AmplitudeEnvelope is a Tone.Envelope connected to a gain node. Unlike Tone.Envelope, which outputs the envelope's value, AmplitudeEnvelope accepts an audio signal as the input and will apply the envelope to the amplitude of the signal. Read more about ADSR Envelopes on Wikipedia.
return Tone.Offline(() => {
const ampEnv = new Tone.AmplitudeEnvelope({
attack: 0.1,
decay: 0.2,
sustain: 1.0,
release: 0.8
}).toDestination();
// create an oscillator and connect it
const osc = new Tone.Oscillator().connect(ampEnv).start();
// trigger the envelopes attack and release "8t" apart
ampEnv.triggerAttackRelease("8t");
}, 1.5, 1);
The period of time after the attack that it takes for the envelopeto fall to the sustain value. Value must be greater than 0.
The percent of the maximum value that the envelope rests at untilthe release is triggered.
The amount of time after the release is triggered it takes to reach 0.Value must be greater than 0.
When triggerAttack is called, the attack time is the amount of time it takes for the envelope to reach it's maximum value.
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Range: 0 to 2
The shape of the attack. Can be any of these strings:
return Tone.Offline(() => {
const env = new Tone.Envelope(0.4).toDestination();
env.attackCurve = "linear";
env.triggerAttack();
}, 1, 1);
The number of seconds of 1 processing block (128 samples)
console.log(Tone.Destination.blockTime);
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 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.
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".
The context belonging to the node.
Set this debug flag to log all events that happen in this class.
After the attack portion of the envelope, the value will fall over the duration of the decay time to it's sustain value.
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Range: 0 to 2
The shape of the decay either "linear" or "exponential"
return Tone.Offline(() => {
const env = new Tone.Envelope({
sustain: 0.1,
decay: 0.5
}).toDestination();
env.decayCurve = "linear";
env.triggerAttack();
}, 1, 1);
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.
The number of inputs feeding into the AudioNode. For source nodes, this will be 0.
const node = new Tone.Gain();
console.log(node.numberOfInputs);
The number of outputs of the AudioNode.
const node = new Tone.Gain();
console.log(node.numberOfOutputs);
After triggerRelease is called, the envelope's value will fall to it's miminum value over the duration of the release time.
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Range: 0 to 5
The shape of the release. See the attack curve types.
return Tone.Offline(() => {
const env = new Tone.Envelope({
release: 0.8
}).toDestination();
env.triggerAttack();
// release curve could also be defined by an array
env.releaseCurve = [1, 0.3, 0.4, 0.2, 0.7, 0];
env.triggerRelease(0.2);
}, 1, 1);
The duration in seconds of one sample.
console.log(Tone.Transport.sampleTime);
The sustain value is the value which the envelope rests at after triggerAttack is called, but before triggerRelease is invoked.
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Read the current value of the envelope. Useful for synchronizing visual output to the envelope.
The version number semver
Render the envelope curve to an array of the given length. Good for visualizing the envelope curve. Rescales the duration of the envelope to fit the length.
Cancels all scheduled envelope changes after the given time.
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);
Connect the envelope to a destination node.
disconnect the output
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);
Get the object's attributes.
const osc = new Tone.Oscillator();
console.log(osc.get());
Returns all of the default options belonging to the class.
Get the scheduled value at the given time. This will return the unconverted (raw) value.
const env = new Tone.Envelope(0.5, 1, 0.4, 2);
env.triggerAttackRelease(2);
setInterval(() => console.log(env.getValueAtTime), 100);
Return the current time of the Context clock without any lookAhead.
setInterval(() => {
console.log(Tone.immediate());
}, 100);
Return the current time of the Context clock plus the lookAhead.
setInterval(() => {
console.log(Tone.now());
}, 100);
Set multiple properties at once with an object.
const filter = new Tone.Filter();
// set values using an object
filter.set({
frequency: 300,
type: "highpass"
});
Connect the output to the context's destination node.
const osc = new Tone.Oscillator("C2").start();
osc.toDestination();
Convert the input to a frequency number
const gain = new Tone.Gain();
console.log(gain.toFrequency("4n"));
Connect the output to the context's destination node. See toDestination
Convert the incoming time to seconds
const gain = new Tone.Gain();
console.log(gain.toSeconds("4n"));
Convert the class to a string
const osc = new Tone.Oscillator();
console.log(osc.toString());
Convert the input time into ticks
const gain = new Tone.Gain();
console.log(gain.toTicks("4n"));
Trigger the attack/decay portion of the ADSR envelope.
const env = new Tone.AmplitudeEnvelope().toDestination();
const osc = new Tone.Oscillator().connect(env).start();
// trigger the attack 0.5 seconds from now with a velocity of 0.2
env.triggerAttack("+0.5", 0.2);
triggerAttackRelease is shorthand for triggerAttack, then waiting some duration, then triggerRelease.
const env = new Tone.AmplitudeEnvelope().toDestination();
const osc = new Tone.Oscillator().connect(env).start();
// trigger the release 0.5 seconds after the attack
env.triggerAttackRelease(0.5);
Triggers the release of the envelope.
const env = new Tone.AmplitudeEnvelope().toDestination();
const osc = new Tone.Oscillator({
type: "sawtooth"
}).connect(env).start();
env.triggerAttack();
// trigger the release half a second after the attack
env.triggerRelease("+0.5");