updating docs

This commit is contained in:
Yotam Mann 2019-08-27 09:00:59 -07:00
parent b4c2153749
commit 1bf6fb0d51
4 changed files with 13 additions and 11 deletions

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@ -15,8 +15,6 @@ interface ToneConvolverOptions extends EffectOptions {
* Convolution is useful for reverb and filter emulation. Read more about convolution reverb on
* [Wikipedia](https://en.wikipedia.org/wiki/Convolution_reverb).
*
* @param url The URL of the impulse response or the Tone.Buffer contianing the impulse response.
* @param onload The callback to invoke when the url is loaded.
* @example
* //initializing the convolver with an impulse response
* var convolver = new Convolver("./path/to/ir.wav").toDestination();
@ -35,6 +33,10 @@ export class Convolver extends Effect<ToneConvolverOptions> {
*/
private _buffer: ToneAudioBuffer;
/**
* @param url The URL of the impulse response or the Tone.Buffer contianing the impulse response.
* @param onload The callback to invoke when the url is loaded.
*/
constructor(url?: string | AudioBuffer | ToneAudioBuffer, onload?: () => void);
constructor(options?: Partial<ToneConvolverOptions>);
constructor() {

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@ -9,13 +9,9 @@ export interface EffectOptions extends ToneAudioNodeOptions {
wet: NormalRange;
}
/**
* @class Effect is the base class for effects. Connect the effect between
* the effectSend and effectReturn GainNodes, then control the amount of
* effect which goes to the output using the wet control.
*
* @constructor
* @extends {Tone.AudioNode}
* @param {NormalRange|Object} [wet] The starting wet value.
* Effect is the base class for effects. Connect the effect between
* the effectSend and effectReturn GainNodes, then control the amount of
* effect which goes to the output using the wet control.
*/
export abstract class Effect<Options extends EffectOptions>
extends ToneAudioNode<Options> {

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@ -25,7 +25,6 @@ interface FrequencyShifterOptions extends EffectOptions {
* be an option to low pass filter your input before frequency shifting it to get ride of the aliasing.
* You can find a very detailed description of the algorithm here: https://larzeitlin.github.io/RMFS/
*
* @param frequency The incoming signal is shifted by this frequency value.
* @example
* let input = new Tone.Oscillator(230, "sawtooth").start();
* let shift = new FrequencyShifter(42).toDestination();
@ -76,6 +75,9 @@ export class FrequencyShifter extends Effect<FrequencyShifterOptions> {
*/
private _phaseShifter: PhaseShiftAllpass;
/**
* @param frequency The incoming signal is shifted by this frequency value.
*/
constructor(frequency?: Frequency);
// tslint:disable-next-line: unified-signatures
constructor(options?: Partial<FrequencyShifterOptions>);

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@ -21,7 +21,6 @@ interface ReverbOptions extends EffectOptions {
* Inspiration from [ReverbGen](https://github.com/adelespinasse/reverbGen).
* Copyright (c) 2014 Alan deLespinasse Apache 2.0 License.
*
* @param decay The amount of time it will reverberate for.
*/
export class Reverb extends Effect<ReverbOptions> {
@ -42,6 +41,9 @@ export class Reverb extends Effect<ReverbOptions> {
*/
preDelay: Seconds;
/**
* @param decay The amount of time it will reverberate for.
*/
constructor(decay?: Seconds);
// tslint:disable-next-line: unified-signatures
constructor(options?: Partial<ReverbOptions>);