Audio · class

ReverbZone

Explained in Your first game.

class ReverbZone
import { ReverbZone } from '@driftengine/audio';

Constructor

new

constructor(name: string, shape: ZoneShape, wet: number, /** The return, carrying the convolver. */ bus: MixBus, /** What feeds it. */ from: MixBus)
ParameterTypeDescription
namestring
shapeZoneShape
wetnumber
/** The return
carrying the convolver. */ bus: MixBus
/** What feeds it. */ from: MixBus

Properties

NameTypeDescription
namereadonlystring
shapereadonlyZoneShape
wetreadonlynumber
busreadonlyMixBusThe return, carrying the convolver.
fromreadonlyMixBusWhat feeds it.

Methods

amountAt

amountAt(x: number, y: number, z: number): number

How much of the world this zone should be carrying, from a listener at this point.

ParameterTypeDescription
xnumber
ynumber
znumber
More

Full inside the radius, fading to nothing across blend, zero beyond. A hard edge is audible as the room switching on, which is the one thing a reverb must never do.