Tone.GrainPlayer
↳ EXTENDS Tone.SourceTone.GrainPlayer implements granular synthesis. Granular Synthesis enables you to adjust pitch and playback rate independently. The grainSize is the amount of time each small chunk of audio is played for and the overlap is the amount of crossfading transition time between successive grains.
CONSTRUCTOR
new Tone.GrainPlayer (The url to load, or the Tone.Buffer to play.
The callback to invoke after the url is loaded.
DEFAULTS
Members
.grainSize
↝ Time #The size of each chunk of audio that the buffer is chopped into and played back at.
.numberOfInputs
↝ Number READONLY #The number of inputs feeding into the AudioNode. For source nodes, this will be 0.
.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.
.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”.
.context
↝ Tone.Context READONLY #Get the audio context belonging to this instance.
.numberOfOutputs
↝ Number READONLY #The number of outputs coming out of the AudioNode.
.state
↝ Tone.State READONLY #Returns the playback state of the source, either “started” or “stopped”.
Methods
.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.
.disconnect ( )
#Either the output index to disconnect if the output is an array, or the node to disconnect from.
this
disconnect the output
.fan ( )
#this
connect the output of this node to the rest of the nodes in parallel.
.chain ( )
#this
Connect the output of this node to the rest of the nodes in series.
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
.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.