Tone.Noise
↳ EXTENDS Tone.SourceTone.Noise is a noise generator. It uses looped noise buffers to save on performance. Tone.Noise supports the noise types: “pink”, “white”, and “brown”. Read more about colors of noise on Wikipedia.
CONSTRUCTOR
new Tone.Noise (the noise type (white | pink | brown) |
DEFAULTS
EXAMPLE
//initialize the noise and start
var noise = new Tone.Noise("pink").start();
//make an autofilter to shape the noise
var autoFilter = new Tone.AutoFilter({
"frequency" : "8m",
"min" : 800,
"max" : 15000
}).connect(Tone.Master);
//connect the noise
noise.connect(autoFilter);
//start the autofilter LFO
autoFilter.start()
Members
.type
↝ string #The type of the noise. Can be “white”, “brown”, or “pink”.
EXAMPLE
noise.type = "white";
.context
↝ Tone.Context READONLY #Get the audio context belonging to this instance.
.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.
.numberOfInputs
↝ Number READONLY #The number of inputs feeding into the AudioNode. For source nodes, this will be 0.
.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”.
.numberOfOutputs
↝ Number READONLY #The number of outputs coming out of the AudioNode.
.volume
↝ Decibels #The volume of the output in decibels.
EXAMPLE
source.volume.value = -6;
.mute
↝ boolean #Mute the output.
EXAMPLE
//mute the output
source.mute = true;
.state
↝ Tone.State READONLY #Returns the playback state of the source, either “started” or “stopped”.
Methods
.restart ( )
#When to restart the noise.
this
Restarts the noise.
.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 a node to an effect, panVol and then to the master output
node.chain(effect, panVol, Tone.Master);
.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
//connect an oscillator to the master output
var osc = new Tone.Oscillator().toMaster();
.stop ( )
#When the source should be stopped.
this
Stop the source at the specified time. If no time is given, stop the source now.
EXAMPLE
source.stop(); // stops the source immediately
.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
//sync the source so that it plays between 0 and 0.3 on the Transport's timeline
source.sync().start(0).stop(0.3);
//start the transport.
Tone.Transport.start();
EXAMPLE
//start the transport with an offset and the sync'ed sources
//will start in the correct position
source.sync().start(0.1);
//the source will be invoked with an offset of 0.4
Tone.Transport.start("+0.5", 0.5);
.unsync ( )
#this
Unsync the source to the Transport. See Tone.Source.sync
.start ( )
#When the source should be started.
this
Start the source at the specified time. If no time is given, start the source now.
EXAMPLE
source.start("+0.5"); //starts the source 0.5 seconds from now