API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classConvolutionEffect
Convolution effect that convolves the input signal with a user-supplied impulse response (IR). Unlike ReverbEffect, which generates a procedural noise-based IR, `ConvolutionEffect` accepts a *real* decoded IR - enabling convolution reverb from acoustic-space captures, cabinet/speaker simulations, telephone/pipe character filtering, and any other linear time-invariant transformation. Pass the IR as an `AudioBuffer` (typically decoded via `AudioContext.decodeAudioData`) or as a `Sound` (its `audioBuffer` is used). Omitting the IR leaves `convolver.buffer` as `null`, making the wet path silent and the effect act as a passthrough until setImpulse is called - safe to add to a bus before an IR is available. Node graph: ``` input(GainNode) → dryGain → output(GainNode) input → convolver → wetGain → output ``` Gains: `dryGain.gain = 1 - wet`; `wetGain.gain = wet × gain`.
import { ConvolutionEffect } from '@codexo/exojs-audio-fx'Convolution effect that convolves the input signal with a user-supplied impulse response (IR). Unlike ReverbEffect, which generates a procedural noise-based IR, `ConvolutionEffect` accepts a *real* decoded IR - enabling convolution reverb from acoustic-space captures, cabinet/speaker simulations, telephone/pipe character filtering, and any other linear time-invariant transformation.
Pass the IR as an `AudioBuffer` (typically decoded via `AudioContext.decodeAudioData`) or as a `Sound` (its `audioBuffer` is used). Omitting the IR leaves `convolver.buffer` as `null`, making the wet path silent and the effect act as a passthrough until setImpulse is called - safe to add to a bus before an IR is available.
Node graph: ``` input(GainNode) → dryGain → output(GainNode) input → convolver → wetGain → output ``` Gains: `dryGain.gain = 1 - wet`; `wetGain.gain = wet × gain`.
new(options: ConvolutionEffectOptionsConstruction options for ConvolutionEffect.): ConvolutionEffectdestroy(): voidsetImpulse(ir: AudioBuffer | SoundPre-decoded short audio clip backed by an `AudioBuffer`. Sound is a **data descriptor** - it holds the decoded audio buffer, sprite definitions, and default pl… | null): voidgain: numberinputNode: AudioNodenormalize: booleanoutputNode: AudioNodeready: Promise<void>wet: number