Audio · class
ReverbZone
Explained in Your first game.
class ReverbZoneimport { 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)| Parameter | Type | Description |
|---|---|---|
name | string | |
shape | ZoneShape | |
wet | number | |
/** The return | | |
carrying the convolver. */ bus: MixBus | | |
/** What feeds it. */ from: MixBus | |
Properties
| Name | Type | Description |
|---|---|---|
namereadonly | string | |
shapereadonly | ZoneShape | |
wetreadonly | number | |
busreadonly | MixBus | The return, carrying the convolver. |
fromreadonly | MixBus | What feeds it. |
Methods
amountAt
amountAt(x: number, y: number, z: number): numberHow much of the world this zone should be carrying, from a listener at this point.
| Parameter | Type | Description |
|---|---|---|
x | number | |
y | number | |
z | number |
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.