Tone.js/examples/pingPongDelay.html
2015-02-20 00:59:19 -05:00

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HTML

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>PINGPONG DELAY</title>
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
<script type="text/javascript" src="./deps/jquery.min.js"></script>
<script type="text/javascript" src="../build/Tone.js"></script>
<script type="text/javascript" src="./deps/nexusUI.js"></script>
<script type="text/javascript" src="./deps/prism.js"></script>
<script type="text/javascript" src="./scripts/Interface.js"></script>
<link rel="stylesheet" type="text/css" href="./style/examples.css">
<link rel="stylesheet" type="text/css" href="./style/prism.css">
<script type="text/javascript">
// jshint ignore: start
</script>
</head>
<body>
<style type="text/css">
[nx="button"]{
margin: auto;
position: relative;
display: block;
}
</style>
<div id="Explanation">
Ping Pong Delay
<br>
<br>
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.
</div>
<div id="Content">
<div id="LoadingBar"></div>
<div id="Rack"></div>
<div id="Code"></div>
</div>
<script id="ToneCode" 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")
.connect(feedbackDelay);
</script>
<script type="text/javascript">
Interface.Loading("LoadingBar");
Interface.Rack("Rack", "PingPongDelay");
Interface.Momentary("Rack", function(on){
if (on){
player.start();
}
});
Interface.Slider("Rack", feedbackDelay, "feedback", 0, 0.95);
Interface.Slider("Rack", feedbackDelay, "delayTime", 0.1, 0.5);
Interface.Code("Code", "ToneCode");
</script>
</body>
</html>