Optional
attack: Unit.TimeThe amount of time it takes for the envelope to go from 0 to it's maximum value.
Optional
decay: Unit.TimeThe period of time after the attack that it takes for the envelope to fall to the sustain value. Value must be greater than 0.
Optional
sustain: numberThe percent of the maximum value that the envelope rests at until the release is triggered.
Optional
release: Unit.TimeThe amount of time after the release is triggered it takes to reach 0. Value must be greater than 0.
Optional
options: Partial<EnvelopeOptions>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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2
Readonly
contextThe 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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Envelope has no input
Readonly
nameThe name of the class
The output signal of the envelope
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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5
The sustain value is the value which the envelope rests at after triggerAttack is called, but before triggerRelease is invoked.
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Static
versionThe version number semver
The shape of the attack. Can be any of these strings:
Can also be an array which describes the curve. Values in the array are evenly subdivided and linearly interpolated over the duration of the attack.
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 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);
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.
Read the current value of the envelope. Useful for synchronizing visual output to the envelope.
Connect the output of this node to the rest of the nodes in series.
Rest
...nodes: InputNode[]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
Optional
destination: InputNodeconnect the output of this node to the rest of the nodes in parallel.
Rest
...nodes: InputNode[]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());
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;
Convert the incoming time to seconds. This is calculated against the current TransportClass 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);
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");
Static
get
Envelope is an ADSR envelope generator. Envelope outputs a signal which can be connected to an AudioParam or Tone.Signal.
Example