Audio · function
noiseBuffer
Placeholder buffer synthesis: the stand-in a sound slot uses until a real file exists for it.
Explained in Your first game.
function noiseBuffer(ctx: BaseAudioContext, seconds: number, decay: number, colour: (t: number) => number): AudioBufferimport { noiseBuffer } from '@driftengine/audio';Parameters
| Parameter | Type | Description |
|---|---|---|
ctx | BaseAudioContext | |
seconds | number | |
decay | number | |
colour | (t: number) => number |
In depth
Deliberately plain, and generic to any game. These exist so a build is audible and its timing can be felt while the real sounds are being made — they are not an attempt at the final thing, and treating them as one is the mistake the whole slot arrangement is designed to prevent.