channels from multiple audio streams into a single audio stream. @throws DOMError **/ function createChannelMerger( numberOfInputs : Int = 6 ) : ChannelMergerNode; /** Creates a `DynamicsCompressorNode`, which can be used to apply acoustic compression to an audio signal. @throws DOMError **/ function createDynamicsCompressor() : DynamicsCompressorNode; /** Creates an `OscillatorNode`, a source representing a periodic waveform. It basically generates a tone. @throws DOMError **/ function createOscillator() : OscillatorNode; /** Creates a `PeriodicWave`, used to define a periodic waveform that can be used to determine the output of an `OscillatorNode`. @throws DOMError **/ function createPeriodicWave( real : js.lib.Float32Array, imag : js.lib.Float32Array, ?constraints : PeriodicWaveConstraints ) : PeriodicWave; }