Tone.CrossFade

↳ EXTENDS Tone.AudioNode

Tone.Crossfade provides equal power fading between two inputs. More on crossfading technique here.

CONSTRUCTOR

new Tone.CrossFade ( [
initialFade
= 0.5 ] )
initialFade
default: 0.5

EXAMPLE

var crossFade = new Tone.CrossFade(0.5);
//connect effect A to crossfade from
//effect output 0 to crossfade input 0
effectA.connect(crossFade, 0, 0);
//connect effect B to crossfade from
//effect output 0 to crossfade input 1
effectB.connect(crossFade, 0, 1);
crossFade.fade.value = 0;
// ^ only effectA is output
crossFade.fade.value = 1;
// ^ only effectB is output
crossFade.fade.value = 0.5;
// ^ the two signals are mixed equally.

Members

.fade

NormalRange #

The mix between the two inputs. A fade value of 0 will output 100% input[0] and a value of 1 will output 100% input[1].

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.b

Tone.Gain #

Alias for input[1].

</>

.a

Tone.Gain #

Alias for input[0].

</>
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

.numberOfInputs

Number READONLY #

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

</>
inherited from Tone.AudioNode

.numberOfOutputs

Number READONLY #

The number of outputs coming out of the AudioNode.

</>
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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Methods

.dispose ( )

#
↪ returns Tone.CrossFade

this

clean up

</>
inherited from Tone.AudioNode

.chain ( )

#
nodes
↪ returns Tone.AudioNode

this

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

EXAMPLE

//connect a node to an effect, panVol and then to the master output
 node.chain(effect, panVol, Tone.Master);
 
</>
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

.fan ( )

#
nodes
↪ returns Tone.AudioNode

this

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

</>
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