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I've noticed sometimes it goes into a 'mute' state where, it seems like, it's no longer firing the next() event. Any ideas? Similarly, is there a way we could manually call .tick() on the reverb node or something, for games that have a requestAnimationFrame loop and don't want to get into managing timeouts?
Sorry I don't have a repo for testing yet... I'm trying to wrap my head around how this reverb effect actually works.
The text was updated successfully, but these errors were encountered:
Nevermind, this was something in my code sending negative time values to oscillators. Still probably a Chrome bug since it wasn't happening in other browsers but w/e...
I've noticed sometimes it goes into a 'mute' state where, it seems like, it's no longer firing the
next()
event. Any ideas? Similarly, is there a way we could manually call.tick()
on the reverb node or something, for games that have a requestAnimationFrame loop and don't want to get into managing timeouts?Sorry I don't have a repo for testing yet... I'm trying to wrap my head around how this reverb effect actually works.
The text was updated successfully, but these errors were encountered: