Generates a retro synthesized footstep thud.
Generates a retro "Ugh!" hurt sound.
Generates a retro "Pew Pew" laser/gunshot sound.
Generates a procedural synth tone (e.g., for musical instruments or physical impacts).
The base frequency in Hz.
The duration of the tone in seconds.
The starting volume.
The oscillator type.
Plays a short one-shot burst of genuine white noise (an impact "fuzz"/static crackle).
Band-passed and enveloped so impacts read as gritty static instead of a broadband rumble,
and tuned by the caller per-event via centerFreq/q. Unlike startFire this is a
fire-and-forget burst that stops and auto-cleans on its own.
Seconds the burst plays for.
Peak burst volume (0..1).
Center of the band-pass shaping the fuzz character.
Band-pass resonance.
Starts a creepy, pulsing low-frequency background drone using the Web Audio API. The drone
loops forever until stop() is called on the returned handle -- there is no natural end.
Starts a procedural fire crackling noise at a specific 3D location. The noise loops forever
until stop() is called on the returned handle -- there is no natural end.
Procedurally synthesized sound effects built directly from Web Audio oscillator/noise graphs (no sample files needed). Kept separate from
AudioSystemitself, which owns the actual mixer graph and sample playback -- this class only ever reads from the nodes it's given, it doesn't manage them.