Audio · function
distanceGain
Level for a source distance away, reaching exactly zero at radius.
Explained in Your first game.
function distanceGain(distance: number, radius: number, curve?: number): numberimport { distanceGain } from '@driftengine/audio';Parameters
| Parameter | Type | Description |
|---|---|---|
distance | number | |
radius | number | |
curve? | number |
In depth
Zero at the edge is the part that matters. Physical falloff is 1/d², which
never quite arrives — and a route carrying a dozen braziers then sums into a
permanent hiss the player can neither identify nor walk away from. A curve
that ends is worth more here than one that is correct.
curve shapes the approach: 1 is linear, 2 concentrates the change near the
source, which is where a player's own movement makes it legible.