Interface: SoundServerControlEvents
Defined in: src/sdk/utils/sound/SoundServer.ts:53
Events used to send commands to a SoundServer.
Properties
sound_server_interrupt
sound_server_interrupt:
Readonly
<SoundPacket
>
Defined in: src/sdk/utils/sound/SoundServer.ts:72
Requests a sound packet to be played at the earliest opportunity. If there is no existing packet with the same key currently being played, the packet will begin playing immediately. Otherwise, the existing packet will be stopped the next time one of its sound atoms finishes playing, any queued packets with the same key will be discarded, and the new packet will begin playing at that time.
sound_server_kill
sound_server_kill:
string
Defined in: src/sdk/utils/sound/SoundServer.ts:86
Requests that a sound packet stop playing at the earliest opportunity (the next time one of its sound atoms finishes playing). The event data should be the key of the packet to kill. This also prevents any queued packets with the same key from playing.
sound_server_kill_all
sound_server_kill_all:
void
Defined in: src/sdk/utils/sound/SoundServer.ts:98
Requests that all currently playing sound packets stop playing at the earliest opportunity (the next time one of their sound atoms finishes playing). This also clears all queued packets.
sound_server_play
sound_server_play:
Readonly
<SoundPacket
>
Defined in: src/sdk/utils/sound/SoundServer.ts:57
Requests a sound packet to be played if there is no existing packet with the same key currently being played.
sound_server_play_sound
sound_server_play_sound:
string
Defined in: src/sdk/utils/sound/SoundServer.ts:105
Requests a single sound atom to be played non-continuously. The event data should be the ID of the sound atom to
play. Publishing this command is an alias for publishing a sound_server_play
command with the packet:
{ key: id, sequence: id, continuous: false }
.
sound_server_queue
sound_server_queue:
Readonly
<SoundPacket
>
Defined in: src/sdk/utils/sound/SoundServer.ts:64
Requests a sound packet to be queued. If there is no existing packet with the same key currently being played, the packet will begin playing immediately. Otherwise, the new packet will begin playing after the existing packet and any other queued packets with the same key are finished playing.
sound_server_start_sound
sound_server_start_sound:
string
Defined in: src/sdk/utils/sound/SoundServer.ts:112
Requests a single sound atom to be played continuously. The event data should be the ID of the sound atom to play.
Publishing this command is an alias for publishing a sound_server_play
command with the packet:
{ key: id, sequence: id, continuous: true }
.
sound_server_stop
sound_server_stop:
string
Defined in: src/sdk/utils/sound/SoundServer.ts:79
Requests that a continuous sound packet stop playing instead of looping the next time its sequence finishes. The event data should be the key of the packet to stop. This also prevents any queued packets with the same key from playing.
sound_server_stop_all
sound_server_stop_all:
void
Defined in: src/sdk/utils/sound/SoundServer.ts:92
Requests that all currently playing continuous sound packets stop playing instead of looping the next time their sequences finish. This also clears all queued packets.
sound_server_stop_sound
sound_server_stop_sound:
string
Defined in: src/sdk/utils/sound/SoundServer.ts:118
Requests that a continuous sound packet stop playing instead of looping the next time its sequence finishes. The
event data should be the key of the packet to stop. This command is an alias for sound_server_stop
.