mirror of
https://github.com/Tonejs/Tone.js
synced 2024-11-16 00:27:58 +00:00
237 lines
No EOL
6.1 KiB
JavaScript
237 lines
No EOL
6.1 KiB
JavaScript
define(["Tone/core/Tone", "Tone/signal/TickSignal", "Tone/core/TimelineState",
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"Tone/core/Emitter", "Tone/core/Context"], function (Tone) {
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"use strict";
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/**
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* @class A sample accurate clock which provides a callback at the given rate.
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* While the callback is not sample-accurate (it is still susceptible to
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* loose JS timing), the time passed in as the argument to the callback
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* is precise. For most applications, it is better to use Tone.Transport
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* instead of the Clock by itself since you can synchronize multiple callbacks.
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*
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* @constructor
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* @extends {Tone.Emitter}
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* @param {function} callback The callback to be invoked with the time of the audio event
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* @param {Frequency} frequency The rate of the callback
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* @example
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* //the callback will be invoked approximately once a second
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* //and will print the time exactly once a second apart.
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* var clock = new Tone.Clock(function(time){
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* console.log(time);
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* }, 1);
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*/
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Tone.Clock = function(){
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var options = Tone.defaults(arguments, ["callback", "frequency"], Tone.Clock);
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Tone.Emitter.call(this);
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/**
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* The callback function to invoke at the scheduled tick.
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* @type {Function}
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*/
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this.callback = options.callback;
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/**
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* The next time the callback is scheduled.
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* @type {Number}
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* @private
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*/
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this._nextTick = 0;
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/**
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* The last state of the clock.
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* @type {State}
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* @private
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*/
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this._lastState = Tone.State.Stopped;
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/**
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* The rate the callback function should be invoked.
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* @type {BPM}
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* @signal
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*/
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this.frequency = new Tone.TickSignal(options.frequency, Tone.Type.Frequency);
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this._readOnly("frequency");
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/**
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* The number of times the callback was invoked. Starts counting at 0
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* and increments after the callback was invoked.
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* @type {Ticks}
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* @readOnly
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*/
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this.ticks = 0;
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/**
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* The state timeline
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* @type {Tone.TimelineState}
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* @private
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*/
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this._state = new Tone.TimelineState(Tone.State.Stopped);
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/**
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* The loop function bound to its context.
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* This is necessary to remove the event in the end.
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* @type {Function}
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* @private
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*/
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this._boundLoop = this._loop.bind(this);
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//bind a callback to the worker thread
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this.context.on("tick", this._boundLoop);
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};
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Tone.extend(Tone.Clock, Tone.Emitter);
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/**
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* The defaults
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* @const
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* @type {Object}
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*/
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Tone.Clock.defaults = {
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"callback" : Tone.noOp,
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"frequency" : 1,
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};
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/**
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* Returns the playback state of the source, either "started", "stopped" or "paused".
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* @type {Tone.State}
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* @readOnly
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* @memberOf Tone.Clock#
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* @name state
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*/
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Object.defineProperty(Tone.Clock.prototype, "state", {
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get : function(){
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return this._state.getValueAtTime(this.now());
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}
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});
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/**
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* Start the clock at the given time. Optionally pass in an offset
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* of where to start the tick counter from.
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* @param {Time=} time The time the clock should start
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* @param {Ticks=} offset Where the tick counter starts counting from.
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* @return {Tone.Clock} this
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*/
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Tone.Clock.prototype.start = function(time, offset){
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time = this.toSeconds(time);
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if (this._state.getValueAtTime(time) !== Tone.State.Started){
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this._state.setStateAtTime(Tone.State.Started, time);
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this._state.get(time).offset = offset;
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}
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return this;
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};
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/**
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* Stop the clock. Stopping the clock resets the tick counter to 0.
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* @param {Time} [time=now] The time when the clock should stop.
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* @returns {Tone.Clock} this
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* @example
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* clock.stop();
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*/
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Tone.Clock.prototype.stop = function(time){
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time = this.toSeconds(time);
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this._state.cancel(time);
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this._state.setStateAtTime(Tone.State.Stopped, time);
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return this;
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};
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/**
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* Pause the clock. Pausing does not reset the tick counter.
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* @param {Time} [time=now] The time when the clock should stop.
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* @returns {Tone.Clock} this
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*/
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Tone.Clock.prototype.pause = function(time){
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time = this.toSeconds(time);
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if (this._state.getValueAtTime(time) === Tone.State.Started){
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this._state.setStateAtTime(Tone.State.Paused, time);
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}
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return this;
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};
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/**
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* The scheduling loop.
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* @private
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*/
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Tone.Clock.prototype._loop = function(){
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//the end of the update interval
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var endTime = this.now() + this.context.updateInterval;
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//the current event at the time of the loop
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var event = this._state.get(endTime);
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if (event){
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//state change events
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if (event.state !== this._lastState){
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this._lastState = event.state;
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switch(event.state){
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case Tone.State.Started:
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if (!Tone.isUndef(event.offset)){
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this.ticks = event.offset;
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}
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this._nextTick = event.time;
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this.emit("start", event.time, this.ticks);
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break;
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case Tone.State.Stopped:
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this.ticks = 0;
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this.emit("stop", event.time);
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break;
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case Tone.State.Paused:
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this.emit("pause", event.time);
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break;
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}
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}
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//all the tick events
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while(endTime > this._nextTick && this._state){
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var tickTime = this._nextTick;
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if (this.frequency){
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this._nextTick += this.frequency.getDurationOfTicks(1, this._nextTick);
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if (event.state === Tone.State.Started){
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try {
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this.callback(tickTime);
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this.ticks++;
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} catch(e){
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this.ticks++;
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throw e;
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}
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}
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}
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}
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}
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};
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/**
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* Returns the scheduled state at the given time.
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* @param {Time} time The time to query.
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* @return {String} The name of the state input in setStateAtTime.
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* @example
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* clock.start("+0.1");
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* clock.getStateAtTime("+0.1"); //returns "started"
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*/
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Tone.Clock.prototype.getStateAtTime = function(time){
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time = this.toSeconds(time);
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return this._state.getValueAtTime(time);
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};
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/**
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* Clean up
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* @returns {Tone.Clock} this
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*/
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Tone.Clock.prototype.dispose = function(){
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Tone.Emitter.prototype.dispose.call(this);
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this.context.off("tick", this._boundLoop);
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this._writable("frequency");
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this.frequency.dispose();
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this.frequency = null;
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this._boundLoop = null;
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this._nextTick = Infinity;
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this.callback = null;
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this._state.dispose();
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this._state = null;
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};
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return Tone.Clock;
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}); |