TickSignal extends Tone.Signal, but adds the capability to calculate the number of elapsed ticks. exponential and target curves are approximated with multiple linear ramps.
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.
If the value should be converted or not
Set this debug flag to log all events that happen in this class.
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 maximum value of the output given the units
The minimum value of the output given the units
A multiplier on the bpm value. Useful for setting a PPQ relative to the base frequency value.
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);
True if the signal value is being overridden by a connected signal. Internal use only.
Indicates if the value should be overridden on connection.
The duration in seconds of one sample.
console.log(Tone.Transport.sampleTime);
The unit type
The current value of the parameter. Setting this value is equivalent to setValueAtTime(value, context.currentTime)
The version number semver
This is similar to cancelScheduledValues except it holds the automated value at time until the next automated event.
return Tone.Offline(() => {
const signal = new Tone.Signal(0).toDestination();
signal.linearRampTo(1, 0.5, 0);
signal.cancelAndHoldAtTime(0.3);
}, 0.5, 1);
Cancels all scheduled parameter changes with times greater than or equal to startTime.
return Tone.Offline(() => {
const signal = new Tone.Signal(0).toDestination();
signal.setValueAtTime(0.1, 0.1);
signal.setValueAtTime(0.2, 0.2);
signal.setValueAtTime(0.3, 0.3);
signal.setValueAtTime(0.4, 0.4);
// cancels the last two scheduled changes
signal.cancelScheduledValues(0.3);
}, 0.5, 1);
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 output of a ToneAudioNode to an AudioParam, AudioNode, or ToneAudioNode
disconnect the output
Start exponentially approaching the target value at the given time. Since it is an exponential approach it will continue approaching after the ramp duration. The rampTime is the time that it takes to reach over 99% of the way towards the value. This methods is similar to setTargetAtTime except the third argument is a time instead of a 'timeConstant'
const osc = new Tone.Oscillator().toDestination().start();
// exponential approach over 4 seconds starting in 1 second
osc.frequency.exponentialApproachValueAtTime("C4", "+1", 4);
Schedules an exponential continuous change in parameter value from the current time and current value to the given value over the duration of the rampTime.
const delay = new Tone.FeedbackDelay(0.5, 0.98).toDestination();
// a short burst of noise through the feedback delay
const noise = new Tone.Noise().connect(delay).start().stop("+0.1");
// making the delay time shorter over time will also make the pitch rise
delay.delayTime.exponentialRampTo(0.01, 20);
return Tone.Offline(() => {
const signal = new Tone.Signal(.1).toDestination();
signal.exponentialRampTo(5, 0.3, 0.1);
}, 0.5, 1);
Schedules an exponential continuous change in parameter value from the previous scheduled parameter value to the given value.
return Tone.Offline(() => {
const signal = new Tone.Signal(1).toDestination();
// the ramp starts from the previously scheduled value, which must be positive
signal.setValueAtTime(1, 0.1);
signal.exponentialRampToValueAtTime(0, 0.4);
}, 0.5, 1);
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 signals value at the given time. Subsequent scheduling may invalidate the returned value.
const signal = new Tone.Signal().toDestination();
// ramp up to '8' over 3 seconds
signal.rampTo(8, 3);
// ramp back down to '0' over 3 seconds
signal.rampTo(0, 3, "+3");
setInterval(() => {
// check the value every 100 ms
console.log(signal.getValueAtTime(Tone.now()));
}, 100);
Return the current time of the Context clock without any lookAhead.
setInterval(() => {
console.log(Tone.immediate());
}, 100);
Schedules an linear continuous change in parameter value from the current time and current value to the given value over the duration of the rampTime.
const delay = new Tone.FeedbackDelay(0.5, 0.98).toDestination();
// a short burst of noise through the feedback delay
const noise = new Tone.Noise().connect(delay).start().stop("+0.1");
// making the delay time shorter over time will also make the pitch rise
delay.delayTime.linearRampTo(0.01, 20);
return Tone.Offline(() => {
const signal = new Tone.Signal(1).toDestination();
signal.linearRampTo(0, 0.3, 0.1);
}, 0.5, 1);
Schedules a linear continuous change in parameter value from the previous scheduled parameter value to the given value.
return Tone.Offline(() => {
const signal = new Tone.Signal(0).toDestination();
// the ramp starts from the previously scheduled value
signal.setValueAtTime(0, 0.1);
signal.linearRampToValueAtTime(1, 0.4);
}, 0.5, 1);
Return the current time of the Context clock plus the lookAhead.
setInterval(() => {
console.log(Tone.now());
}, 100);
Ramps to the given value over the duration of the rampTime.
Automatically selects the best ramp type (exponential or linear)
depending on the units
of the signal
const osc = new Tone.Oscillator().toDestination().start();
// schedule it to ramp either linearly or exponentially depending on the units
osc.frequency.rampTo("A2", 10);
const osc = new Tone.Oscillator().toDestination().start();
// schedule it to ramp starting at a specific time
osc.frequency.rampTo("A2", 10, "+2");
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;
Creates a schedule point with the current value at the current time.
Automation methods like linearRampToValueAtTime and exponentialRampToValueAtTime
require a starting automation value usually set by setValueAtTime. This method
is useful since it will do a setValueAtTime
with whatever the currently computed
value at the given time is.
const osc = new Tone.Oscillator().toDestination().start();
// set the frequency to "G4" in exactly 1 second from now.
osc.frequency.setRampPoint("+1");
osc.frequency.linearRampToValueAtTime("C1", "+2");
Start exponentially approaching the target value at the given time with a rate having the given time constant.
Schedules a parameter value change at the given time.
return Tone.Offline(() => {
const osc = new Tone.Oscillator(20).toDestination().start();
// set the frequency to 40 at exactly 0.25 seconds
osc.frequency.setValueAtTime(40, 0.25);
}, 0.5, 1);
Sets an array of arbitrary parameter values starting at the given time for the given duration.
return Tone.Offline(() => {
const signal = new Tone.Signal(1).toDestination();
signal.setValueCurveAtTime([1, 0.2, 0.8, 0.1, 0], 0.2, 0.3);
}, 0.5, 1);
Start exponentially approaching the target value at the given time. Since it is an exponential approach it will continue approaching after the ramp duration. The rampTime is the time that it takes to reach over 99% of the way towards the value.
return Tone.Offline(() => {
const signal = new Tone.Signal(1).toDestination();
signal.targetRampTo(0, 0.3, 0.1);
}, 0.5, 1);
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. 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);
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"));