updateSoundBuffer (soundIndex, newBuffer) {
        const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
        if (id && this.runtime && this.runtime.audioEngine) {
            this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
        }
        this.emitTargetsUpdate();
    }
/**
     * Update a sound buffer.
     * @param {int} soundIndex - the index of the sound to be updated.
     * @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
     */
Update a sound buffer.
@param {int} soundIndex - the index of the sound to be updated.
@param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
Update a sound buffer . @param { int } soundIndex - the index of the sound to be updated . @param { AudioBuffer } newBuffer - new audio buffer for the audio engine .
updateSoundBuffer (soundIndex, newBuffer) {
        const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
        if (id && this.runtime && this.runtime.audioEngine) {
            this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
        }
        this.emitTargetsUpdate();
    }
updateSoundBuffer ( soundIndex , newBuffer ) { const id = this . editingTarget . sprite . sounds [ soundIndex ] . soundId ; if ( id && this . runtime && this . runtime . audioEngine ) { this . runtime . audioEngine . updateSoundBuffer ( id , newBuffer ) ; } this . emitTargetsUpdate ( ) ; }
Update a sound buffer.
Update a sound buffer .