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<!DOCTYPE html>
< html >
< head >
< meta charset = "utf-8" >
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< title > Microphone< / title >
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< meta name = "viewport" content = "width=device-width, initial-scale=1, maximum-scale=1" >
< link rel = "icon" type = "image/png" sizes = "174x174" href = "./favicon.png" >
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< script src = "https://unpkg.com/@webcomponents/webcomponentsjs@^2/webcomponents-bundle.js" > < / script >
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< script src = "../build/Tone.js" > < / script >
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< script src = "./js/tonejs-ui.js" > < / script >
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< / head >
< body >
< style type = "text/css" >
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tone-oscilloscope {
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width: 100%;
background-color: black;
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height: 40px;
border-radius: 20px;
margin-bottom: 10px;
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}
< / style >
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< tone-example >
< tone-explanation label = "Microphone" >
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If supported, Tone.UserMedia uses < code > getUserMedia< / code > to open the user's microphone where it can then be processed with Tone.js. Only works on https domains.
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< / tone-explanation >
< tone-content >
< tone-oscilloscope > < / tone-oscilloscope >
< tone-microphone > < / tone-microphone >
< / tone-content >
< / tone-example >
< script type = "text/javascript" >
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//you probably DONT want to connect the microphone
//directly to the master output because of feedback.
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var mic = new Tone.UserMedia();
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//bind the interface
document.querySelector("tone-microphone").bind(mic);
document.querySelector("tone-oscilloscope").bind(mic);
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< / script >
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< / body >
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< / html >