text: var Reverb_mix = 0.5; //0.5;
  var Reverb_time = 1.5; //0.01;
  var Reverb_decay = 1; //0.01;
  
  function addReverb (){
      const audioContext = audioCtx;
      const inputNode = audioContext.createGain();
      const wetGainNode = audioContext.createGain();
      const dryGainNode = audioContext.createGain();
      const reverbNode = audioContext.createConvolver();
      const outputNode = audioContext.createGain();
  
      audioSourceNode.connect(inputNode);
  
      // Dry 소스 노드 연결
      inputNode.connect(dryGainNode);
      dryGainNode.connect(outputNode);
      dryGainNode.gain.value = 1 - Reverb_mix;
  
      function generateImpulseResponse() {
          const sampleRate = audioContext.sampleRate;
          const length = sampleRate * Reverb_time;
          const impulse = audioContext.createBuffer(2, length, sampleRate);
      
          const leftImpulse = impulse.getChannelData(0);
          const rightImpulse = impulse.getChannelData(1);
      
          for (let i = 0; i < length; i++) {
              leftImpulse[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / length, Reverb_decay);
              rightImpulse[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / length, Reverb_decay);
          }
      
          return impulse;
      }
  
      // IR을 생성하여 Convolver의 오디오 버퍼에 입력해준다.
      reverbNode.buffer = generateImpulseResponse();
  
      // Wet 소스 노드 연결
      inputNode.connect(reverbNode);
      reverbNode.connect(wetGainNode);
      wetGainNode.connect(outputNode);
      wetGainNode.gain.vaule = Reverb_mix;
  
      outputNode.connect(audioContext.destination);
  }
  