/*!
 * Copyright (c) Microsoft Corporation. All rights reserved.
 * Licensed under the MIT License.
 */
/**
 * Parameters to the `Actor.startSound` call.
 */
export declare type SetAudioStateOptions = {
    /**
     * pitch offset in halftones (0=default, 12=one octave higher, -12=one octave lower)
     */
    pitch?: number;
    /**
     * volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
     */
    volume?: number;
    /**
     * repeat the sound when ended, or turn it off after playing once
     */
    looping?: boolean;
    /**
     * pause or unpause the sound. Default to false.
     */
    paused?: boolean;
    /**
     * the amount that sound pitch is modified when moving towards/away from sound source.
     * For music and speech, set this to 0, but for regular objects set to 1.0 or higher (up to 5.0). Default to 1.0.
     */
    doppler?: number;
    /**
     * Specify how much a sound is non-directional (playing the same volume in each speaker
     * regardless of facing direction)
     * vs directional (playing only in the speakers that are pointing towards the sound source).
     * This can be used to make sounds seem more "wide".
     * It is also useful for multi-channel sounds (such as music), because a fully directional sound
     * will always sound like mono.
     * Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
     */
    spread?: number;
    /**
     * Sounds will play at full volume until user is this many meters away,
     * and then volume will decrease logarithmically.
     * Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
     */
    rolloffStartDistance?: number;
    /**
     * The media should start at, or seek this many seconds into the media.
     * Time is in seconds relative to start of clip.
     */
    time?: number;
};
/**
 * Parameters to the `Actor.startVideoStream` call.
 */
export declare type SetVideoStateOptions = {
    /**
     * volume multiplier, (0.0-1.0, where 0.0=no sound, 1.0=maximum)
     */
    volume?: number;
    /**
     * repeat the video when ended, or turn it off after playing once
     */
    looping?: boolean;
    /**
     * pause or unpause the video. Default to false.
     */
    paused?: boolean;
    /**
     * Specify how much a sound is non-directional (playing the same volume in each speaker
     * regardless of facing direction)
     * vs directional (playing only in the speakers that are pointing towards the sound source).
     * This can be used to make sounds seem more "wide".
     * It is also useful for multi-channel sounds (such as music), because a fully directional sound
     * will always sound like mono.
     * Default to 0.0. For music and ambient looping sounds, set this between 0.5 and 1.0.
     */
    spread?: number;
    /**
     * Sounds will play at full volume until user is this many meters away,
     * and then volume will decrease logarithmically.
     * Default to 1.0. For sound that needs to fill up a large space (like a concert), increase this number.
     */
    rolloffStartDistance?: number;
    /**
     * The media should start at, or seek this many seconds into the media.
     * Time is in seconds relative to start of clip.
     */
    time?: number;
    /**
     * Should the video stream be visible or invisible
     */
    visible?: boolean;
};
/**
 * Parameters to the `MediaInstance.setState` call.
 */
export declare type SetMediaStateOptions = SetAudioStateOptions & SetVideoStateOptions;
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