SoundChannelGroup
class SoundChannelGroup(volume: Double = 1.0, pitch: Double = 1.0, panning: Double = 0.0) : SoundChannelBase, SoundChannelPlay, Extra
Properties
Functions
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suspend fun SoundProps.fadeIn(time: Duration = DEFAULT_FADE_TIME, easing: Easing = DEFAULT_FADE_EASING)
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suspend fun SoundChannelBase.fadeInResume(time: Duration = DEFAULT_FADE_TIME, easing: Easing = DEFAULT_FADE_EASING)
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suspend fun SoundProps.fadeOut(time: Duration = DEFAULT_FADE_TIME, easing: Easing = DEFAULT_FADE_EASING)
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suspend fun SoundChannelBase.fadeOutPause(time: Duration = DEFAULT_FADE_TIME, easing: Easing = DEFAULT_FADE_EASING)
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open override fun play(coroutineContext: CoroutineContext, sound: Sound, params: PlaybackParameters = PlaybackParameters.DEFAULT): SoundChannel
open suspend fun play(sound: Sound, params: PlaybackParameters = PlaybackParameters.DEFAULT): SoundChannel
open suspend fun play(sound: Sound, times: PlaybackTimes, startTime: Duration = 0.seconds): SoundChannel
open fun play(coroutineContext: CoroutineContext, sound: Sound, times: PlaybackTimes, startTime: Duration = 0.seconds): SoundChannel
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open suspend fun playAndWait(sound: Sound, params: PlaybackParameters, progress: SoundChannel.(current: Duration, total: Duration) -> Unit = { current, total -> })
open suspend fun playAndWait(sound: Sound, times: PlaybackTimes = 1.playbackTimes, startTime: Duration = 0.seconds, progress: SoundChannel.(current: Duration, total: Duration) -> Unit = { current, total -> })
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open fun playForever(coroutineContext: CoroutineContext, sound: Sound, startTime: Duration = 0.seconds): SoundChannel
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suspend fun SoundChannelBase.togglePausedFaded(enable: Boolean? = null, time: Duration = DEFAULT_FADE_TIME, easing: Easing = DEFAULT_FADE_EASING)
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