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updated examples and descriptions
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README.md
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README.md
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@ -12,9 +12,9 @@ Tone.js is a Web Audio framework for creating interactive music in the browser.
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* [Jazz.Computer - Yotam Mann](http://jazz.computer/)
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* [motionEmotion - Karen Peng, Jason Sigal](http://motionemotion.herokuapp.com/)
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* [p5.sound - build with Tone.js](https://github.com/processing/p5.js-sound)
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* [Hypercube by @eddietree](http://eddietree.github.io/hypercube/)
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* [randomcommander.io by Jake Albaugh](http://randomcommander.io/)
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* [Tone.js + NexusUI by taylorbf](http://taylorbf.github.io/Tone-Rack/)
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* [Hypercube - @eddietree](http://eddietree.github.io/hypercube/)
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* [randomcommander.io - Jake Albaugh](http://randomcommander.io/)
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* [Tone.js + NexusUI - Ben Taylor](http://taylorbf.github.io/Tone-Rack/)
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* [Solarbeat - Luke Twyman](http://www.whitevinyldesign.com/solarbeat/)
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* [Wind - João Costa](http://wind.joaocosta.co)
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* [Block Chords - Abe Rubenstein](http://dev.abe.sh/block-chords/)
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@ -23,88 +23,157 @@ Tone.js is a Web Audio framework for creating interactive music in the browser.
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* [Calculaural - Matthew Hasbach](https://github.com/mjhasbach/calculaural)
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* [Scratch + Tone.js - Eric Rosenbaum](http://ericrosenbaum.github.io/tone-synth-extension/)
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* [Game of Reich - Ben Taylor](http://nexusosc.com/gameofreich/)
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* [Yume - Helios + Luke Twyman](http://www.unseen-music.com/yume/)
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Using Tone.js? I'd love to hear it: yotammann@gmail.com
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# Installation
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Tone can be installed in a few of ways:
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* Download Tone.js from Github - [full](https://raw.githubusercontent.com/Tonejs/Tone.js/master/build/Tone.js) | [min](https://raw.githubusercontent.com/Tonejs/Tone.js/master/build/Tone.min.js)
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* CDN - [full](http://cdn.tonejs.org/latest/Tone.js) | [min](http://cdn.tonejs.org/latest/Tone.min.js)
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* [bower](http://bower.io/) - `bower install tone`
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* [npm](https://www.npmjs.org/) - `npm install tone`
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The fastest way to include Tone.js on your page is to use the CDN (hosted by [github pages](https://pages.github.com/)).
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```html
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<script type="text/javascript" src="http://cdn.tonejs.org/latest/Tone.min.js"></script>
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```
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It's always much safer to use a specific version rather than just "latest".
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[Full Installation Instruction](https://github.com/Tonejs/Tone.js/wiki/Installation)
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# Hello World
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# Hello Tone
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```javascript
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//create one of Tone's built-in synthesizers and connect it to the master output
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var synth = new Tone.SimpleSynth().toMaster();
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//play a middle c for the duratino of an 8th note
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//play a middle C for the duration of an 8th note
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synth.triggerAttackRelease("C4", "8n");
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```
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# Tone.Transport
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A unique feature of the library is the Transport which allows for application-wide synchronization of sources and signals with tempo curves and automation. The Transport allows you to register callbacks at precise moments along the timeline which are invoked right before the event with the exact time of the event.
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Transport).
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[SimpleSynth](http://tonejs.org/docs/#SimpleSynth) is a single oscillator, single envelope synthesizer. It's [ADSR envelope](https://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope) has two phases: the attack and the release. These can be triggered by calling `triggerAttack` and `triggerRelease` separately, or combined as shown above. The first argument of `triggerAttackRelease` is the frequency, which can be given either a number (like `440`) or as "pitch-octave" notation (like `"D#2"`). The second argument is the duration of the envelope's sustain (i.e. how long the note is held for). The third (optional) argument of `triggerAttackRelease` is the time the attack should start. With no argument, the time will evaluate to "now" and play immediately. Passing in a time value let's you schedule the event in the future.
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### Time
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In the Tone library, time can be described in a number of ways. Any method which takes a time as a parameter will accept the number in seconds as well as a tempo-relative form.
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Any method which takes a time as a parameter will accept either a number or a string. Numbers will be taken literally as the time in seconds and strings can encode time expressions in terms of the current tempo. For example `"4n"` is a quarter-note, `"8t"` is an eighth-note triplet, and `"1m"` is one measure. Any value prefixed with `"+"` will be added to the current time. To trigger the same note one measure from now:
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For example to `"4n"` is a quarter-note and "4:2:0" is the third beat of the fifth measure (remember we're counting from 0).
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```javascript
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synth.triggerAttackRelease("C4", "8n", "+1m");
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```
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Time).
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[Read about Time encodings.](https://github.com/Tonejs/Tone.js/wiki/Time)
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# Sources
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### Transport
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Aside from the 4 basic oscillator types (sine, square, triangle, sawtooth), Tone.js provides a few other sources such as a buffer player (Tone.Player), a noise generator, and two additional oscillator types (pwm, pulse).
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Time expressions are evaluated against the Transport's BPM. [Tone.Transport](http://tonejs.org/docs/#Transport) is the master timekeeper, allowing for application-wide synchronization of sources, signals and events along a shared timeline. Callbacks scheduled with Tone.Transport will be invoked right before the scheduled time with the exact time of the event is passed in as the first parameter to the callback.
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Sources).
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```javascript
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//schedule a callback on the second beat of the first measure
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Tone.Transport.schedule(function(time){
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//schedule the synth's attackRelease using the passed-in time
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synth.triggerAttackRelease("C4", "8n", time);
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}, "1:2:0");
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//start the transport
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Tone.Transport.start();
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```
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[Read more about scheduling events with the Transport.](https://github.com/Tonejs/Tone.js/wiki/Transport)
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### Loops
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Instead of scheduling events directly on the Transport, Tone.js provides a few higher-level classes for working with events. [Tone.Loop](http://tonejs.org/docs/#Loop) is a simple way to create a looped callback that can be scheduled to start and stop.
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```javascript
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//play a note every quarter-note
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var loop = new Tone.Loop(function(time){
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synth.triggerAttackRelease("C2", "8n", time);
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}, "4n");
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//loop between the first and fourth measures of the Transport's timeline
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loop.start("1m").stop("4m");
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```
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Start the Transport to hear the looped notes:
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```javascript
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Transport.start();
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```
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[Read about Tone.js' Event classes.](https://github.com/Tonejs/Tone.js/wiki/Events)
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# Instruments
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Tone has a number of instruments which all inherit from Tone.Instrument, giving them the same API for triggering notes. These instruments are all monophonic and can be made polyphonic if they are passed into the second argument of [Tone.PolySynth](http://tonejs.org/docs/#PolySynth).
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Tone has a number of instruments which all inherit from the same [Instrument base class](http://tonejs.org/docs/#Instrument), giving them a common API for playing notes. [Tone.MonoSynth](http://tonejs.org/docs/#MonoSynth) is composed of one oscillator, one filter, and two envelopes connected to the amplitude and the filter frequency.
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Instruments).
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```javascript
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//pass in some initial values for the filter and filter envelope
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var monoSynth = new Tone.MonoSynth({
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"filter" : {
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"type" : "lowpass",
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"Q" : 7
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},
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"filterEnvelope" : {
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"attack" : 0.02,
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"decay" : 0.1,
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"sustain" : 0.2,
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"release" : 0.9,
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}
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}).toMaster();
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//start the note "D3" one second from now
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simpleSynth.triggerAttack("D3", "+1");
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```
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All instruments are monophonic (one voice) but can be made polyphonic when the constructor is passed in as the second argument to [Tone.PolySynth](http://tonejs.org/docs/#PolySynth).
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```javascript
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//a 4 voice MonoSynth
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var polySynth = new Tone.PolySynth(4, Tone.MonoSynth).toMaster();
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//play a chord
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polySimpleSynth.triggerAttackRelease(["C4", "E4", "G4", "B4"], "2n");
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```
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[Read more about Instruments.](https://github.com/Tonejs/Tone.js/wiki/Instruments)
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# Effects
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Tone.js also has many stereo and mono effects. Each effect lets you change the ratio between the dry (unaffected) and wet signal.
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In the above examples, the synthesizer was always connected directly to the [master output](http://tonejs.org/docs/#Master), but the output of the synth could also be routed through one (or more) effects before going to the speakers.
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Effects).
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```javascript
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//create a distortion effect
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var distortion = new Tone.Distortion(0.4).toMaster();
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//connect a synth to the distortion
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synth.connect(distortion);
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```
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[Read more about Effects](https://github.com/Tonejs/Tone.js/wiki/Effects)
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# Sources
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Tone has a few basic audio sources like [Tone.Oscillator](http://tonejs.org/docs/#Oscillator) which has sine, square, triangle, and sawtooth waveforms, a buffer player ([Tone.Player](http://tonejs.org/docs/#Player)), a noise generator ([Tone.Noise]((http://tonejs.org/docs/#Noise))), two additional oscillator types ([pwm](http://tonejs.org/docs/#PWMOscillator), [pulse](http://tonejs.org/docs/#PulseOscillator)) and [external audio input](http://tonejs.org/docs/#Microphone) (when [WebRTC is supported](http://caniuse.com/#feat=stream)).
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```javascript
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//a pwm oscillator which is connected to the speaker and started right away
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var pwm = new Tone.PWMOscillator("Bb3").toMaster().start();
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```
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Sources)
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# Signals
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Like the underlying Web Audio API, Tone.js is built with audio-rate signal control over nearly everything. This is a powerful feature which allows for sample-accurate synchronization of multiple parameters with a single signal. Signals are built entirely without the ScriptProcessorNode so they do not introduce much latency and processing overhead. Instead, all signal math and logic let GainNodes and WaveShaperNodes do all of the work so that all processing is done in the underlying Assembly/C/C++ provided by the API. Signals are used extensively internally and are also useful for general DSP and control signal logic and transformations.
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Like the underlying Web Audio API, Tone.js is built with audio-rate signal control over nearly everything. This is a powerful feature which allows for sample-accurate synchronization of multiple parameters with a single signal. Signals are built entirely without the ScriptProcessorNode so they do not introduce minimal processing overhead and no latency. Instead, this signal math and logic lets the native Web Audio GainNodes and WaveShaperNodes do all of the work meaning all processing is done in the underlying Assembly/C/C++ provided by the API. Signals are used extensively internally and are also useful for general DSP and control signal logic and transformations.
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Read more about [signals](https://github.com/Tonejs/Tone.js/wiki/Signals).
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[Read more](https://github.com/Tonejs/Tone.js/wiki/Signals)
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# AudioContext
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Tone.js creates an AudioContext when it loads and shims it for maximum browser compatibility. The AudioContext can be found at `Tone.context` or from within any Object extending Tone as `this.context`.
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Tone also let's you set your own AudioContext using `Tone.setContext`.
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Tone.js creates an AudioContext when it loads and shims it for maximum browser compatibility. The AudioContext can be found at `Tone.context`. Or set your own AudioContext using `Tone.setContext(audioContext)`.
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# MIDI
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To use MIDI files, you'll first need to convert them into a JSON format which Tone.js can understand using [MidiConvert](tonejs.github.io/MidiConvert/).
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To use MIDI files, you'll first need to convert them into a JSON format which Tone.js can understand using [MidiConvert](http://tonejs.github.io/MidiConvert/).
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# Performance
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Tone.js uses very few ScriptProcessorNodes. Nearly all of the Tone Modules find a native Web Audio component workaround, making extensive use of the GainNode and WaveShaperNode especially, which enables Tone.js to work well on both desktop and mobile browsers. While the ScriptProcessorNode is extremely powerful, it introduces a lot of latency and the potential for glitches more than any other node.
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Tone.js uses only one ScriptProcessorNode (in Tone.Meter). The rest of Tone's modules find a native Web Audio component workaround, making extensive use of the GainNode and WaveShaperNode especially, which enables Tone.js to work well on both desktop and mobile browsers. While the ScriptProcessorNode is extremely powerful, it introduces a lot of latency and the potential for glitches more than any other node.
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# Contributing
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There are many ways to contribute to Tone.js. Check out [this wiki](https://github.com/Tonejs/Tone.js/wiki/Contributing) if you're interested.
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# References and Inspiration
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