Players

Players combines multiple Player objects.

Hierarchy

Constructor

new Players (
urls?:ToneAudioBuffersUrlMap ,

An object mapping a name to a url.

onload?:undefined | () => void

The function to invoke when all buffers are loaded.

) => Players
new Players (
urls?:ToneAudioBuffersUrlMap ,

An object mapping a name to a url.

options?:Partial<Omit<PlayersOptions , "urls" > >

The remaining options associated with the players

) => Players
new Players (
options?:Partial<PlayersOptions >

The remaining options associated with the players

) => Players

Properties

blockTime #

readonly Seconds

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


console.log(Tone.Destination.blockTime);

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 envelope applied to the source.

fadeOut #

Time

The fadeOut time of the each of the sources.

input #

undefined

Players has no input.

loaded #

readonly boolean

If all the buffers are loaded or not

mute #

boolean

Mute the output.

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);

output #

OutputNode

The combined output of all of the players

sampleTime #

readonly Seconds

The duration in seconds of one sample.


console.log(Tone.Transport.sampleTime);

state #

readonly BasicPlaybackState

The state of the players object. Returns "started" if any of the players are playing.

static version #

string

The version number semver

volume #

Param<"decibels" >

The volume of the output in decibels.

Methods

add #

Add a player by name and url to the Players

add (
name:string ,

A unique name to give the player

url:string | ToneAudioBuffer | AudioBuffer ,

Either the url of the bufer or a buffer which will be added with the given name.

callback?:undefined | () => void

The callback to invoke when the url is loaded.

) => this

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 #

Dispose and disconnect

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 ( ) => PlayersOptions

static getDefaults #

Returns all of the default options belonging to the class.

getDefaults ( ) => PlayersOptions

has #

True if the buffers object has a buffer by that name.

has (
name:string

The key or index of the buffer.

) => boolean

immediate #

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


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

now #

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


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

player #

Get a player by name.

player (
name:string

The players name as defined in the constructor object or add method.

) => Player

set #

Set multiple properties at once with an object.


const filter = new Tone.Filter().toDestination();
// set values using an object
filter.set({
	frequency: "C6",
	type: "highpass"
});
const player = new Tone.Player("https://tonejs.github.io/audio/berklee/Analogsynth_octaves_highmid.mp3").connect(filter);
player.autostart = true;
set ( ) => this

stopAll #

Stop all of the players at the given time

stopAll (
time?:Time

The time to stop all of the players.

) => 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. This is calculated against the current Tone.Transport bpm


const gain = new Tone.Gain();
setInterval(() => console.log(gain.toSeconds("4n")), 100);
// ramp the tempo to 60 bpm over 30 seconds
Tone.getTransport().bpm.rampTo(60, 30);
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