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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * Simple convolution created with decaying noise. * Generates an Impulse Response Buffer * with Tone.Offline then feeds the IR into ConvolverNode. * The impulse response generation is async, so you have * to wait until [[ready]] resolves before it will make a sound. * * See description on [Tone.js](https://tonejs.github.io/) * */ import { TypedAudioNode } from './_Base'; import { NodeParamsConfig } from '../utils/params/ParamsConfig'; import { AudioBuilder } from '../../../core/audio/AudioBuilder'; declare class ReverbAudioParamsConfig extends NodeParamsConfig { /** @param The duration of the reverb. */ decay: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; /** The amount of time before the reverb is fully ramped in */ preDelay: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; } export declare class ReverbAudioNode extends TypedAudioNode<ReverbAudioParamsConfig> { paramsConfig: ReverbAudioParamsConfig; static type(): string; initializeNode(): void; cook(inputContents: AudioBuilder[]): void; private __effect__; private _effect; private _createEffect; static PARAM_CALLBACK_updateEffect(node: ReverbAudioNode): void; private _updateEffect; } export {};