Tone.js/examples/pingPongDelay.html
2019-01-08 20:21:29 -05:00

58 lines
1.7 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Ping Pong Delay</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://unpkg.com/@webcomponents/webcomponentsjs@^2/webcomponents-bundle.js"></script>
<script src="../build/Tone.js"></script>
<script src="./js/tonejs-ui.js"></script>
<style type="text/css">
tone-trigger, tone-meter {
margin-bottom: 10px;
}
tone-meter {
background-color: black;
height: 100px;
width: 100%;
}
</style>
</head>
<body>
<tone-example>
<tone-loader></tone-loader>
<tone-explanation label="Ping Pong Delay">
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.
<br><br>
<a href="https://tonejs.github.io/docs/PingPongDelay">Tone.PingPongDelay</a> docs.
</tone-explanation>
<tone-content>
<tone-meter stereo></tone-meter>
<tone-trigger></tone-trigger>
<tone-ping-pong-delay></tone-ping-pong-delay>
</tone-content>
</tone-example>
<script type="text/javascript">
//the feedback delay
var feedbackDelay = new Tone.PingPongDelay({
"delayTime" : "8n",
"feedback" : 0.6,
"wet" : 0.5
}).toMaster();
//play a snare sound through it
var player = new Tone.Player("./audio/505/snare.[mp3|ogg]").connect(feedbackDelay);
//bind the interface
document.querySelector("tone-trigger").bind(player);
document.querySelector("tone-ping-pong-delay").bind(feedbackDelay);
document.querySelector("tone-meter").bind(feedbackDelay);
</script>
</body>
</html>