Available on all targets
new()
load(path:String, ?options:Null<LoadAudioOptions>, _done:AudioResource ‑> Void):Void
inlinegetDuration(resource:AudioResource):Float
Available on clay
resumeAudioContext(done:Bool ‑> Void):Void
inlinesupportsHotReloadPath():Bool
inlinedestroy(audio:AudioResource):Void
mute(audio:AudioResource):AudioHandle
@:value({ loop : false, position : 0, pitch : 1, pan : 0, volume : 0.5 })play(audio:AudioResource, volume:Float = 0.5, pan:Float = 0, pitch:Float = 1, position:Float = 0, loop:Bool = false):AudioHandle
pause(handle:AudioHandle):Void
resume(handle:AudioHandle):Void
stop(handle:AudioHandle):Void
getVolume(handle:AudioHandle):Float
setVolume(handle:AudioHandle, volume:Float):Void
getPan(handle:AudioHandle):Float
setPan(handle:AudioHandle, pan:Float):Void
getPitch(handle:AudioHandle):Float
setPitch(handle:AudioHandle, pitch:Float):Void
getPosition(handle:AudioHandle):Float
setPosition(handle:AudioHandle, position:Float):Void
inlinegetDuration(audio:AudioResource):Float
Available on headless, unity