<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Microphone</title> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1"> <link rel="icon" type="image/png" sizes="174x174" href="./favicon.png"> <script src="https://cdnjs.cloudflare.com/ajax/libs/webcomponentsjs/2.4.3/webcomponents-bundle.js"></script> <link href="https://fonts.googleapis.com/css?family=Material+Icons&display=block" rel="stylesheet"/> <script src="../build/Tone.js"></script> <script src="./js/tone-ui.js"></script> <script src="./js/components.js"></script> </head> <body> <style type="text/css"> tone-oscilloscope { width: 100%; background-color: black; height: 40px; border-radius: 20px; margin-bottom: 10px; } </style> <tone-example label="Microphone"> <div slot="explanation"> If supported, Tone.UserMedia uses <code>getUserMedia</code> to open the user's microphone where it can then be processed with Tone.js. Only works on https domains. </div> <div id="content"> <tone-mic-button></tone-mic-button> </div> </tone-example> <script type="text/javascript"> // you probably DONT want to connect the microphone // directly to the master output because of feedback. const mic = new Tone.UserMedia(); const micFFT = new Tone.FFT(); mic.connect(micFFT); fft({ tone: micFFT, parent: document.querySelector("#content") }); // bind the interface const micButton = document.querySelector("tone-mic-button"); micButton.supported = Tone.UserMedia.supported; micButton.addEventListener("open", () => mic.open()); micButton.addEventListener("close", () => mic.close()); </script> </body> </html>