Tone.Player
↳ EXTENDS Tone.SourceTone.Player is an audio file player with start, loop, and stop functions.
CONSTRUCTOR
new Tone.Player (Either the AudioBuffer or the url from which to load the AudioBuffer
The function to invoke when the buffer is loaded. Recommended to use Tone.Buffer.on(‘load’) instead.
DEFAULTS
EXAMPLE
Members
.playbackRate
↝ Number #The playback speed. 1 is normal speed. This is not a signal because Safari and iOS currently don’t support playbackRate as a signal.
.numberOfInputs
↝ Number READONLY #The number of inputs feeding into the AudioNode. For source nodes, this will be 0.
.numberOfOutputs
↝ Number READONLY #The number of outputs coming out of the 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.
.context
↝ Tone.Context READONLY #Get the audio context belonging to this instance.
.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.
.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”.
.state
↝ Tone.State READONLY #Returns the playback state of the source, either “started” or “stopped”.
Methods
.setLoopPoints ( )
#The loop end time
The loop end time
this
Set the loop start and end. Will only loop if loop is set to true.
EXAMPLE
.start ( )
#When the player should start.
The offset from the beginning of the sample to start at.
How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)
this
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.
.load ( )
#The url of the buffer to load. Filetype support depends on the browser.
The function to invoke once the sample is loaded.
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.
.restart ( )
#When the player should start.
The offset from the beginning of the sample to start at.
How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)
this
Stop and then restart the player from the beginning (or offset)
.seek ( )
#The time to seek to.
The time for the seek event to occur.
this
Seek to a specific time in the player’s buffer. If the source is no longer playing at that time, it will stop. If you seek to a time that
EXAMPLE
.connect ( )
#optionally which output to connect from
optionally which input to connect to
this
connect the output of a ToneNode to an AudioParam, AudioNode, or ToneNode
.disconnect ( )
#Either the output index to disconnect if the output is an array, or the node to disconnect from.
this
disconnect the output
.toMaster ( )
#this
Connect ‘this’ to the master output. Shorthand for this.connect(Tone.Master)
EXAMPLE
.sync ( )
#this
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.
EXAMPLE
EXAMPLE
.unsync ( )
#this
Unsync the source to the Transport. See Tone.Source.sync
.stop ( )
#When the source should be stopped.
this
Stop the source at the specified time. If no time is given, stop the source now.