MembraneSynth makes kick and tom sounds using a single oscillator with an amplitude envelope and frequency ramp. A Tone.OmniOscillator is routed through a Tone.AmplitudeEnvelope to the output. The drum quality of the sound comes from the frequency envelope applied during MembraneSynth.triggerAttack(note). The frequency envelope starts at note * .octaves and ramps to note over the duration of .pitchDecay.

const synth = new Tone.MembraneSynth().toDestination();
synth.triggerAttackRelease("C2", "8n");



new MembraneSynth (
options?:RecursivePartial<MembraneSynthOptions >

the options available for the synth see defaults

) => MembraneSynth


blockTime #

readonly Seconds

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


channelCount #


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 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 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 #


The context belonging to the node.

debug #


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

detune #

Signal<"cents" >

The detune signal

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.

envelope #


The envelope

frequency #

Signal<"frequency" >

The frequency signal

input #


The instrument only has an output

numberOfInputs #

readonly number

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

const node = new Tone.Gain();

numberOfOutputs #

readonly number

The number of outputs of the AudioNode.

const node = new Tone.Gain();

octaves #


The number of octaves the pitch envelope ramps.

Range: 0.5 to 8

onsilence #


Invoked when the release has finished and the output is silent.

oscillator #

OmniOscillator<any >

The oscillator.

pitchDecay #


The amount of time the frequency envelope takes.

Range: 0 to 0.5

portamento #


Portamento is ignored in this synth. use pitch decay instead.

sampleTime #

readonly Seconds

The duration in seconds of one sample.


static version #


The version number semver

volume #

Param<"decibels" >

The volume of the output in decibels.

const amSynth = new Tone.AMSynth().toDestination();
amSynth.volume.value = -6;
amSynth.triggerAttackRelease("G#3", 0.2);


chain #

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

const player = new Tone.Player("");
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("");
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, filter);
fan (
...nodes:InputNode []
) => this

get #

Get the object's attributes.

const osc = new Tone.Oscillator();

static getDefaults #

Returns all of the default options belonging to the class.

getDefaults ( ) => MembraneSynthOptions

getLevelAtTime #

Get the level of the output at the given time. Measures the envelope(s) value at the time.

getLevelAtTime (
) => NormalRange

immediate #

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

setInterval(() => {
}, 100);
immediate ( ) => Seconds

now #

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

setInterval(() => {
}, 100);
now ( ) => Seconds

set #

Set multiple properties at once with an object.

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

setNote #

Set the note at the given time. If no time is given, the note will set immediately.

const synth = new Tone.Synth().toDestination();
// change to F#6 in one quarter note from now.
synth.setNote("F#6", "+4n");
setNote (
) => this

sync #

Sync the instrument to the Transport. All subsequent calls of triggerAttack and triggerRelease will be scheduled along the transport.

const fmSynth = new Tone.FMSynth().toDestination();
fmSynth.volume.value = -6;
// schedule 3 notes when the transport first starts
fmSynth.triggerAttackRelease("C4", "8n", 0);
fmSynth.triggerAttackRelease("E4", "8n", "8n");
fmSynth.triggerAttackRelease("G4", "8n", "4n");
// start the transport to hear the notes
sync ( ) => this

toDestination #

Connect the output to the context's destination node.

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

toFrequency #

Convert the input to a frequency number

const gain = new Tone.Gain();
toFrequency (
) => Hertz


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();
toSeconds (
) => Seconds

toString #

Convert the class to a string

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

toTicks #

Convert the input time into ticks

const gain = new Tone.Gain();
toTicks (
time?:Time | TimeClass
) => Ticks

triggerAttack #

Trigger the attack of the note optionally with a given velocity.

const synth = new Tone.Synth().toDestination();
// trigger the note a half second from now at half velocity
synth.triggerAttack("C4", "+0.5", 0.5);
triggerAttack (
note:Frequency | FrequencyClass ,

The note to trigger.

time?:Time ,

When the note should start.

velocity= 1:NormalRange

The velocity scaler determines how "loud" the note will be triggered.

) => this

triggerAttackRelease #

Trigger the attack and then the release after the duration.

const synth = new Tone.Synth().toDestination();
// trigger "C4" for the duration of an 8th note
synth.triggerAttackRelease("C4", "8n");
triggerAttackRelease (
note:Frequency ,

The note to trigger.

duration:Time ,

How long the note should be held for beforetriggering the release. This value must be greater than 0.

time?:Time ,

When the note should be triggered.


The velocity the note should be triggered at.

) => this

triggerRelease #

Trigger the release portion of the envelope

const synth = new Tone.Synth().toDestination();
// trigger the release a second from now
triggerRelease (

If no time is given, the release happens immediatly

) => this

unsync #

Unsync the instrument from the Transport

unsync ( ) => this