rampTo ( " C2 ", 2 ) // start the oscillator for 2 seconds osc. value = " C4 " // ramp to "C2" over 2 seconds osc. The API is similar to the monophonic synths, except triggerRelease must be given a note or array of notes.Ĭonst osc = new Tone. To create a polyphonic synthesizer, use Tone.PolySynth, which accepts a monophonic synth as its first parameter and automatically handles the note allocation so you can pass in multiple notes. There are numerous synths to choose from including Tone.FMSynth, Tone.AMSynth and Tone.NoiseSynth.Īll of these instruments are monophonic (single voice) which means that they can only play one note at a time. Use this time value to schedule the events. Since Javascript callbacks are not precisely timed, the sample-accurate time of the event is passed into the callback function. start () // ramp up to 800 bpm over 10 seconds Tone. start ( " 8n " ) // the loops start when the Transport is started Tone. toDestination () //play a note every quarter-note const loopA = new Tone. toDestination () const synthB = new Tone. Please refer to the sound reference page on the p5.js website to learn more.// create two monophonic synths const synthA = new Tone. The sound library is capable of doing some very sophisticated things, such as: recording and saving sound, adding effects, etc. If the sound track is currently playing, we tell the soundtrack to pause. The stopsound() function is mapped directly to the stop button's click event. If the sound track is not currently playing, we tell the soundtrack to play. The playsound() function is mapped directly to the play button's click event. You can use the map() anytime you need to magically increase or decrease a number. It magically converts the volume level (a number from 0 to 1) to a number ranging from 0 to the width or height of the screen. The map() function used inside of the ellipse() is a magical thing. The number returned from analyzer.getLevel() ranges from 0 to 1. In the draw() function, we draw an ellipse based on the current sound level. The setup() also creates a listener that will read the current volume from the soundtrack. Then, we create two buttons - one button to play the soundtrack a second button to stop the sound track. However, we immediately stop the sound so that it doesn't play automatically. In the setup() function, we tell our soundtrack to loop. By preloading the sound file, we can be sure that it will be ready to go when we call on it. This is helpful if you need to load in large audio files or images. The preload() function will run before the sketch starts. OK, now that you're slightly startled, let's talk through this in a little more detail. draw an ellipse based on current volume levelĮllipse(width/2, height/2, map(vol, 0, 1, 0, width), map(vol, 0, 1, 0, height)) stop sound to prevent it from playing automatically Soundtrack = loadSound('soundtrack.mp3') In addition, we will create a very simple music visualizer that maps the volume to the size of an ellipse.ĭownload Soundtrack (.zip) var soundtrack We will also add play and stop buttons to control playback. The sketch below will preload our soundtrack to ensure that everything is loaded before the sketch begins. Especially Dubstep music - Dubstep makes everything super awesome. After all, adding a soundtrack to your sketch will instantly make your sketch so much cooler than it actually is. When creating a sketch, you'll often find yourself wanting to loop a soundtrack. Text("Click to play sound", width/2, height/2) īackground(random(255), random(255), random(255)) Now let's type in the following code into "sketch.js" (adapted from ): var sound Place your ".mp3" sound files in your project folder (as you would an image or any other media file) - we'll be accessing the sounds in the next step. If your sound isn't currently an mp3 file, you may be able to convert it using Audacity. Once you find a sound that you'd like to use, you'll want to save it as an ".mp3" file. Or, feel free to download a few sounds to play with below: They have a really good collection - it's worth signing up (and donating if you use them a lot)! One good place to find some free sounds: - You will need to sign up for an account before you can download any sounds. As soon as we get things animating on the screen, it's only obvious to want to add sound to uhh, you know, make it better.īefore we can begin triggering sounds, we first need to find some sounds.
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