Class: AudioSystem
Binds AudioComponent._audio to the engine's IAudio on add, plays-on-awake once the entity is active, holds playback while the entity is inactive, and stops the primary handle + outstanding one-shots on remove.
Extends
Constructors
Constructor
ts
new AudioSystem(): AudioSystem;Returns
AudioSystem
Inherited from
Properties
| Property | Modifier | Type | Default value | Inherited from |
|---|---|---|---|---|
enabled | public | boolean | true | System.enabled |
parallel | public | boolean | false | System.parallel |
Methods
GetName()
ts
GetName(): string;Returns
string
Overrides
GetPhase()
ts
GetPhase(): SystemPhase;Returns
Overrides
OnClose()
ts
OnClose(): void;Returns
void
Inherited from
OnInit()
ts
OnInit(engine): void;Parameters
| Parameter | Type |
|---|---|
engine | IEngine |
Returns
void
Overrides
OnRender()
ts
OnRender(_scene, _renderer): void | Promise<void>;Parameters
| Parameter | Type |
|---|---|
_scene | Scene |
_renderer | IRenderer |
Returns
void | Promise<void>
Inherited from
OnRendererChanged()
ts
OnRendererChanged(_renderer): void;Parameters
| Parameter | Type |
|---|---|
_renderer | IRenderer |
Returns
void
Inherited from
OnStart()
ts
OnStart(scene, _renderer): void;Parameters
| Parameter | Type |
|---|---|
scene | Scene |
_renderer | IRenderer |
Returns
void
Overrides
OnStop()
ts
OnStop(scene): void;Parameters
| Parameter | Type |
|---|---|
scene | Scene |
Returns
void
Overrides
OnUpdate()
ts
OnUpdate(scene, _dt): void;A disabled source or an inactive entity's audio holds (Unity / Cocos): what's playing pauses on the way out and resumes on the way back; playOnAwake waits until it's enabled and active.
Parameters
| Parameter | Type |
|---|---|
scene | Scene |
_dt | number |
Returns
void