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doc'ing components
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13 changed files with 68 additions and 35 deletions
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@ -10,7 +10,11 @@ define(["Tone/core/Tone", "Tone/signal/Signal", "Tone/signal/Expr", "Tone/signal
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* @param {NormalRange} [initialFade=0.5]
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* @example
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* var crossFade = new Tone.CrossFade(0.5);
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* //connect effect A to crossfade from
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* //effect output 0 to crossfade input 0
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* effectA.connect(crossFade, 0, 0);
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* //connect effect B to crossfade from
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* //effect output 0 to crossfade input 1
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* effectB.connect(crossFade, 0, 1);
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* crossFade.fade.value = 0;
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* // ^ only effectA is output
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@ -3,7 +3,7 @@ define(["Tone/core/Tone", "Tone/component/MultibandSplit", "Tone/signal/Signal"]
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"use strict";
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/**
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* @class A 3 band EQ with control over low, mid, and high gain as
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* @class EQ3 is a three band EQ with control over low, mid, and high gain as
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* well as the low and high crossover frequencies.
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*
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* @constructor
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@ -5,11 +5,14 @@ function(Tone){
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"use strict";
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/**
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* @class A crude envelope follower which will follow the amplitude
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* of the incoming signal.
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* Careful with small (< 0.02) attack or decay values.
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* The follower has some ripple which gets exaggerated
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* by small values.
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* @class Follower is a crude envelope follower which will follow
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* the amplitude of an incoming signal.
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* Take care with small (< 0.02) attack or decay values
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* as follower has some ripple which is exaggerated
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* at these values. More on envelop followers (also known
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* as envelope detectors) on
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* <a href="https://en.wikipedia.org/wiki/Envelope_detector"
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* target="_blank">Wikipedia</a>.
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*
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* @constructor
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* @extends {Tone}
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@ -153,8 +156,8 @@ function(Tone){
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});
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/**
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* borrows the connect method from Signal so that the output can be used
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* as a control signal {@link Tone.Signal}
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* Borrows the connect method from Signal so that the output can be used
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* as a Tone.Signal control signal.
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* @function
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*/
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Tone.Follower.prototype.connect = Tone.Signal.prototype.connect;
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@ -3,9 +3,12 @@ define(["Tone/core/Tone", "Tone/component/Follower", "Tone/signal/GreaterThan"],
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"use strict";
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/**
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* @class Only pass signal through when it's signal exceeds the
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* specified threshold. Uses a Tone.Follower to follow the
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* amplitude of the incoming signal.
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* @class Tone.Gate only passes a signal through when the incoming
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* signal exceeds a specified threshold. To do this, Gate uses
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* a Tone.Follower to follow the amplitude of the incoming signal.
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* A common implementation of this class is a
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* <a href="https://en.wikipedia.org/wiki/Noise_gate" target="_blank">
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* Noise Gate</a>.
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*
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* @constructor
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* @extends {Tone}
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@ -3,8 +3,12 @@ define(["Tone/core/Tone", "Tone/component/Compressor"], function(Tone){
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"use strict";
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/**
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* @class Limit the loudness of the incoming signal. Composed of a Tone.Compressor
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* with a fast attack and release.
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* @class Tone.Limiter will limit the loudness of an incoming signal.
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* It is composed of a Tone.Compressor with a fast attack
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* and release. Limiters are commonly used to safeguard against
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* signal clipping. Unlike a compressor, limiters do not provide
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* smooth gain reduction and almost completely prevent
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* additional gain above the threshold.
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*
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* @extends {Tone}
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* @constructor
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@ -3,15 +3,20 @@ define(["Tone/core/Tone"], function(Tone){
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"use strict";
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/**
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* @class Merge two signals into the left and right
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* channels of a single, stereo channel.
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* @class Tone.Merge brings two signals into the left and right
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* channels of a single stereo channel.
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*
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* @constructor
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* @extends {Tone}
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* @example
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* var merge = new Tone.Merge();
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* sigLeft.connect(merge.left);
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* sigRight.connect(merge.right);
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* var merge = new Tone.Merge().toMaster();
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* //routing a sine tone in the left channel
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* //and noise in the right channel
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* var osc = new Tone.Oscillator().connect(merge.left);
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* var noise = new Tone.Noise().connect(merge.right);
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* //starting our oscillators
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* noise.start();
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* osc.start();
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*/
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Tone.Merge = function(){
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@ -3,19 +3,29 @@ define(["Tone/core/Tone", "Tone/core/Master"], function(Tone){
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"use strict";
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/**
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* @class Get the <a href="https://en.wikipedia.org/wiki/Root_mean_square" target="blank">RMS</a>
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* of the input signal with some averaging. Can also get the raw value of the signal
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* or the value in dB. inspired by
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* <a href=" https://github.com/cwilso/volume-meter/blob/master/volume-meter.js" target="_blank">Chris Wilsons Volume Meter</a>
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* @class Tone.Meter gets the <a href="https://en.wikipedia.org/wiki/Root_mean_square"
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* target="blank">RMS</a> of an input signal with some averaging applied.
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* It can also get the raw value of the signal or the value in dB. For signal
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* processing, it's better to use Tone.Follower which will produce an audio-rate
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* envelope follower instead of needing to poll the Meter to get the output.
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* <br><br>
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* Note that for signal processing, it's better to use Tone.Follower which will produce
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* an audio-rate envelope follower instead of needing to poll the Meter to get the output.
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* Meter was inspired by
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* <a href=" https://github.com/cwilso/volume-meter/blob/master/volume-meter.js"
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* target="_blank">Chris Wilsons Volume Meter</a>
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*
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* @constructor
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* @extends {Tone}
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* @param {number} [channels=1] number of channels being metered
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* @param {number} [smoothing=0.8] amount of smoothing applied to the volume
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* @param {number} [clipMemory=0.5] number in seconds that a "clip" should be remembered
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* @example
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* var meter = new Tone.Meter();
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* var mic = new Tone.Microphone().start();
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* //connect mic to the meter
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* mic.connect(meter);
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* //use getLevel or getDb
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* //to access meter level
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* meter.getLevel();
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*/
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Tone.Meter = function(channels, smoothing, clipMemory){
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//extends Unit
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@ -3,8 +3,10 @@ define(["Tone/core/Tone", "Tone/component/Merge"], function(Tone){
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"use strict";
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/**
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* @class Coerces the incoming mono or stereo signal into a mono signal
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* where both left and right channels have the same value.
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* @class Tone.Mono coerces the incoming mono or stereo signal into a mono signal
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* where both left and right channels have the same value. This is useful
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* for <a href="https://en.wikipedia.org/wiki/Stereo_imaging" target="_blank">
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* stereo imaging</a>.
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*
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* @extends {Tone}
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* @constructor
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@ -3,7 +3,7 @@ define(["Tone/core/Tone", "Tone/component/Panner", "Tone/component/Volume"], fun
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"use strict";
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/**
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* @class A Tone.Panner and Tone.Volume in one.
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* @class Tone.PanVol is a Tone.Panner and Tone.Volume in one.
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*
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* @extends {Tone}
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* @constructor
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@ -5,7 +5,8 @@ function(Tone){
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"use strict";
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/**
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* @class Equal power Left/Right Panner. Not 3D. Uses the StereoPannerNode when available.
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* @class Tone.Panner is an equal power Left/Right Panner and does not
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* support 3D. Panner uses the StereoPannerNode when available.
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*
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* @constructor
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* @extends {Tone}
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@ -4,9 +4,10 @@ define(["Tone/core/Tone", "Tone/component/Envelope", "Tone/signal/Scale"],
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"use strict";
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/**
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* @class An envelope which can be scaled to any range.
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* Useful for applying an envelope to a frequency or
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* any other non-NormalRange signal parameter.
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* @class Tone.ScaledEnvelop is an envelope which can be scaled
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* to any range. It's useful for applying an envelope
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* to a frequency or any other non-NormalRange signal
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* parameter.
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*
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* @extends {Tone.Envelope}
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* @constructor
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@ -3,7 +3,7 @@ define(["Tone/core/Tone"], function(Tone){
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"use strict";
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/**
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* @class Split the incoming signal into left and right channels.
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* @class Tone.Split splits an incoming signal into left and right channels.
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*
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* @constructor
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* @extends {Tone}
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@ -3,7 +3,7 @@ define(["Tone/core/Tone", "Tone/signal/Signal", "Tone/core/Master"], function(To
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"use strict";
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/**
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* @class A simple volume node. Useful for creating a volume fader.
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* @class Tone.Volume is a simple volume node, useful for creating a volume fader.
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*
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* @extends {Tone}
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* @constructor
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