Foundry Virtual Tabletop - API Documentation - Version 14
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    Class ConvolverEffect

    A sound effect which applies a convolver filter. The convolver effect splits the input sound into two separate paths:

    1. A "dry" node which is the original sound
    2. A "wet" node which contains the result of the convolution This effect mixes between the dry and wet channels based on the intensity of the reverb effect.

    Hierarchy

    • ConvolverNode
      • ConvolverEffect
    Index

    Constructors

    • A ConvolverEffect is constructed by passing the following parameters.

      Parameters

      • context: AudioContext

        The audio context required by the ConvolverNode

      • Optionaloptions: { impulseResponsePath?: string; intensity?: number } = {}

        Additional options which modify the ConvolverEffect behavior

        • OptionalimpulseResponsePath?: string

          The file path to the impulse response buffer to use

        • Optionalintensity?: number

          The initial intensity of the effect

      Returns ConvolverEffect

    Accessors

    • get intensity(): number

      Adjust the intensity of the effect on a scale of 0 to 10.

      Returns number

    Methods

    • Parameters

      • destinationNode: any
      • ...args: any[]

      Returns any

    • Parameters

      • ...args: any[]

      Returns void

    • Additional side effects performed when some other AudioNode connects to this one. This behavior is not supported by the base WebAudioAPI but is needed here for more complex effects.

      Parameters

      • sourceNode: AudioNode

        An upstream source node that is connecting to this one

      Returns void

    • Update the state of the effect node given the active flag and numeric intensity.

      Parameters

      • options: { intensity?: number } = {}

        Options which are updated

        • Optionalintensity?: number

          A new effect intensity

      Returns void