Audio · function
slamInsert
The slam: a parallel band of driven low end, blended in for a fraction of a second and gone.
Explained in Your first game.
function slamInsert(context: BaseAudioContext, scheduleAt: ScheduleClock): SlamInsertimport { slamInsert } from '@driftengine/audio';Parameters
| Parameter | Type | Description |
|---|---|---|
context | BaseAudioContext | |
scheduleAt | ScheduleClock |
In depth
For the instant a body passes a marker in the world: boost the low end of the score alone, and hard-clip it a little. Which is parallel bass saturation, a production move rather than a game one, and it lands in exactly the register a bass-led score leaves room in.
Parallel rather than in-line, and that is the load-bearing decision. A shaper sitting in the
music path colours the score for the whole run — a track mastered near full scale is already
touching any knee low enough to be useful — so the effect would stop being an event and become
the sound of the game. With a dry path at unity and a wet path at zero, an idle graph is
sample-identical to one without this stage in it but for align, which is what lets the identity
gate pass across a rewrite that moved it into a bus.