Audio · function
impulseResponse
A synthesised impulse response: exponentially decaying noise.
Explained in Your first game.
function impulseResponse(context: BaseAudioContext, seconds: number, decay: number, random: () => number): AudioBufferimport { impulseResponse } from '@driftengine/audio';Parameters
| Parameter | Type | Description |
|---|---|---|
context | BaseAudioContext | |
seconds | number | |
decay | number | |
random | () => number |
In depth
Not a real hall — a real one is a file, and files are what the registry is for. This exists so reverb works before any asset has been recorded, on the same principle as every other sound here.
random is a parameter rather than Math.random, and that is what makes a reverb tail
assertable at all: an unseeded generator builds a different hall every construction, so no render
carrying wet signal can be compared to another. Defaulting it here would have hidden that.