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    Interface PlayerEventMap

    interface PlayerEventMap {
        init: [];
        nodeConnect: [node: Node, reconnects: number];
        nodeReady: [node: Node, resumed: boolean, sessionId: string];
        nodeDispatch: [node: Node, payload: MessagePayload];
        nodeError: [node: Node, error: Error];
        nodeClose: [node: Node, code: number, reason: string];
        nodeDisconnect: [
            node: Node,
            code: number,
            reason: string,
            byLocal: boolean,
        ];
        voiceConnect: [voice: VoiceState];
        voiceClose: [
            voice: VoiceState,
            code: number,
            reason: string,
            byRemote: boolean,
        ];
        voiceChange: [voice: VoiceState, previousNode: Node, wasPlaying: boolean];
        voiceDestroy: [voice: VoiceState, reason: PlayerDestroyReasons];
        queueCreate: [queue: Queue<EmptyObject>];
        queueUpdate: [queue: Queue<EmptyObject>, state: PlayerState];
        queueFinish: [queue: Queue<EmptyObject>];
        queueDestroy: [queue: Queue<EmptyObject>, reason: PlayerDestroyReasons];
        trackStart: [
            queue: Queue<EmptyObject>,
            track: Track<EmptyObject, EmptyObject>,
        ];
        trackStuck: [
            queue: Queue<EmptyObject>,
            track: Track<EmptyObject, EmptyObject>,
            thresholdMs: number,
        ];
        trackError: [
            queue: Queue<EmptyObject>,
            track: Track<EmptyObject, EmptyObject>,
            exception: Exception,
        ];
        trackFinish: [
            queue: Queue<EmptyObject>,
            track: Track<EmptyObject, EmptyObject>,
            reason: TrackEndReason,
        ];
        [key: string & {}]: any;
    }

    Hierarchy

    • Record<string & {}, any>
      • PlayerEventMap

    Indexable

    • [key: string & {}]: any
    Index

    Properties

    init: []
    nodeConnect: [node: Node, reconnects: number]
    nodeReady: [node: Node, resumed: boolean, sessionId: string]
    nodeDispatch: [node: Node, payload: MessagePayload]
    nodeError: [node: Node, error: Error]
    nodeClose: [node: Node, code: number, reason: string]
    nodeDisconnect: [node: Node, code: number, reason: string, byLocal: boolean]
    voiceConnect: [voice: VoiceState]
    voiceClose: [voice: VoiceState, code: number, reason: string, byRemote: boolean]
    voiceChange: [voice: VoiceState, previousNode: Node, wasPlaying: boolean]
    voiceDestroy: [voice: VoiceState, reason: PlayerDestroyReasons]
    queueCreate: [queue: Queue<EmptyObject>]
    queueUpdate: [queue: Queue<EmptyObject>, state: PlayerState]
    queueFinish: [queue: Queue<EmptyObject>]
    queueDestroy: [queue: Queue<EmptyObject>, reason: PlayerDestroyReasons]
    trackStart: [queue: Queue<EmptyObject>, track: Track<EmptyObject, EmptyObject>]
    trackStuck: [
        queue: Queue<EmptyObject>,
        track: Track<EmptyObject, EmptyObject>,
        thresholdMs: number,
    ]
    trackError: [
        queue: Queue<EmptyObject>,
        track: Track<EmptyObject, EmptyObject>,
        exception: Exception,
    ]
    trackFinish: [
        queue: Queue<EmptyObject>,
        track: Track<EmptyObject, EmptyObject>,
        reason: TrackEndReason,
    ]