Tone.OscillatorNode

↳ EXTENDS Tone.AudioNode

Wrapper around the native fire-and-forget OscillatorNode. Adds the ability to reschedule the stop method.

CONSTRUCTOR

new Tone.OscillatorNode (
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

{
frequency : 440 ,
detune : 0 ,
type : sine ,
onended : Tone.noOp
}

Members

.type

Time #

The oscillator type. Either ‘sine’, ‘sawtooth’, ‘square’, or ‘triangle’

</>

.detune

Frequency #

The detune of the oscillator

</>

.frequency

Frequency #

The frequency of the oscillator

</>

.onended

function #

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

</>

.state

Tone.State READONLY #

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

</>
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

.numberOfInputs

Number READONLY #

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

</>
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.

</>
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”.

</>
inherited from Tone.AudioNode

.context

Tone.Context READONLY #

Get the audio context belonging to this instance.

</>
inherited from Tone.AudioNode

.numberOfOutputs

Number READONLY #

The number of outputs coming out of the AudioNode.

</>

Methods

.cancelStop ( )

#
↪ returns Tone.OscillatorNode

this

Cancel a scheduled stop event

</>

.setPeriodicWave ( )

#
periodicWave

PeriodicWave should be created with context.createPeriodicWave

↪ returns OscillatorNode

this

Sets an arbitrary custom periodic waveform given a PeriodicWave.

</>

.start ( )

#
time

When to start the oscillator

type: Time
optional
↪ returns OscillatorNode

this

Start the oscillator node at the given time

</>

.stop ( )

#
time

When to stop the oscillator

type: Time
optional
↪ returns OscillatorNode

this

Stop the oscillator node at the given time

</>

.dispose ( )

#
↪ returns Tone.OscillatorNode

this

Clean up.

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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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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

</>
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

</>
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