new AudioEffect(mix)audioEffects.js:23Create an audio effect
mixnumber optional, default 1Wet/dry balance, 0 is fully dry and 1 is fully wet
const cave = new AudioReverb(3, 2);
footstep.output = cave; // every play of this sound is in the caveBase class for audio effects, an input and output with a wet/dry mix between them
Extended by AudioCompressor, AudioDelay, AudioDistortion, AudioFilter, AudioReverb
new AudioEffect(mix)audioEffects.js:23Create an audio effect
mix number optional, default 1Wet/dry balance, 0 is fully dry and 1 is fully wet
const cave = new AudioReverb(3, 2);
footstep.output = cave; // every play of this sound is in the cavedryGain : GainNodeaudioEffects.js:41Level of the unprocessed signal
input : GainNodeaudioEffects.js:36Connect sounds to this node
mix : numberaudioEffects.js:32Wet/dry balance, 0 is fully dry and 1 is fully wet
output : GainNodeaudioEffects.js:39This node carries the mixed result, send it somewhere with connect(), never by assigning here
wetGain : GainNodeaudioEffects.js:43Level of the processed signal
connect(target) → TaudioEffects.js:87Send this effect's output into another effect or audio node instead of the speakers
target TThe next effect in the chain, or any audio node
connectEffect(first, last)audioEffects.js:106Wire nodes between the input and the wet gain, for subclasses
first AudioNodeNode the input connects to
last AudioNode optional, default firstNode that connects to the wet gain
disconnect()audioEffects.js:100Stop sending this effect's output anywhere
rampParam(param, value, fadeTime)audioEffects.js:72Ramp one of this effect's params, keeping the effect running until the ramp is done
param AudioParamThe param to ramp
value numberWhere to ramp to
fadeTime number optional, default 0Seconds to ramp over, 0 sets the value at once
setMix(mix, fadeTime)audioEffects.js:56Set the wet/dry balance
mix number0 is fully dry and 1 is fully wet
fadeTime number optional, default 0Seconds to ramp over so the change doesn't click