AudioMusicHandle
Since 0.6
The score.
Layers change on a bar line, never mid-phrase.
Signature
export interface AudioMusicHandle {
/**
* Queue a layer from `meta.audio.music.layers`. The cross-fade begins at the next bar,
* so the change lands on the beat. Returns the voice handle it will sound on, usable
* with {@link AudioHandle.stop}, or 0 when the scene has no such layer.
*/
play(layer: string, opts?: MusicOptions): number
}
Import: import type { AudioMusicHandle } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
play | play(layer: string, opts?: MusicOptions): number | Queue a layer from meta.audio.music.layers. The cross-fade begins at the next bar, so the change lands on the beat. Returns the voice handle it will sound on, usable with {@link AudioHandle.stop}, or 0 when the scene has no such layer. |
Example
The tested fixture fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts.
import type { Behavior } from "@argus/api"
/**
* A trigger volume that retunes the camera while the player is inside it.
*
* The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
* Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
* the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
* nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
*/
interface Props {
/** `ctx.camera.set` params to merge in on the way in, and on the way out. */
inside?: Record<string, unknown>
outside?: Record<string, unknown>
}
export default {
onTrigger(ctx, trigger) {
const params = trigger.entering ? ctx.props.inside : ctx.props.outside
if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
},
} satisfies Behavior<Record<string, never>, Props>