import type { _SKNode } from "./SKNode.js";
import type { _NSCoder } from "../Foundation/NSCoder.js";
import type { _NSString } from "../Foundation/NSString.js";
import type { _NSURL } from "../Foundation/NSURL.js";
import type { _AVAudioNode } from "../AVFAudio/AVAudioNode.js";
export declare class _SKAudioNode extends _SKNode {
    static alloc(): _SKAudioNode;
    static new(): _SKAudioNode;
    init(): _SKAudioNode;
    /**
     * Creates a SpriteKit scene graph audio node from the given AVAudioNode. AVAudioNode
     */
    initWithAVAudioNode$(node: _AVAudioNode | null): _SKAudioNode;
    initWithCoder$(aDecoder: _NSCoder): _SKAudioNode | null;
    /**
     * Convenience initializer that creates an AVAudioNode from the named audio asset in the main bundle. initWithAVAudioNode
     */
    initWithFileNamed$(name: _NSString): _SKAudioNode;
    /**
     * Convenience initializer that creates an AVAudioNode from the URL that contain a audio asset. initWithAVAudioNode
     */
    initWithURL$(url: _NSURL): _SKAudioNode;
    /** Sets or gets the current AVAudioNode used by this instance. */
    avAudioNode(): _AVAudioNode | null;
    setAvAudioNode$(value: _AVAudioNode | null): void;
    /**
     * Specifies whether the node is to automatically play sound when added to a scene. If autoplaysLooped is NO, the node and its sound must be explicitly scheduled and played using the scene's engine. If YES, the node will automatically play sound when added to a scene. Defaults to YES. SKView.paused
     */
    autoplayLooped(): boolean;
    setAutoplayLooped$(value: boolean): void;
    /**
     * Marks the audio source as positional so that the audio mix considers relative position and velocity with regards to the scene's current listener node. AVAudio3DMixing SKScene.listener
     */
    positional(): boolean;
    setPositional$(value: boolean): void;
}
