Optional
callback: ToneEventCallback<ValueType>The callback to invoke with every note
Optional
events: SequenceEventDescription<ValueType>The sequence of events
Optional
subdivision: Unit.TimeThe subdivision between which events are placed.
Optional
options: Partial<SequenceOptions<ValueType>>The callback to invoke.
Readonly
contextThe context belonging to the node.
Set this debug flag to log all events that happen in this class.
If mute is true, the callback won't be invoked.
Readonly
nameThe value which is passed to the callback function.
Static
versionThe version number semver
The number of seconds of 1 processing block (128 samples)
console.log(Tone.Destination.blockTime);
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 sequence
If set to true, will apply small random variation to the callback time. If the value is given as a time, it will randomize by that amount.
const event = new Tone.ToneEvent();
event.humanize = true;
The number of scheduled events
If the note should loop or not between ToneEvent.loopStart and ToneEvent.loopEnd. If set to true, the event will loop indefinitely, if set to a number greater than 1 it will play a specific number of times, if set to false, 0 or 1, the part will only play once.
The index at which the sequence should end looping
The index at which the sequence should start looping
The playback rate of the event. Defaults to 1.
const note = new Tone.ToneEvent();
note.loop = true;
// repeat the note twice as fast
note.playbackRate = 2;
The probability of the notes being triggered.
The current progress of the loop interval. Returns 0 if the event is not started yet or it is not set to loop.
The duration in seconds of one sample.
The start from the scheduled start time.
Returns the playback state of the note, either "started" or "stopped".
The subdivision of the sequence. This can only be set in the constructor. The subdivision is the interval between successive steps.
Cancel all scheduled events greater than or equal to the given time
Optional
time: Unit.Time | TransportTimeClass<number>The time after which events will be cancel.
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
A sequence is an alternate notation of a part. Instead of passing in an array of [time, event] pairs, pass in an array of events which will be spaced at the given subdivision. Sub-arrays will subdivide that beat by the number of items are in the array. Sequence notation inspiration from Tidal Cycles
Example