Optional
pitch: numberThe interval to transpose the incoming signal by.
Optional
options: Partial<PitchShiftOptions>Readonly
contextThe context belonging to the node.
Set this debug flag to log all events that happen in this class.
Readonly
delayThe amount of delay on the input signal
The amount of signal which is fed back into the effect input.
The effect input node
Readonly
nameThe effect output
The wet control is how much of the effected will pass through to the output. 1 = 100% effected signal, 0 = 100% dry signal.
Static
versionThe version number semver
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".
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);
Repitch the incoming signal by some interval (measured in semi-tones).
const pitchShift = new Tone.PitchShift().toDestination();
const osc = new Tone.Oscillator().connect(pitchShift).start().toDestination();
pitchShift.pitch = -12; // down one octave
pitchShift.pitch = 7; // up a fifth
The duration in seconds of one sample.
The window size corresponds roughly to the sample length in a looping sampler. Smaller values are desirable for a less noticeable delay time of the pitch shifted signal, but larger values will result in smoother pitch shifting for larger intervals. A nominal range of 0.03 to 0.1 is recommended.
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 output of a ToneAudioNode to an AudioParam, AudioNode, or ToneAudioNode
The output to connect to
The output to connect from
The input to connect to
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);
Static
get
PitchShift does near-realtime pitch shifting to the incoming signal. The effect is achieved by speeding up or slowing down the delayTime of a DelayNode using a sawtooth wave. Algorithm found in this pdf. Additional reference by Miller Pucket.