Audio · interface

DefaultLayout

The mix as it has always been, expressed in buses and inserts.

Explained in Your first game.

interface DefaultLayout
import type { DefaultLayout } from '@driftengine/audio';

In depth

  music ─ [align] ─ [lift] ─ tap ─ [slam] ─┐
    └─ sends from tap ─────────────────────┼→ master ─ [master lowpass] ─ out ─→ destination
  effects ───────────────────────────────── ┘                                    ↑
  reverb · longReverb · delay ──────────────────────────────────────────────────┘

This is a transcription and it is meant to stay one. Every level, every frequency and every connection order is the one AudioGraph's constructor had, because the gate on this file is that an offline render through it is sample-identical to a render frozen before it existed. An improvement to the mix cannot be made here without breaking that gate — deliberately, so that a change to how the mix sounds arrives in its own commit where a diff attributes it.

The three returns are parented to nothing and wired straight to out. They join the mix downstream of the master filter, which is what the mix has always done: a reverb tail put through a low-pass the dry signal has already passed reads as a duller room rather than as a room.

Properties

NameTypeDescription
musicreadonlyMixBus
effectsreadonlyMixBus
reverbreadonlyMixBus
longReverbreadonlyMixBus
delayreadonlyMixBus
liftreadonlyLiftInsert
slamreadonlySlamInsert
masterFilterreadonlyMasterFilterInsert
delayLinereadonlyDelayInsert