Audio · interface

ZoneOptions

Explained in Your first game.

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

Properties

NameTypeDescription
secondsreadonlynumberHow long the tail is.
decayreadonlynumberHow fast it decays inside that. Larger is a drier, tighter room.
wetreadonlynumberHow much reaches the return when the listener is fully inside.
fromreadonlyoptionalMixBusWhat feeds this zone. The console's effects bus when omitted.
More

A zone is a property of the world, so what it should carry is the world's own sound. A consumer with its own tree names the bus; one using the default layout gets the bus every placed source and ambient loop already lands on.