MetalSynth

A highly inharmonic and spectrally complex source with a highpass filter and amplitude envelope which is good for making metallophone sounds. Based on CymbalSynth by @polyrhythmatic. Inspiration from Sound on Sound.

Hierarchy

Constructor

new MetalSynth ( ) => MetalSynth

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.

detune #

Signal<"cents" >

The detune applied to the oscillators

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 #

Envelope

The envelope which is connected both to the amplitude and a highpass filter's cutoff frequency. The lower-limit of the filter is controlled by the resonance

frequency #

Signal<"frequency" >

The frequency of the cymbal

harmonicity #

number

The harmonicity of the oscillators which make up the source. see Tone.FMOscillator.harmonicity

Range: 0.1 to 10

input #

undefined

The instrument only has an output

modulationIndex #

number

The modulationIndex of the oscillators which make up the source. see FMOscillator.modulationIndex

Range: 1 to 100

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);

octaves #

number

The number of octaves above the "resonance" frequency that the filter ramps during the attack/decay envelope

Range: 0 to 8

onsilence #

onSilenceCallback

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

portamento #

Seconds

The glide time between notes.

resonance #

Frequency

The lower level of the highpass filter which is attached to the envelope. This value should be between [0, 7000]

Range: 0 to 7000

sampleTime #

readonly Seconds

The duration in seconds of one sample.


console.log(Tone.Transport.sampleTime);

static version #

string

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);

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 ( ) => MetalSynthOptions

static getDefaults #

Returns all of the default options belonging to the class.

getDefaults ( ) => MetalSynthOptions

getLevelAtTime #

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

getLevelAtTime (
time:Time
) => NormalRange

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

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

setNote #

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


const synth = new Tone.Synth().toDestination();
synth.triggerAttack("C4");
// change to F#6 in one quarter note from now.
synth.setNote("F#6", "+4n");
setNote (
note:Frequency | FrequencyClass ,

The note to change to.

time?:Time

The time when the note should be set.

) => 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;
fmSynth.sync();
// 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
Tone.Transport.start();
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. 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

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.

velocity?:NormalRange

The velocity the note should be triggered at.

) => this

triggerRelease #

Trigger the release portion of the envelope


const synth = new Tone.Synth().toDestination();
synth.triggerAttack("C4");
// trigger the release a second from now
synth.triggerRelease("+1");
triggerRelease (
time?:Time

If no time is given, the release happens immediatly

) => this

unsync #

Unsync the instrument from the Transport

unsync ( ) => this