This represents the default audio engine used in babylon. It is responsible to play, synchronize and analyse sounds throughout the application.
Instantiates a new audio engine.
There should be only one per page as some browsers restrict the number of audio contexts you can create.
Optional hostElement: Nullable<HTMLElement>
defines the host element where to display the mute icon if necessary
Optional audioContext: Nullable<AudioContext>
defines the audio context to be used by the audio engine
Optional audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>
defines the audio destination node to be used by audio engine
Web Audio UnsupportedSearch playground for WarnedWebAudioUnsupported
Defines if Babylon should emit a warning if WebAudio is not supported.
Use Web AudioSearch playground for canUseWebAudio
Gets whether the current host supports Web Audio and thus could create AudioContexts.
isMP3supportedSearch playground for isMP3supported
Gets whether or not mp3 are supported by your browser.
isOGGsupportedSearch playground for isOGGsupported
Gets whether or not ogg are supported by your browser.
GainSearch playground for masterGain
The master gain node defines the global audio volume of your audio engine.
Audio Locked ObservableSearch playground for onAudioLockedObservable
Event raised when audio has been locked on the browser.
Audio Unlocked ObservableSearch playground for onAudioUnlockedObservable
Event raised when audio has been unlocked on the browser.
unlockedSearch playground for unlocked
Gets whether audio has been unlocked on the device. Some Browsers have strong restrictions about Audio and won't autoplay unless a user interaction has happened.
Custom Unlocked ButtonSearch playground for useCustomUnlockedButton
Defines if the audio engine relies on a custom unlocked button. In this case, the embedded button will not be displayed.
Gets the current AudioContext if available.
To AnalyserSearch playground for connectToAnalyser
Connect the audio engine to an audio analyser allowing some amazing synchronization between the sounds/music and your visualization (VuMeter for instance).
The analyser to connect to the engine
Destroy and release the resources associated with the audio context.
Global VolumeSearch playground for getGlobalVolume
Gets the global volume sets on the master gain.
the global volume if set or -1 otherwise
Flags the audio engine in Locked state. This happens due to new browser policies preventing audio to autoplay.
Global VolumeSearch playground for setGlobalVolume
Sets the global volume of your experience (sets on the master gain).
Defines the new global volume of the application
Unlocks the audio engine once a user action has been done on the dom. This is helpful to resume play once browser policies have been satisfied.