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Tone.js

A collection of building blocks extending and wrapping the Web Audio API.

Installation

Tone.js can be used with or without RequireJS

RequireJS

RequireJS is a JavaScript module loader which Tone.js uses internally for dependency management. It is a powerful tool for development and deploying. Using r.js (RequireJS's optimizer) can bring package size down significantly since it will only load the modules used in your code.

There are a couple ways to use the tone library with require.js and r.js.

The best way to use with Tone.js is to make a path to the base directory:

require.config({
    baseUrl: './base',
    paths: {
        "Tone" : "pathto/Tone.js/Tone"
    }
});

without RequireJS

Tone.js can also be used without RequireJS. If you include the Tone.js Build as a script tag at the top of your page, a global called Tone will be added to the window.

<script type="text/javascript" src="pathto/Tone.js"></script>

AudioContext

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 Node in the Tone library as this.context. For AudioNodes to be able to connect together, they need to be created from the same AudioContext.

Audio Sources

Tone.js simplifies the creation of oscillators and buffer players.

//a square wave at 440hz:
var osc = new Tone.Oscillator(440, "square");
//connect it to the master output
osc.toMaster();
osc.start();
//a buffer player which plays as soon as it's loaded
//the second argument is an onload callback
var player = new Tone.Player("./sound.mp3", function(){
	player.start();	
});
player.toMaster();

Transport and Timing

A unique feature of the library is the oscillator-based Transport which allows for simple synchronization of sources and signals. The Transport allows you to register callbacks at precise moments along and get a callback with the exact time requested. Pass the time to the Node you'd like to start or automate.

//this will start the player on every quarter note
Tone.Transport.setInterval(function(time){
	player.start(time);
}, "4n");
//start the Transport for the events to start
Tone.Transport.start();

The Transport also allows single events to occur in the future using setTimeout

//this will start an oscillator 5 seconds from now
Tone.Transport.setTimeout(function(time){
	osc.start(time);
}, 5);
Tone.Transport.start();

Events can also be arranged on a timeline. Callbacks registered with setTimeline will repeat even after the Transport is started, stopped or looped.

//this will start an oscillator 5 seconds from now
Tone.Transport.setTimeline(function(time){
	console.log("first measure")
}, "1:0:0");
Tone.Transport.setLoopEnd("4:0:0");
Tone.Transport.start();

Time

In the Tone library, time can be described in a number of ways. Any method which takes a time as a parameter will accept any of these forms:

Number: these will be taken literally as the time (in seconds).

Notation: describes time in BPM and time signature relative values.

  • "4n" = quarter note
  • "8t" = eighth note triplet
  • "2m" = two measures

Transport Time: will also provide tempo and time signature relative times in the form BARS:QUARTERS:SIXTEENTHS.

  • "32:0:0" = start of the 32nd measure.
  • "4:3:2" = 4 bars + 3 quarter notes + 2 sixteenth notes.

Frequency: seconds can also be described in Hz.

  • "1hz" = 1 second
  • "5hz" = 0.2 seconds

Now-Relative: prefix any of the above with "+" and it will be interpreted as "the current time + "

  • "+1m" = 1 measure from now
  • "+0.5" = half a second from now

Components

Tone.js provides a number number of useful components for building synthesizers and audio applications.

Control Signals

Like the underlying Web Audio API, Tone.js is built to work with audio-rate signal control of many parameters. This is a powerful feature which allows for sample-accurate synchronization of multiple parameters with a single signal and also lets you connect an LFO to nearly anything.

//use the same LFO to create a vibrato on a oscillator and pan the audio L/R
var lfo = new Tone.LFO(3, 0, 1); //3hz signal between 0-1

var panner = new Tone.Panner();
lfo.connect(panner.pan); //connect the lfo to the signal which controls panning

var scaler = new Tone.Scale(420, 460); //scale the lfo signal from 0-1 to 420-460
var osc = new Tone.Oscillator(440, "sine"); //create an oscillator

//route the lfo through the scaler to the oscillator frequency
lfo.connect(scaler);
scaler.connect(osc.frequency);

//connect the oscillator to the panner and the panner to master
osc.connect(panner);
panner.toMaster();

//start the oscillator and the lfo
lfo.start();
osc.start();

Performance

Tone.js uses very few ScriptProcessorNodes. Nearly all of the ToneNodes find a native Web Audio component workaround, making extensive use of the GainNode and WaveShaperNode especially. While the ScripProcessorNode is extremeley powerful, it introduces a lot of latency and the potential for glitches more than any other node. Currently the only ScriptProcessorNodes are found in Tone.Transport, Tone.Meter, and Tone.Record.

Examples

Examples can be found here.

Documentation

JSDocs are here.