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<!DOCTYPE html>
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< html >
< head >
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< meta charset = "utf-8" >
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< title > PINGPONG DELAY< / title >
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< meta name = "viewport" content = "width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no" >
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< link rel = "icon" type = "image/png" sizes = "174x174" href = "./style/favicon.png" >
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< script src = "../build/Tone.js" > < / script >
< script src = "./scripts/jquery.min.js" > < / script >
< script src = "./scripts/draggabilly.js" > < / script >
< script src = "./scripts/StartAudioContext.js" > < / script >
< script src = "./scripts/Interface.js" > < / script >
< script src = "https://tonejs.github.io/Logo/build/Logo.js" > < / script >
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< link rel = "stylesheet" type = "text/css" href = "./style/examples.css" >
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< script >
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// jshint ignore: start
< / script >
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< / head >
< body >
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< div id = "Content" >
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< div id = "Title" > Ping Pong Delay< / div >
< div id = "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.
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< br > < br >
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< a href = "https://tonejs.github.io/docs/#PingPongDelay" > Tone.PingPongDelay< / a > docs.
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< / div >
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< / div >
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< script >
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//the feedback delay
var feedbackDelay = new Tone.PingPongDelay({
"delayTime" : "8n",
"feedback" : 0.6,
"wet" : 0.5
}).toMaster();
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//play a snare sound through it
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var player = new Tone.Player("./audio/505/snare.[mp3|ogg]").connect(feedbackDelay);
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Interface.Loader();
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Interface.Button({
text : "trigger",
start : function(){
player.start();
},
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});
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< / script >
< / body >
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< / html >