Class Player

Player is an audio file player with start, loop, and stop functions.

Example

const player = new Tone.Player("https://tonejs.github.io/audio/berklee/gong_1.mp3").toDestination();
// play as soon as the buffer is loaded
player.autostart = true;

Hierarchy

Constructors

Properties

autostart: boolean

If the file should play as soon as the buffer is loaded.

context: BaseContext

The context belonging to the node.

debug: boolean = false

Set this debug flag to log all events that happen in this class.

fadeIn: Unit.Time

The fadeIn time of the amplitude envelope.

fadeOut: Unit.Time

The fadeOut time of the amplitude envelope.

input: undefined = undefined

Sources have no inputs

name: string = "Player"
onstop: onStopCallback

The callback to invoke when the source is stopped.

output: OutputNode

The output node

volume: Param<"decibels">

The volume of the output in decibels.

Example

const source = new Tone.PWMOscillator().toDestination();
source.volume.value = -6;
version: string = version

The version number semver

Accessors

  • get blockTime(): number
  • The number of seconds of 1 processing block (128 samples)

    Returns number

    Example

    console.log(Tone.Destination.blockTime);
    
  • get 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.

    Returns number

  • set channelCount(channelCount): void
  • Parameters

    • channelCount: number

    Returns void

  • get 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.

    Returns ChannelCountMode

  • set channelCountMode(channelCountMode): void
  • Parameters

    • channelCountMode: ChannelCountMode

    Returns void

  • get 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".

    Returns ChannelInterpretation

  • set channelInterpretation(channelInterpretation): void
  • Parameters

    • channelInterpretation: ChannelInterpretation

    Returns void

  • get disposed(): 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.

    Returns boolean

  • get loop(): boolean
  • If the buffer should loop once it's over.

    Returns boolean

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/drum-samples/breakbeat.mp3").toDestination();
    player.loop = true;
    player.autostart = true;
  • set loop(loop): void
  • Parameters

    • loop: boolean

    Returns void

  • get mute(): boolean
  • Mute the output.

    Returns boolean

    Example

    const osc = new Tone.Oscillator().toDestination().start();
    // mute the output
    osc.mute = true;
  • set mute(mute): void
  • Parameters

    • mute: boolean

    Returns void

  • get numberOfInputs(): number
  • The number of inputs feeding into the AudioNode. For source nodes, this will be 0.

    Returns number

    Example

    const node = new Tone.Gain();
    console.log(node.numberOfInputs);
  • get numberOfOutputs(): number
  • The number of outputs of the AudioNode.

    Returns number

    Example

    const node = new Tone.Gain();
    console.log(node.numberOfOutputs);
  • get playbackRate(): number
  • Normal speed is 1. The pitch will change with the playback rate.

    Returns number

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/berklee/femalevoices_aa2_A5.mp3").toDestination();
    // play at 1/4 speed
    player.playbackRate = 0.25;
    // play as soon as the buffer is loaded
    player.autostart = true;
  • set playbackRate(rate): void
  • Parameters

    • rate: number

    Returns void

  • get reverse(): boolean
  • If the buffer should be reversed. Note that this sets the underlying ToneAudioBuffer.reverse, so if multiple players are pointing at the same ToneAudioBuffer, they will all be reversed.

    Returns boolean

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/berklee/chime_1.mp3").toDestination();
    player.autostart = true;
    player.reverse = true;
  • set reverse(rev): void
  • Parameters

    • rev: boolean

    Returns void

  • get state(): BasicPlaybackState
  • Returns the playback state of the source, either "started" or "stopped".

    Returns BasicPlaybackState

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/berklee/ahntone_c3.mp3", () => {
    player.start();
    console.log(player.state);
    }).toDestination();

Methods

  • Connect the output of this node to the rest of the nodes in series.

    Parameters

    Returns this

    Example

    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

    Parameters

    • destination: InputNode

      The output to connect to

    • outputNum: number = 0

      The output to connect from

    • inputNum: number = 0

      The input to connect to

    Returns this

  • disconnect the output

    Parameters

    • Optional destination: InputNode
    • outputNum: number = 0
    • inputNum: number = 0

    Returns this

  • connect the output of this node to the rest of the nodes in parallel.

    Parameters

    Returns this

    Example

    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);
  • Return the current time of the Context clock without any lookAhead.

    Returns number

    Example

    setInterval(() => {
    console.log(Tone.immediate());
    }, 100);
  • Load the audio file as an audio buffer. Decodes the audio asynchronously and invokes the callback once the audio buffer loads. Note: this does not need to be called if a url was passed in to the constructor. Only use this if you want to manually load a new url.

    Parameters

    • url: string

      The url of the buffer to load. Filetype support depends on the browser.

    Returns Promise<Player>

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

    Returns number

    Example

    setInterval(() => {
    console.log(Tone.now());
    }, 100);
  • Stop and then restart the player from the beginning (or offset)

    Parameters

    • Optional time: number

      When the player should start.

    • Optional offset: Unit.Time

      The offset from the beginning of the sample to start at.

    • Optional duration: Unit.Time

      How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)

    Returns this

  • Seek to a specific time in the player's buffer. If the source is no longer playing at that time, it will stop.

    Parameters

    • offset: Unit.Time

      The time to seek to.

    • Optional when: Unit.Time

      The time for the seek event to occur.

    Returns this

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/berklee/gurgling_theremin_1.mp3", () => {
    player.start();
    // seek to the offset in 1 second from now
    player.seek(0.4, "+1");
    }).toDestination();
  • Set multiple properties at once with an object.

    Parameters

    Returns this

    Example

    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 the loop start and end. Will only loop if loop is set to true.

    Parameters

    Returns this

    Example

    const player = new Tone.Player("https://tonejs.github.io/audio/berklee/malevoices_aa2_F3.mp3").toDestination();
    // loop between the given points
    player.setLoopPoints(0.2, 0.3);
    player.loop = true;
    player.autostart = true;
  • Play the buffer at the given startTime. Optionally add an offset and/or duration which will play the buffer from a position within the buffer for the given duration.

    Parameters

    • Optional time: Unit.Time

      When the player should start.

    • Optional offset: Unit.Time

      The offset from the beginning of the sample to start at.

    • Optional duration: Unit.Time

      How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)

    Returns this

  • Stop the source at the specified time. If no time is given, stop the source now.

    Parameters

    • Optional time: Unit.Time

      When the source should be stopped.

    Returns this

    Example

    const source = new Tone.Oscillator().toDestination();
    source.start();
    source.stop("+0.5"); // stops the source 0.5 seconds from now
  • Sync the source to the Transport so that all subsequent calls to start and stop are synced to the TransportTime instead of the AudioContext time.

    Returns this

    Example

    const osc = new Tone.Oscillator().toDestination();
    // sync the source so that it plays between 0 and 0.3 on the Transport's timeline
    osc.sync().start(0).stop(0.3);
    // start the transport.
    Tone.Transport.start();
    // set it to loop once a second
    Tone.Transport.loop = true;
    Tone.Transport.loopEnd = 1;
  • Connect the output to the context's destination node.

    Returns this

    Example

    const osc = new Tone.Oscillator("C2").start();
    osc.toDestination();
  • Convert the input to a frequency number

    Parameters

    Returns number

    Example

    const gain = new Tone.Gain();
    console.log(gain.toFrequency("4n"));
  • Convert the incoming time to seconds. This is calculated against the current TransportClass bpm

    Parameters

    Returns number

    Example

    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

    Returns string

    Example

    const osc = new Tone.Oscillator();
    console.log(osc.toString());
  • Convert the input time into ticks

    Parameters

    Returns number

    Example

    const gain = new Tone.Gain();
    console.log(gain.toTicks("4n"));