Audio · function

liftInsert

The lift: a high-pass and a duck, in series.

Explained in Your first game.

function liftInsert(context: BaseAudioContext, scheduleAt: ScheduleClock): LiftInsert
import { liftInsert } from '@driftengine/audio';

Parameters

ParameterTypeDescription
contextBaseAudioContext
scheduleAtScheduleClock

In depth

This is the airborne effect proper, and it is a different idea from adding reverb on top of a full-level track. The reference is the lift familiar from dance production, which does three things at once — thins the low end, pulls the level down, and lets the wet through — and the thinning is what reads as leaving the ground. Weight lives in the bass; take it away and the track is suspended.

Which is also why an earlier attempt to duck read as "the music going away" instead: it closed the low-pass, and losing the treble is what distance sounds like, not what height sounds like.

A bus's sends listen from the tap, and the layout puts this above it, so the tail is thin too. Reverb fed from the unfiltered signal would put the bass back in the one place it cannot be pushed out of again.