Interface: SoundServerControlEvents
Events used to send commands to a SoundServer.
Properties
sound_server_interrupt
• sound_server_interrupt: Readonly
<SoundPacket
>
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:72
sound_server_kill
• sound_server_kill: string
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:86
sound_server_kill_all
• sound_server_kill_all: void
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:98
sound_server_play
• sound_server_play: Readonly
<SoundPacket
>
Requests a sound packet to be played if there is no existing packet with the same key currently being played.
Defined in
src/sdk/utils/sound/SoundServer.ts:57
sound_server_play_sound
• sound_server_play_sound: string
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 }
.
Defined in
src/sdk/utils/sound/SoundServer.ts:105
sound_server_queue
• sound_server_queue: Readonly
<SoundPacket
>
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:64
sound_server_start_sound
• sound_server_start_sound: string
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 }
.
Defined in
src/sdk/utils/sound/SoundServer.ts:112
sound_server_stop
• sound_server_stop: string
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:79
sound_server_stop_all
• sound_server_stop_all: void
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.
Defined in
src/sdk/utils/sound/SoundServer.ts:92
sound_server_stop_sound
• sound_server_stop_sound: string
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
.
Defined in
src/sdk/utils/sound/SoundServer.ts:118