Tone.js | Web Audio framework for making interactive music | Audio Utils library
kandi X-RAY | Tone.js Summary
kandi X-RAY | Tone.js Summary
A Web Audio framework for making interactive music in the browser.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Tone.js
Tone.js Key Features
Tone.js Examples and Code Snippets
var greenBean = require("green-bean");
greenBean.connect("range", function(range) {
range.twelveHourShutoff.read(function(value) {
console.log("twelve hour shutoff is:", value);
});
range.twelveHourShutoff.subscribe(function(val
import getSamples from '@generative-music/samples-alex-bainter';
import Tone from 'tone';
const samples = getSamples({ format: 'mp3' });
const pianoSampler = new Tone.Sampler(wav['vsco2-piano-mf']);
import getSamples from '@generative-music/sample
import Tone, { Gain, Frequency, AudioNode, Buffer} from 'tone'
Community Discussions
Trending Discussions on Tone.js
QUESTION
I am new to using Javascript APIs and I'm trying to learn more about the different ways to write fetch. This uses the async await and Fetch class. I want to rewrite it without this, to look more like this:
...ANSWER
Answered 2021-Jun-10 at 04:51This could be as simple as modifying your temperature
function to:
QUESTION
I'm aware that I need a user action to start Web Audio on mobile. However I have followed the recommendation to resume (in the case of Tone.js call Tone.start()) on user action but it still don't work. Here are the relevant parts of my code:
...ANSWER
Answered 2021-Jun-04 at 13:05That Tone code looks correct. I simplified it in a CodePen and it worked on mobile on first click (iOS).
QUESTION
I am new to Tone.js and have a problem with the Gain object. I have a volume slider set up in html as follows:
...ANSWER
Answered 2021-Jun-03 at 20:31It looks like you're creating a new gain node each time you click "play". You only need to create those Tone objects once.
Also, the $(".vol-slider").on('input'
code is not modifying the gain node itself. You can use gain.rampTo()
to modify the gain while Tone is playing your part.
This should work:
QUESTION
so I made this way to detect and react to squares moving and touching other squares. It uses Pythagorean theorem to make a third parameter so you don't get two true if statements when squares touch. I recently have been attempting to use this method on a square to a rectangle, and cannot seem to get it working. I have drawn lines to help visualize what the code is doing. Anybody have any suggestions on how to get this collision working properly?
...ANSWER
Answered 2021-May-14 at 13:54@MPdoor2 "I made...". Anywho, when I gave you that code I did specifically say I had hacked it from a method I created to be used on tilemaps. The method works flawless for that purpose although there is more to the code and yes it is built for squares since that's what tiles map mainly are.
I have been playing with alternate methods of doing CD. Here's a shorter method that (so far) seems to be working well. This method still determines the distance between each side but in a different way. Once the broadphase determines a collision has occurred it calls the narrow phase and whichever side has the shortest distance is the side being penetrated. i.e. when you collide with another block from the player right to the object left we know that even the Y axis penetrates (top and bottom corners of player). This calculates the distance between all three and since the distance between X would be 0 it is the shortest and the CD for moving the player in the Y direction does not get called.
Try the snippet below and see if this works for you.
QUESTION
I have a component that instantiates a few classes from the Tone.js library (e.g audio players and filters) and defines a few functions acting on these objects, which are used as callbacks in a set of UI-rendered buttons (see relevant code below).
Two of these buttons are supposed to toggle the boolean state is3D
using the useState hook (in the updateSpatial
function) in order to enable/disable one of these buttons. However, this update obviously causes the component to re-render entirely, thus re-instantiating my classes, which prevent the defined functions to work afterwards.
In contrast, I also tried the useRef hook, which allows for is3D
update without re-rendering, but the button's disabled state is not updated as the component does not re-render.
Is there a pattern that fits with this situation? My next attempts include using HOC, Context, or Redux, but I'm not sure this is the most straighforward. Thanks!
...ANSWER
Answered 2021-May-05 at 13:50I see two things wrong with your code. First, everything within the "normal" body of the function will be executed on on every render. Hence, the need for states and hooks. States allow you to keep data between renders, and hooks allow you to do a particular action upon a state change.
Second, useEffect(()=>console.log(hi))
does not have any dependencies, hence it will run on every render.
useEffect(()=>console.log(hi),[])
will execute only on the first render.
useEffect(()=>console.log(hi),[player1])
will execute when player1 changes.
useEffect(()=>console.log(hi),[player1, player2])
will execute when player1 OR player2 change.
Be careful with hooks with dependencies. If you set the state of one of the dependencies within the hook itself, it will create an infinite loop
Here is something closer to what you want:
QUESTION
I'm creating a project for a weather app with Django, and I think my Javascript file is in the wrong place. I have it in a static folder. But I'm getting the console error GET http://127.0.0.1:8000/static/capstone/capstone.js net::ERR_ABORTED 404 (Not Found)
Here is how my project files are set up. Is this correct?
In settings.py I also have:
...ANSWER
Answered 2021-May-15 at 21:20Your BASE_DIR
by default points to the same directory that manage.py
is in. If you haven't changed it then capstone.js
is currently located in
QUESTION
I'm trying to use tone.js in a next.js react project. When I run or build i get this error "ReferenceError: AudioBuffer is not defined"
I have isolated the tone.js code in codesandbox and it's working perfectly. https://codesandbox.io/s/tonejs-react-pink-noise-generator-pfnl0?file=/src/App.js
But not in the next.js app
...ANSWER
Answered 2021-May-10 at 18:45AudioBuffer is a web browser thing, it does not exist in node.js. The error you are getting is because the code that uses AudioBuffer
can't run on the server. You need to instantiate that part of the code only in the browser. That is usually done in useEffect
hook, or on the server, you can first check if window
object is defined.
QUESTION
Let's say I have two objects: Product and Seller
Products can have multiple Sellers. A single Seller can sell multiple Products.
The goal is to write a seeding script that successfully seeds my MongoDB database such that Keystone.js's CMS recognizes the many-to-many relationship.
SchemasProduct.ts
ANSWER
Answered 2021-May-01 at 14:16I figured out a solution. Here's the background:
When I define the schema, Keystone creates corresponding MongoDB collections. If there is a many-to-many relationship between object A and object B, Keystone will create 3 collections: A, B, and A_relationshipToB_B_relationshipToA.
That 3rd collection is the interface between the two. It's just a collection with pairs of ids from A and B.
Hence, in order to seed my database with a many-to-many relationship that shows up in the Keystone CMS, I have to seed not only A and B, but also the 3rd collection: A_relationshipToB_B_relationshipToA.
Hence, seed-data/index.ts
will have some code that inserts into that table:
QUESTION
I have the following code snippet:
...ANSWER
Answered 2021-Apr-27 at 19:24You're going the wrong direction here, if you want to create JSON. You want dumps
, not loads
':
QUESTION
I am making this game using matter.js and p5.js where you have to make mangoes fall of a tree using a slingshot and a stone. The code looks somewhat like this:
SlingShot.js:
...ANSWER
Answered 2021-Mar-19 at 09:33The issue lies in how you pass and read stoneObj through the new SlingShot class. Inside the SlingShot class, you are trying to read property x of pointA, which is undefined, probably because stoneObj doesn't return a position as you are expecting.
Try logging that part to see what is going wrong.
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