Player

Player is an audio file player with start, loop, and stop functions.


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/gong_1.mp3").toDestination();
// play as soon as the buffer is loaded
player.autostart = true;

Hierarchy

Constructor

new Player (
url?:string | AudioBuffer | ToneAudioBuffer ,

Either the AudioBuffer or the url from which to load the AudioBuffer

onload?:undefined | () => void

The function to invoke when the buffer is loaded.

) => Player
new Player (
options?:Partial<PlayerOptions >
) => Player

Properties

autostart #

boolean

If the file should play as soon as the buffer is loaded.

blockTime #

readonly Seconds

The number of seconds of 1 processing block (128 samples)


console.log(Tone.Destination.blockTime);

buffer #

ToneAudioBuffer

The audio buffer belonging to the player.

channelCount #

number

channelCount is the number of channels used when up-mixing and down-mixing connections to any inputs to the node. The default value is 2 except for specific nodes where its value is specially determined.

channelCountMode #

ChannelCountMode

channelCountMode determines how channels will be counted when up-mixing and down-mixing connections to any inputs to the node. The default value is "max". This attribute has no effect for nodes with no inputs.

  • "max" - computedNumberOfChannels is the maximum of the number of channels of all connections to an input. In this mode channelCount is ignored.
  • "clamped-max" - computedNumberOfChannels is determined as for "max" and then clamped to a maximum value of the given channelCount.
  • "explicit" - computedNumberOfChannels is the exact value as specified by the channelCount.

channelInterpretation #

ChannelInterpretation

channelInterpretation determines how individual channels will be treated when up-mixing and down-mixing connections to any inputs to the node. The default value is "speakers".

context #

BaseContext

The context belonging to the node.

debug #

boolean

Set this debug flag to log all events that happen in this class.

disposed #

readonly boolean

Indicates if the instance was disposed. 'Disposing' an instance means that all of the Web Audio nodes that were created for the instance are disconnected and freed for garbage collection.

fadeIn #

Time

The fadeIn time of the amplitude envelope.

fadeOut #

Time

The fadeOut time of the amplitude envelope.

input #

undefined

Sources have no inputs

loaded #

readonly boolean

If the buffer is loaded

loop #

boolean

If the buffer should loop once it's over.


const player = new Tone.Player("https://tonejs.github.io/audio/drum-samples/breakbeat.mp3").toDestination();
player.loop = true;
player.autostart = true;

loopEnd #

Time

If loop is true, the loop will end at this position.

loopStart #

Time

If loop is true, the loop will start at this position.

mute #

boolean

Mute the output.


const osc = new Tone.Oscillator().toDestination().start();
// mute the output
osc.mute = true;

numberOfInputs #

readonly number

The number of inputs feeding into the AudioNode. For source nodes, this will be 0.


const node = new Tone.Gain();
console.log(node.numberOfInputs);

numberOfOutputs #

readonly number

The number of outputs of the AudioNode.


const node = new Tone.Gain();
console.log(node.numberOfOutputs);

onstop #

onStopCallback

The callback to invoke when the source is stopped.

output #

OutputNode

The output note

playbackRate #

Positive

Normal speed is 1. The pitch will change with the playback rate.


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/femalevoices_aa2_A5.mp3").toDestination();
// play at 1/4 speed
player.playbackRate = 0.25;
// play as soon as the buffer is loaded
player.autostart = true;

reverse #

boolean

If the buffer should be reversed


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/chime_1.mp3").toDestination();
player.autostart = true;
player.reverse = true;

sampleTime #

readonly Seconds

The duration in seconds of one sample.


console.log(Tone.Transport.sampleTime);

state #

readonly BasicPlaybackState

Returns the playback state of the source, either "started" or "stopped".


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/ahntone_c3.mp3", () => {
	player.start();
	console.log(player.state);
}).toDestination();

static version #

string

The version number semver

volume #

Param<"decibels" >

The volume of the output in decibels.


const source = new Tone.PWMOscillator().toDestination();
source.volume.value = -6;

Methods

chain #

Connect the output of this node to the rest of the nodes in series.


const player = new Tone.Player("https://tonejs.github.io/audio/drum-samples/handdrum-loop.mp3");
player.autostart = true;
const filter = new Tone.AutoFilter(4).start();
const distortion = new Tone.Distortion(0.5);
// connect the player to the filter, distortion and then to the master output
player.chain(filter, distortion, Tone.Destination);
chain (
...nodes:InputNode []
) => this

connect #

connect the output of a ToneAudioNode to an AudioParam, AudioNode, or ToneAudioNode

connect (
destination:InputNode ,

The output to connect to

outputNum= 0:number ,

The output to connect from

inputNum= 0:number

The input to connect to

) => this

disconnect #

disconnect the output

disconnect (
destination?:InputNode ,
outputNum= 0:number ,
inputNum= 0:number
) => this

dispose #

Clean up.

dispose ( ) => this

fan #

connect the output of this node to the rest of the nodes in parallel.


const player = new Tone.Player("https://tonejs.github.io/audio/drum-samples/conga-rhythm.mp3");
player.autostart = true;
const pitchShift = new Tone.PitchShift(4).toDestination();
const filter = new Tone.Filter("G5").toDestination();
// connect a node to the pitch shift and filter in parallel
player.fan(pitchShift, filter);
fan (
...nodes:InputNode []
) => this

get #

Get the object's attributes.


const osc = new Tone.Oscillator();
console.log(osc.get());
get ( ) => PlayerOptions

static getDefaults #

Returns all of the default options belonging to the class.

getDefaults ( ) => PlayerOptions

immediate #

Return the current time of the Context clock without any lookAhead.


setInterval(() => {
	console.log(Tone.immediate());
}, 100);
immediate ( ) => Seconds

load #

Load the audio file as an audio buffer. Decodes the audio asynchronously and invokes the callback once the audio buffer loads. Note: this does not need to be called if a url was passed in to the constructor. Only use this if you want to manually load a new url.

load (
url:string

The url of the buffer to load. Filetype support depends on the browser.

) => Promise<this >

now #

Return the current time of the Context clock plus the lookAhead.


setInterval(() => {
	console.log(Tone.now());
}, 100);
now ( ) => Seconds

restart #

Stop and then restart the player from the beginning (or offset)

restart (
time?:Seconds ,

When the player should start.

offset?:Time ,

The offset from the beginning of the sample to start at.

duration?:Time

How long the sample should play. If no duration is given,it will default to the full length of the sample (minus any offset)

) => this

seek #

Seek to a specific time in the player's buffer. If the source is no longer playing at that time, it will stop.


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/gurgling_theremin_1.mp3", () => {
	player.start();
	// seek to the offset in 1 second from now
	player.seek(0.4, "+1");
}).toDestination();
seek (
offset:Time ,

The time to seek to.

when?:Time

The time for the seek event to occur.

) => this

set #

Set multiple properties at once with an object.


const filter = new Tone.Filter();
// set values using an object
filter.set({
	frequency: 300,
	type: "highpass"
});
set ( ) => this

setLoopPoints #

Set the loop start and end. Will only loop if loop is set to true.


const player = new Tone.Player("https://tonejs.github.io/audio/berklee/malevoices_aa2_F3.mp3").toDestination();
// loop between the given points
player.setLoopPoints(0.2, 0.3);
player.loop = true;
player.autostart = true;
setLoopPoints (
loopStart:Time ,

The loop start time

loopEnd:Time

The loop end time

) => this

start #

Play the buffer at the given startTime. Optionally add an offset and/or duration which will play the buffer from a position within the buffer for the given duration.

start (
time?:Time ,

When the player should start.

offset?:Time ,

The offset from the beginning of the sample to start at.

duration?:Time

How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)

) => this

stop #

Stop the source at the specified time. If no time is given, stop the source now.


const source = new Tone.Oscillator().toDestination();
source.start();
source.stop("+0.5"); // stops the source 0.5 seconds from now
stop (
time?:Time

When the source should be stopped.

) => this

sync #

Sync the source to the Transport so that all subsequent calls to start and stop are synced to the TransportTime instead of the AudioContext time.


const osc = new Tone.Oscillator().toDestination();
// sync the source so that it plays between 0 and 0.3 on the Transport's timeline
osc.sync().start(0).stop(0.3);
// start the transport.
Tone.Transport.start();
// set it to loop once a second
Tone.Transport.loop = true;
Tone.Transport.loopEnd = 1;
sync ( ) => this

toDestination #

Connect the output to the context's destination node.


const osc = new Tone.Oscillator("C2").start();
osc.toDestination();
toDestination ( ) => this

toFrequency #

Convert the input to a frequency number


const gain = new Tone.Gain();
console.log(gain.toFrequency("4n"));
toFrequency (
freq:Frequency
) => Hertz

toMaster # DEPRECATED

Connect the output to the context's destination node. See toDestination

toMaster ( ) => this

toSeconds #

Convert the incoming time to seconds


const gain = new Tone.Gain();
console.log(gain.toSeconds("4n"));
toSeconds (
time?:Time
) => Seconds

toString #

Convert the class to a string


const osc = new Tone.Oscillator();
console.log(osc.toString());
toString ( ) => string

toTicks #

Convert the input time into ticks


const gain = new Tone.Gain();
console.log(gain.toTicks("4n"));
toTicks (
time?:Time | TimeClass
) => Ticks

unsync #

Unsync the source to the Transport. See Source.sync

unsync ( ) => this