basics
The basic mixing is useMixing, but the same concept applies to all animation primitives. Let's have a look...
First, you fetch your imports
Next, define your mixing
Finally, tie the animated values to your view
Up-front interpolation#
Mixings take pretty much everything, they don't just handle numbers.
Shorthand audio params#
| name | args |
|---|---|
| value | number |
| maxValue | number |
| minValue | number |
| defaultValue | number |
| name | args |
|---|---|
| setValueAtTime | (value, startTime): AudioParam |
| linearRampToValueAtTime | (value, endTime): AudioParam |
| exponentialRampToValueAtTime | (value, endTime): AudioParam |
| setTargetAtTime | (target, startTime, timeConstant): AudioParam |
| setValueCurveAtTime | (values, startTime, duration): AudioParam |
| cancelScheduledValues | (startTime): AudioParam |
| cancelAndHoldAtTime | (cancelTime): AudioParam |
| name | args |
|---|---|
| onEnd | (event): void |
| onError | (event): void |
| onMark | (event): void |
| onPause | (event): void |
| onResume | (event): void |
| onStart | (event): void |
| onChanged | (event): void |
| onBoundary | (event): void |