Tone.js/examples/pingPongDelay.html

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<!DOCTYPE html>
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<html>
<head>
<meta charset="utf-8">
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<title>Ping Pong Delay</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>
<link href="https://fonts.googleapis.com/css?family=Material+Icons&display=block" rel="stylesheet"/>
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<script src="../build/Tone.js"></script>
<script src="../../examples/dist/tone-gui.js"></script>
<script src="../../examples/dist/components.js"></script>
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</head>
<body>
<tone-example label="Ping Pong Delay">
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<tone-loader></tone-loader>
<div slot="explanation">
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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.
</div>
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<div id="content">
<tone-momentary-button></tone-momentary-button>
</div>
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</tone-example>
<script type="text/javascript">
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//the feedback delay
var feedbackDelay = new Tone.PingPongDelay({
"delayTime" : "8n",
"feedback" : 0.6,
"wet" : 0.5
}).toDestination();
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//play a snare sound through it
const player = new Tone.Player("https://tonejs.github.io/audio/drum-samples/CR78/snare.mp3").connect(feedbackDelay);
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const toneMeter = new Tone.Meter({channels: 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())
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</script>
</body>
</html>