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
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Up-front interpolationMixings take pretty much everything, they don't just handle numbers.
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Shorthand audio paramsname | 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 |