/** * Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room. * */ declare class AudioEffectReverb extends AudioEffect { /** * Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room. * */ new(): AudioEffectReverb; static "new"(): AudioEffectReverb /** Defines how reflective the imaginary room's walls are. Value can range from 0 to 1. */ damping: float; /** Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1. */ dry: float; /** High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1. */ hipass: float; /** Output percent of predelay. Value can range from 0 to 1. */ predelay_feedback: float; /** Time between the original signal and the early reflections of the reverb signal, in milliseconds. */ predelay_msec: float; /** Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1. */ room_size: float; /** Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1. */ spread: float; /** Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1. */ wet: float; connect>(signal: T, method: SignalFunction): number; }