Audio · interface
SlamInsert
Explained in Your first game.
interface SlamInsert extends MixInsertimport type { SlamInsert } from '@driftengine/audio';Properties
| Name | Type | Description |
|---|---|---|
wetInputreadonly | AudioNode | Where the driven band is taken from, which is not this insert's series input.MoreThe layout connects the bus's own pre-insert signal here. Any low-cut ahead of the tap has to be bypassed or the effect disappears exactly when the player is in the air: the lift is a high-pass, so a slam taken from after it would be boosting a shelf on a band that had already been removed, and would be at its weakest where half the gates are taken. |
alignreadonly | MixInsert | The wet arm's latency, given to everything the wet arm is summed with: a stage for the head of
the bus, fed from the node wetInput is, ahead of the dry arm and of every send.MoreThe wet arm's shaper is oversampled, and an oversampler is a pair of resampling filters that
delay what passes by an amount no specification fixes — measured 2026-09-19, 192 samples at 4x
in Chrome and 128 in What it costs. The bus it heads is late by that latency, about four milliseconds, against
every bus it does not head; it is band-limited as the oversampler band-limits, which is
−98 dB of difference from a plain delay up to 20 kHz, measured in Chrome; and the bus pays for
a second oversampler, about 7 ms of render per two seconds of mono there. What would make it
wrong: an implementation whose oversampling latency depends on the curve, or a shaper that
reports its latency, which would let a plain |
dryGainreadonly | GainNode | The dry path's duck and the wet path's blend, exposed so a test can assert an idle stage. |
wetGainreadonly | GainNode |
Methods
strike
strike(amount: number): void| Parameter | Type | Description |
|---|---|---|
amount | number |