Tone.js/examples/pingPongDelay.html

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2024-05-15 19:24:20 +00:00
<!doctype html>
2014-09-04 04:06:01 +00:00
<html>
2024-05-15 19:24:20 +00:00
<head>
<meta charset="utf-8" />
<title>Ping Pong Delay</title>
<meta
name="viewport"
content="width=device-width, initial-scale=1, maximum-scale=1"
/>
<link
rel="icon"
type="image/png"
sizes="174x174"
href="./favicon.png"
/>
<script src="https://cdnjs.cloudflare.com/ajax/libs/webcomponentsjs/2.4.3/webcomponents-bundle.js"></script>
<link
href="https://fonts.googleapis.com/css?family=Material+Icons&display=block"
rel="stylesheet"
/>
<script src="../build/Tone.js"></script>
<script src="./js/tone-ui.js"></script>
<script src="./js/components.js"></script>
</head>
<body>
<tone-example label="Ping Pong Delay">
<tone-loader></tone-loader>
<div slot="explanation">
A Ping Pong Delay is a stereo feedback delay where the delay
bounces back and forth between the left and right channels. Hit
the button to trigger a snare sample into the effect.
<br /><br />
<a
href="https://tonejs.github.io/docs/latest/classes/PingPongDelay"
>Tone.PingPongDelay</a
>
docs.
</div>
<div id="content">
<tone-momentary-button></tone-momentary-button>
</div>
</tone-example>
<script type="text/javascript">
// the feedback delay
const feedbackDelay = new Tone.PingPongDelay({
delayTime: "8n",
feedback: 0.6,
wet: 0.5,
}).toDestination();
// play a snare sound through it
const player = new Tone.Player(
"https://tonejs.github.io/audio/drum-samples/CR78/snare.mp3"
).connect(feedbackDelay);
const toneMeter = new Tone.Meter({ channelCount: 2 });
feedbackDelay.connect(toneMeter);
meter({
tone: toneMeter,
parent: document.querySelector("#content"),
});
document
.querySelector("tone-momentary-button")
.addEventListener("down", () => player.start());
document
.querySelector("tone-momentary-button")
.addEventListener("up", () => player.stop());
</script>
</body>
</html>