mirror of
https://github.com/Tonejs/Tone.js
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4ece9ac81d
fixes #240
53 lines
1.5 KiB
HTML
53 lines
1.5 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>PINGPONG DELAY</title>
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<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">
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<link rel="icon" type="image/png" sizes="174x174" href="./style/favicon.png">
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<script src="../build/Tone.js"></script>
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<script src="./scripts/jquery.min.js"></script>
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<script src="./scripts/draggabilly.js"></script>
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<script src="./scripts/StartAudioContext.js"></script>
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<script src="./scripts/Interface.js"></script>
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<script src="https://tonejs.github.io/Logo/build/Logo.js"></script>
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<link rel="stylesheet" type="text/css" href="./style/examples.css">
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<script>
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// jshint ignore: start
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</script>
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</head>
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<body>
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<div id="Content">
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<div id="Title">Ping Pong Delay</div>
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<div id="Explanation">
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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.
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<br><br>
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<a href="https://tonejs.github.io/docs/#PingPongDelay">Tone.PingPongDelay</a> docs.
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</div>
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</div>
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<script>
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//the feedback delay
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var feedbackDelay = new Tone.PingPongDelay({
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"delayTime" : "8n",
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"feedback" : 0.6,
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"wet" : 0.5
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}).toMaster();
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//play a snare sound through it
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var player = new Tone.Player("./audio/505/snare.[mp3|ogg]").connect(feedbackDelay);
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Interface.Loader();
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Interface.Button({
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text : "trigger",
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start : function(){
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player.start();
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},
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});
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</script>
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</body>
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</html>
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