Audio · class
SourceZoneSend
A source's own routing into one zone's return.
Explained in Your first game.
class SourceZoneSendimport { SourceZoneSend } from '@driftengine/audio';In depth
A second routing, not a second convolver, which is the whole reason this is affordable: the
zone's return already carries a convolver built at registration, and this is one GainNode from
the source into that same input. A convolver per source is the general answer to spatial reverb
and is priced accordingly — zones.ts has said so since it was written, and this row is what
that sentence was waiting for.
Taken before the panner and after the occlusion. A reverb send is taken from the channel on any console, and the return is itself a stereo space: a tail that arrived point-panned would come from the source's direction rather than from the room. Occlusion is upstream on purpose, because a sound behind a wall has a muffled tail too.
Constructor
new
constructor(zone: ReverbZone, gain: GainNode, rampTo: (param: AudioParam, value: number) => void)| Parameter | Type | Description |
|---|---|---|
zone | ReverbZone | |
gain | GainNode | |
rampTo | (param: AudioParam, value: number) => void |
Properties
| Name | Type | Description |
|---|---|---|
zonereadonly | ReverbZone |
Accessors
| Name | Type | Description |
|---|---|---|
valueget | number | What this source is currently sending into that return. |
Methods
set
set(value: number): voidRamped rather than assigned, because a send stepping to a new value is a click.
| Parameter | Type | Description |
|---|---|---|
value | number |
dispose
dispose(): void