Tone.BufferSource

↳ EXTENDS Tone.AudioNode

Wrapper around the native BufferSourceNode.

CONSTRUCTOR

new Tone.BufferSource (
buffer
,
onload
)
buffer

The buffer to play

type: AudioBuffer or Tone.Buffer
onload

The callback to invoke when the buffer is done playing.

type: function

DEFAULTS

{
onended : Tone.noOp ,
onload : Tone.noOp ,
loop : false ,
loopStart : 0 ,
loopEnd : 0 ,
fadeIn : 0 ,
fadeOut : 0 ,
curve : linear ,
playbackRate : 1
}

Members

.state

Tone.State READONLY #

Returns the playback state of the source, either “started” or “stopped”.

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.loop

Boolean #

If the buffer should loop once it’s over.

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.loopEnd

Time #

If loop is true, the loop will end at this position.

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.loopStart

Time #

If loop is true, the loop will start at this position.

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.onended

function #

The callback to invoke after the buffer source is done playing.

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.playbackRate

Positive #

The playbackRate of the buffer

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.buffer

Tone.Buffer #

The audio buffer belonging to the player.

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.curve

String #

The curve applied to the fades, either “linear” or “exponential”

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.fadeIn

Time #

The fadeIn time of the amplitude envelope.

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.fadeOut

Time #

The fadeOut time of the amplitude envelope.

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inherited from Tone.AudioNode

.channelCount

Number READONLY #

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.

</>
inherited from Tone.AudioNode

.channelCountMode

String READONLY #

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.

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inherited from Tone.AudioNode

.channelInterpretation

String READONLY #

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”.

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inherited from Tone.AudioNode

.context

Tone.Context READONLY #

Get the audio context belonging to this instance.

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inherited from Tone.AudioNode

.numberOfInputs

Number READONLY #

The number of inputs feeding into the AudioNode. For source nodes, this will be 0.

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inherited from Tone.AudioNode

.numberOfOutputs

Number READONLY #

The number of outputs coming out of the AudioNode.

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Methods

.cancelStop ( )

#
↪ returns Tone.BufferSource

this

Cancel a scheduled stop event

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.getStateAtTime ( )

#
time

The time to test the state at

type: Time
↪ returns Tone.State

The playback state.

Get the playback state at the given time

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.start ( )

#
startTime

When the player should start.

type: Time
default: now
offset

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

type: Time
default: 0
duration

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

type: Time
optional
gain

The gain to play the buffer back at.

type: Gain
default: 1
fadeInTime

The optional fadeIn ramp time.

type: Time
optional
↪ returns Tone.BufferSource

this

Start the buffer

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.stop ( )

#
time

The time the buffer should stop.

type: Time
optional
fadeOutTime

How long the gain should fade out for

type: Time
optional
↪ returns Tone.BufferSource

this

Stop the buffer. Optionally add a ramp time to fade the buffer out.

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.dispose ( )

#
↪ returns Tone.BufferSource

this

Clean up.

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inherited from Tone.AudioNode

.connect ( )

#
outputNum

optionally which output to connect from

type: number
default: 0
inputNum

optionally which input to connect to

type: number
default: 0
↪ returns Tone.AudioNode

this

connect the output of a ToneNode to an AudioParam, AudioNode, or ToneNode

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inherited from Tone.AudioNode

.disconnect ( )

#
output

Either the output index to disconnect if the output is an array, or the node to disconnect from.

↪ returns Tone.AudioNode

this

disconnect the output

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inherited from Tone.AudioNode

.toMaster ( )

#
↪ returns Tone.AudioNode

this

Connect ‘this’ to the master output. Shorthand for this.connect(Tone.Master)

EXAMPLE

//connect an oscillator to the master output
var osc = new Tone.Oscillator().toMaster();
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docs generated Sep 15 2019