From d6f356dc2d92459e453b54df6260685cdec1ee4e Mon Sep 17 00:00:00 2001
From: Divyanshu Raj p5.sound extends p5 with Web Audio functionality including audio input,
@@ -242,7 +242,7 @@ var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;
}),
(function(module, exports, __webpack_require__) {
-var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(5),__webpack_require__(8),__webpack_require__(22),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Signal=function(){var t=this.optionsObject(arguments,["value","units"],n.Signal.defaults);this.output=this._gain=this.context.createGain(),t.param=this._gain.gain,n.Param.call(this,t),this.input=this._param=this._gain.gain,this.context.getConstant(1).chain(this._gain)},n.extend(n.Signal,n.Param),n.Signal.defaults={value:0,units:n.Type.Default,convert:!0},n.Signal.prototype.connect=n.SignalBase.prototype.connect,n.Signal.prototype.dispose=function(){return n.Param.prototype.dispose.call(this),this._param=null,this._gain.disconnect(),this._gain=null,this},n.Signal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
+var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(6),__webpack_require__(8),__webpack_require__(22),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Signal=function(){var t=this.optionsObject(arguments,["value","units"],n.Signal.defaults);this.output=this._gain=this.context.createGain(),t.param=this._gain.gain,n.Param.call(this,t),this.input=this._param=this._gain.gain,this.context.getConstant(1).chain(this._gain)},n.extend(n.Signal,n.Param),n.Signal.defaults={value:0,units:n.Type.Default,convert:!0},n.Signal.prototype.connect=n.SignalBase.prototype.connect,n.Signal.prototype.dispose=function(){return n.Param.prototype.dispose.call(this),this._param=null,this._gain.disconnect(),this._gain=null,this},n.Signal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
@@ -433,12 +433,6 @@ var __WEBPACK_AMD_DEFINE_RESULT__;
}),
(function(module, exports, __webpack_require__) {
-var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(19)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(e){"use strict";return e.WaveShaper=function(e,t){this._shaper=this.input=this.output=this.context.createWaveShaper(),this._curve=null,Array.isArray(e)?this.curve=e:isFinite(e)||this.isUndef(e)?this._curve=new Float32Array(this.defaultArg(e,1024)):this.isFunction(e)&&(this._curve=new Float32Array(this.defaultArg(t,1024)),this.setMap(e))},e.extend(e.WaveShaper,e.SignalBase),e.WaveShaper.prototype.setMap=function(e){for(var t=0,r=this._curve.length;t Scale the output of all sound in this sketch How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module. If no value is provided, returns a Web Audio API Gain Node A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include: Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * . Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below. It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state. In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note). Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n * SoundFile object with a path to a file. The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously. To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter. Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works. FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform. Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses: FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as
\n\t * WARNING: if object is self referential, it will go into an an \n\t * infinite recursive loop.\n\t * \n\t * @param {*} given \n\t * @param {*} fallback \n\t * @return {*} \n\t */\n\tTone.prototype.defaultArg = function(given, fallback){\n\t\tif (this.isObject(given) && this.isObject(fallback)){\n\t\t\tvar ret = {};\n\t\t\t//make a deep copy of the given object\n\t\t\tfor (var givenProp in given) {\n\t\t\t\tret[givenProp] = this.defaultArg(fallback[givenProp], given[givenProp]);\n\t\t\t}\n\t\t\tfor (var fallbackProp in fallback) {\n\t\t\t\tret[fallbackProp] = this.defaultArg(given[fallbackProp], fallback[fallbackProp]);\n\t\t\t}\n\t\t\treturn ret;\n\t\t} else {\n\t\t\treturn this.isUndef(given) ? fallback : given;\n\t\t}\n\t};\n\n\t/**\n\t * returns the args as an options object with given arguments\n\t * mapped to the names provided. \n\t *\n\t * if the args given is an array containing only one object, it is assumed\n\t * that that's already the options object and will just return it. \n\t * \n\t * @param {Array} values the 'arguments' object of the function\n\t * @param {Array} keys the names of the arguments as they\n\t * should appear in the options object\n\t * @param {Object=} defaults optional defaults to mixin to the returned \n\t * options object \n\t * @return {Object} the options object with the names mapped to the arguments\n\t */\n\tTone.prototype.optionsObject = function(values, keys, defaults){\n\t\tvar options = {};\n\t\tif (values.length === 1 && this.isObject(values[0])){\n\t\t\toptions = values[0];\n\t\t} else {\n\t\t\tfor (var i = 0; i < keys.length; i++){\n\t\t\t\toptions[keys[i]] = values[i];\n\t\t\t}\n\t\t}\n\t\tif (!this.isUndef(defaults)){\n\t\t\treturn this.defaultArg(options, defaults);\n\t\t} else {\n\t\t\treturn options;\n\t\t}\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// TYPE CHECKING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * test if the arg is undefined\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is undefined\n\t * @function\n\t */\n\tTone.prototype.isUndef = function(val){\n\t\treturn typeof val === \"undefined\";\n\t};\n\n\t/**\n\t * test if the arg is a function\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a function\n\t * @function\n\t */\n\tTone.prototype.isFunction = function(val){\n\t\treturn typeof val === \"function\";\n\t};\n\n\t/**\n\t * Test if the argument is a number.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a number\n\t */\n\tTone.prototype.isNumber = function(arg){\n\t\treturn (typeof arg === \"number\");\n\t};\n\n\t/**\n\t * Test if the given argument is an object literal (i.e. `{}`);\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is an object literal.\n\t */\n\tTone.prototype.isObject = function(arg){\n\t\treturn (Object.prototype.toString.call(arg) === \"[object Object]\" && arg.constructor === Object);\n\t};\n\n\t/**\n\t * Test if the argument is a boolean.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a boolean\n\t */\n\tTone.prototype.isBoolean = function(arg){\n\t\treturn (typeof arg === \"boolean\");\n\t};\n\n\t/**\n\t * Test if the argument is an Array\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is an array\n\t */\n\tTone.prototype.isArray = function(arg){\n\t\treturn (Array.isArray(arg));\n\t};\n\n\t/**\n\t * Test if the argument is a string.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a string\n\t */\n\tTone.prototype.isString = function(arg){\n\t\treturn (typeof arg === \"string\");\n\t};\n\n \t/**\n\t * An empty function.\n\t * @static\n\t */\n\tTone.noOp = function(){};\n\n\t/**\n\t * Make the property not writable. Internal use only. \n\t * @private\n\t * @param {string} property the property to make not writable\n\t */\n\tTone.prototype._readOnly = function(property){\n\t\tif (Array.isArray(property)){\n\t\t\tfor (var i = 0; i < property.length; i++){\n\t\t\t\tthis._readOnly(property[i]);\n\t\t\t}\n\t\t} else {\n\t\t\tObject.defineProperty(this, property, { \n\t\t\t\twritable: false,\n\t\t\t\tenumerable : true,\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * Make an attribute writeable. Interal use only. \n\t * @private\n\t * @param {string} property the property to make writable\n\t */\n\tTone.prototype._writable = function(property){\n\t\tif (Array.isArray(property)){\n\t\t\tfor (var i = 0; i < property.length; i++){\n\t\t\t\tthis._writable(property[i]);\n\t\t\t}\n\t\t} else {\n\t\t\tObject.defineProperty(this, property, { \n\t\t\t\twritable: true,\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * Possible play states. \n\t * @enum {string}\n\t */\n\tTone.State = {\n\t\tStarted : \"started\",\n\t\tStopped : \"stopped\",\n\t\tPaused : \"paused\",\n \t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Equal power gain scale. Good for cross-fading.\n\t * @param {NormalRange} percent (0-1)\n\t * @return {Number} output gain (0-1)\n\t */\n\tTone.prototype.equalPowerScale = function(percent){\n\t\tvar piFactor = 0.5 * Math.PI;\n\t\treturn Math.sin(percent * piFactor);\n\t};\n\n\t/**\n\t * Convert decibels into gain.\n\t * @param {Decibels} db\n\t * @return {Number} \n\t */\n\tTone.prototype.dbToGain = function(db) {\n\t\treturn Math.pow(2, db / 6);\n\t};\n\n\t/**\n\t * Convert gain to decibels.\n\t * @param {Number} gain (0-1)\n\t * @return {Decibels} \n\t */\n\tTone.prototype.gainToDb = function(gain) {\n\t\treturn 20 * (Math.log(gain) / Math.LN10);\n\t};\n\n\t/**\n\t * Convert an interval (in semitones) to a frequency ratio.\n\t * @param {Interval} interval the number of semitones above the base note\n\t * @return {number} the frequency ratio\n\t * @example\n\t * tone.intervalToFrequencyRatio(0); // 1\n\t * tone.intervalToFrequencyRatio(12); // 2\n\t * tone.intervalToFrequencyRatio(-12); // 0.5\n\t */\n\tTone.prototype.intervalToFrequencyRatio = function(interval){\n\t\treturn Math.pow(2,(interval/12));\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTIMING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Return the current time of the AudioContext clock.\n\t * @return {Number} the currentTime from the AudioContext\n\t */\n\tTone.prototype.now = function(){\n\t\treturn Tone.context.now();\n\t};\n\n\t/**\n\t * Return the current time of the AudioContext clock.\n\t * @return {Number} the currentTime from the AudioContext\n\t * @static\n\t */\n\tTone.now = function(){\n\t\treturn Tone.context.now();\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tINHERITANCE\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * have a child inherit all of Tone's (or a parent's) prototype\n\t * to inherit the parent's properties, make sure to call \n\t * Parent.call(this) in the child's constructor\n\t *\n\t * based on closure library's inherit function\n\t *\n\t * @static\n\t * @param {function} \tchild \n\t * @param {function=} parent (optional) parent to inherit from\n\t * if no parent is supplied, the child\n\t * will inherit from Tone\n\t */\n\tTone.extend = function(child, parent){\n\t\tif (Tone.prototype.isUndef(parent)){\n\t\t\tparent = Tone;\n\t\t}\n\t\tfunction TempConstructor(){}\n\t\tTempConstructor.prototype = parent.prototype;\n\t\tchild.prototype = new TempConstructor();\n\t\t/** @override */\n\t\tchild.prototype.constructor = child;\n\t\tchild._super = parent;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tCONTEXT\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The private audio context shared by all Tone Nodes. \n\t * @private\n\t * @type {Tone.Context|undefined}\n\t */\n\tvar audioContext;\n\n\t/**\n\t * A static pointer to the audio context accessible as Tone.context. \n\t * @type {Tone.Context}\n\t * @name context\n\t * @memberOf Tone\n\t */\n\tObject.defineProperty(Tone, \"context\", {\n\t\tget : function(){\n\t\t\treturn audioContext;\n\t\t},\n\t\tset : function(context){\n\t\t\tif (Tone.Context && context instanceof Tone.Context){\n\t\t\t\taudioContext = context;\n\t\t\t} else {\n\t\t\t\taudioContext = new Tone.Context(context);\n\t\t\t}\n\t\t\t//initialize the new audio context\n\t\t\tif (Tone.Context){\n\t\t\t\tTone.Context.emit(\"init\", audioContext);\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * The AudioContext\n\t * @type {Tone.Context}\n\t * @name context\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"context\", {\n\t\tget : function(){\n\t\t\treturn Tone.context;\n\t\t}\n\t});\n\n\t/**\n\t * Tone automatically creates a context on init, but if you are working\n\t * with other libraries which also create an AudioContext, it can be\n\t * useful to set your own. If you are going to set your own context, \n\t * be sure to do it at the start of your code, before creating any objects.\n\t * @static\n\t * @param {AudioContext} ctx The new audio context to set\n\t */\n\tTone.setContext = function(ctx){\n\t\tTone.context = ctx;\n\t};\n\n\t/**\n\t * The number of seconds of 1 processing block (128 samples)\n\t * @type {Number}\n\t * @name blockTime\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"blockTime\", {\n\t\tget : function(){\n\t\t\treturn 128 / this.context.sampleRate;\n\t\t}\n\t});\n\n\t/**\n\t * The duration in seconds of one sample.\n\t * @type {Number}\n\t * @name sampleTime\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"sampleTime\", {\n\t\tget : function(){\n\t\t\treturn 1 / this.context.sampleRate;\n\t\t}\n\t});\n\n\t/**\n\t * Whether or not all the technologies that Tone.js relies on are supported by the current browser. \n\t * @type {Boolean}\n\t * @name supported\n\t * @memberOf Tone\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone, \"supported\", {\n\t\tget : function(){\n\t\t\tvar hasAudioContext = window.hasOwnProperty(\"AudioContext\") || window.hasOwnProperty(\"webkitAudioContext\");\n\t\t\tvar hasPromises = window.hasOwnProperty(\"Promise\");\n\t\t\tvar hasWorkers = window.hasOwnProperty(\"Worker\");\n\t\t\treturn hasAudioContext && hasPromises && hasWorkers;\n\t\t}\n\t});\n\n\tTone.version = \"r10\";\n\n\t// allow optional silencing of this log\n\tif (!window.TONE_SILENCE_VERSION_LOGGING) {\n\t\tconsole.log(\"%c * Tone.js \" + Tone.version + \" * \", \"background: #000; color: #fff\");\n\t}\n\n\treturn Tone;\n});\n","'use strict';\n\n\ndefine(['audiocontext'], function (audiocontext) {\n // Master contains the master sound output.\n var Master = function() {\n this.input = audiocontext.createGain();\n this.output = audiocontext.createGain();\n\n //put a hard limiter on the output\n this.limiter = audiocontext.createDynamicsCompressor();\n this.limiter.threshold.value = -3;\n this.limiter.ratio.value = 20;\n this.limiter.knee.value = 1;\n\n this.audiocontext = audiocontext;\n\n this.output.disconnect();\n\n // connect input to limiter\n this.input.connect(this.limiter);\n\n // connect limiter to output\n this.limiter.connect(this.output);\n\n // meter is just for global Amplitude / FFT analysis\n this.meter = audiocontext.createGain();\n this.fftMeter = audiocontext.createGain();\n this.output.connect(this.meter);\n this.output.connect(this.fftMeter);\n\n // connect output to destination\n this.output.connect(this.audiocontext.destination);\n\n // an array of all sounds in the sketch\n this.soundArray = [];\n // an array of all musical parts in the sketch\n this.parts = [];\n\n // file extensions to search for\n this.extensions = [];\n };\n\n // create a single instance of the p5Sound / master output for use within this sketch\n var p5sound = new Master();\n\n /**\n * Returns a number representing the master amplitude (volume) for sound\n * in this sketch.\n *\n * @method getMasterVolume\n * @return {Number} Master amplitude (volume) for sound in this sketch.\n * Should be between 0.0 (silence) and 1.0.\n */\n p5.prototype.getMasterVolume = function() {\n return p5sound.output.gain.value;\n };\n\n /**\n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * .limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5.
\n * This module handles the nodes and methods that are\n * common and useful for current and future effects.\n *\n *\n * This class is extended by p5.Distortion,\n * p5.Compressor,\n * p5.Delay,\n * p5.Filter,\n * p5.Reverb.\n *\n * @class p5.Effect\n * @constructor\n *\n * @param {Object} [ac] Reference to the audio context of the p5 object\n * @param {AudioNode} [input] Gain Node effect wrapper\n * @param {AudioNode} [output] Gain Node effect wrapper\n * @param {Object} [_drywet] Tone.JS CrossFade node (defaults to value: 1)\n * @param {AudioNode} [wet] Effects that extend this class should connect\n * to the wet signal to this gain node, so that dry and wet\n * signals are mixed properly.\n */\n p5.Effect = function() {\n this.ac = p5sound.audiocontext;\n\n this.input = this.ac.createGain();\n this.output = this.ac.createGain();\n\n /**\n *\tThe p5.Effect class is built\n * \tusing Tone.js CrossFade\n * \t@private\n */\n\n this._drywet = new CrossFade(1);\n\n /**\n *\tIn classes that extend\n *\tp5.Effect, connect effect nodes\n *\tto the wet parameter\n */\n this.wet = this.ac.createGain();\n\n this.input.connect(this._drywet.a);\n this.wet.connect(this._drywet.b);\n this._drywet.connect(this.output);\n\n this.connect();\n\n //Add to the soundArray\n p5sound.soundArray.push(this);\n };\n\n /**\n * Set the output volume of the filter.\n *\n * @method amp\n * @for p5.Effect\n * @param {Number} [vol] amplitude between 0 and 1.0\n * @param {Number} [rampTime] create a fade that lasts until rampTime\n * @param {Number} [tFromNow] schedule this event to happen in tFromNow seconds\n */\n p5.Effect.prototype.amp = function(vol, rampTime, tFromNow){\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + .001);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + .001);\n };\n\n /**\n * Link effects together in a chain\n * Example usage: filter.chain(reverb, delay, panner);\n * May be used with an open-ended number of arguments\n *\n * @method chain\n * @for p5.Effect\n * @param {Object} [arguments] Chain together multiple sound objects\n */\n p5.Effect.prototype.chain = function(){\n if (arguments.length>0){\n this.connect(arguments[0]);\n for(var i=1;i\n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * \n\t\t *
\n\t\t * \n\t\t * @typedef {Time}\n\t\t */\n\t\tTime : \"time\",\n\t\t/**\n\t\t * Frequency can be described similar to time, except ultimately the\n\t\t * values are converted to frequency instead of seconds. A number\n\t\t * is taken literally as the value in hertz. Additionally any of the \n\t\t * Time encodings can be used. Note names in the form\n\t\t * of NOTE OCTAVE (i.e. C4) are also accepted and converted to their\n\t\t * frequency value. \n\t\t * @typedef {Frequency}\n\t\t */\n\t\tFrequency : \"frequency\",\n\t\t/**\n\t\t * TransportTime describes a position along the Transport's timeline. It is\n\t\t * similar to Time in that it uses all the same encodings, but TransportTime specifically\n\t\t * pertains to the Transport's timeline, which is startable, stoppable, loopable, and seekable. \n\t\t * [Read more](https://github.com/Tonejs/Tone.js/wiki/TransportTime)\n\t\t * @typedef {TransportTime}\n\t\t */\n\t\tTransportTime : \"transportTime\",\n\t\t/** \n\t\t * Ticks are the basic subunit of the Transport. They are\n\t\t * the smallest unit of time that the Transport supports.\n\t\t * @typedef {Ticks}\n\t\t */\n\t\tTicks : \"ticks\",\n\t\t/** \n\t\t * Normal values are within the range [0, 1].\n\t\t * @typedef {NormalRange}\n\t\t */\n\t\tNormalRange : \"normalRange\",\n\t\t/** \n\t\t * AudioRange values are between [-1, 1].\n\t\t * @typedef {AudioRange}\n\t\t */\n\t\tAudioRange : \"audioRange\",\n\t\t/** \n\t\t * Decibels are a logarithmic unit of measurement which is useful for volume\n\t\t * because of the logarithmic way that we perceive loudness. 0 decibels \n\t\t * means no change in volume. -10db is approximately half as loud and 10db \n\t\t * is twice is loud. \n\t\t * @typedef {Decibels}\n\t\t */\n\t\tDecibels : \"db\",\n\t\t/** \n\t\t * Half-step note increments, i.e. 12 is an octave above the root. and 1 is a half-step up.\n\t\t * @typedef {Interval}\n\t\t */\n\t\tInterval : \"interval\",\n\t\t/** \n\t\t * Beats per minute. \n\t\t * @typedef {BPM}\n\t\t */\n\t\tBPM : \"bpm\",\n\t\t/** \n\t\t * The value must be greater than or equal to 0.\n\t\t * @typedef {Positive}\n\t\t */\n\t\tPositive : \"positive\",\n\t\t/** \n\t\t * A cent is a hundredth of a semitone. \n\t\t * @typedef {Cents}\n\t\t */\n\t\tCents : \"cents\",\n\t\t/** \n\t\t * Angle between 0 and 360. \n\t\t * @typedef {Degrees}\n\t\t */\n\t\tDegrees : \"degrees\",\n\t\t/** \n\t\t * A number representing a midi note.\n\t\t * @typedef {MIDI}\n\t\t */\n\t\tMIDI : \"midi\",\n\t\t/** \n\t\t * A colon-separated representation of time in the form of\n\t\t * Bars:Beats:Sixteenths. \n\t\t * @typedef {BarsBeatsSixteenths}\n\t\t */\n\t\tBarsBeatsSixteenths : \"barsBeatsSixteenths\",\n\t\t/** \n\t\t * Sampling is the reduction of a continuous signal to a discrete signal.\n\t\t * Audio is typically sampled 44100 times per second. \n\t\t * @typedef {Samples}\n\t\t */\n\t\tSamples : \"samples\",\n\t\t/** \n\t\t * Hertz are a frequency representation defined as one cycle per second.\n\t\t * @typedef {Hertz}\n\t\t */\n\t\tHertz : \"hertz\",\n\t\t/** \n\t\t * A frequency represented by a letter name, \n\t\t * accidental and octave. This system is known as\n\t\t * [Scientific Pitch Notation](https://en.wikipedia.org/wiki/Scientific_pitch_notation).\n\t\t * @typedef {Note}\n\t\t */\n\t\tNote : \"note\",\n\t\t/** \n\t\t * One millisecond is a thousandth of a second. \n\t\t * @typedef {Milliseconds}\n\t\t */\n\t\tMilliseconds : \"milliseconds\",\n\t\t/** \n\t\t * Seconds are the time unit of the AudioContext. In the end, \n\t\t * all values need to be evaluated to seconds. \n\t\t * @typedef {Seconds}\n\t\t */\n\t\tSeconds : \"seconds\",\n\t\t/** \n\t\t * A string representing a duration relative to a measure. \n\t\t * \n\t\t * \t
\n\t\t * @typedef {Notation}\n\t\t */\n\t\tNotation : \"notation\",\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// AUGMENT TONE's PROTOTYPE\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert Time into seconds.\n\t * \n\t * Unlike the method which it overrides, this takes into account \n\t * transporttime and musical notation.\n\t *\n\t * Time : 1.40\n\t * Notation: 4n|1m|2t\n\t * Now Relative: +3n\n\t * Math: 3n+16n or even complicated expressions ((3n*2)/6 + 1)\n\t *\n\t * @param {Time} time \n\t * @return {Seconds} \n\t */\n\tTone.prototype.toSeconds = function(time){\n\t\tif (this.isNumber(time)){\n\t\t\treturn time;\n\t\t} else if (this.isUndef(time)){\n\t\t\treturn this.now();\t\t\t\n\t\t} else if (this.isString(time)){\n\t\t\treturn (new Tone.Time(time)).toSeconds();\n\t\t} else if (time instanceof Tone.TimeBase){\n\t\t\treturn time.toSeconds();\n\t\t}\n\t};\n\n\t/**\n\t * Convert a frequency representation into a number.\n\t * @param {Frequency} freq \n\t * @return {Hertz} the frequency in hertz\n\t */\n\tTone.prototype.toFrequency = function(freq){\n\t\tif (this.isNumber(freq)){\n\t\t\treturn freq;\n\t\t} else if (this.isString(freq) || this.isUndef(freq)){\n\t\t\treturn (new Tone.Frequency(freq)).valueOf();\n\t\t} else if (freq instanceof Tone.TimeBase){\n\t\t\treturn freq.toFrequency();\n\t\t}\n\t};\n\n\t/**\n\t * Convert a time representation into ticks.\n\t * @param {Time} time\n\t * @return {Ticks} the time in ticks\n\t */\n\tTone.prototype.toTicks = function(time){\n\t\tif (this.isNumber(time) || this.isString(time)){\n\t\t\treturn (new Tone.TransportTime(time)).toTicks();\n\t\t} else if (this.isUndef(time)){\n\t\t\treturn Tone.Transport.ticks;\t\t\t\n\t\t} else if (time instanceof Tone.TimeBase){\n\t\t\treturn time.toTicks();\n\t\t}\n\t};\n\n\treturn Tone;\n});","define([\"Tone/core/Tone\", \"Tone/core/Param\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * createGain shim\n\t * @private\n\t */\n\tif (window.GainNode && !AudioContext.prototype.createGain){\n\t\tAudioContext.prototype.createGain = AudioContext.prototype.createGainNode;\n\t}\n\n\t/**\n\t * @class A thin wrapper around the Native Web Audio GainNode.\n\t * The GainNode is a basic building block of the Web Audio\n\t * API and is useful for routing audio and adjusting gains. \n\t * @extends {Tone}\n\t * @param {Number=} gain The initial gain of the GainNode\n\t * @param {Tone.Type=} units The units of the gain parameter. \n\t */\n\tTone.Gain = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"gain\", \"units\"], Tone.Gain.defaults);\n\n\t\t/**\n\t\t * The GainNode\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.input = this.output = this._gainNode = this.context.createGain();\n\n\t\t/**\n\t\t * The gain parameter of the gain node.\n\t\t * @type {Tone.Param}\n\t\t * @signal\n\t\t */\n\t\tthis.gain = new Tone.Param({\n\t\t\t\"param\" : this._gainNode.gain, \n\t\t\t\"units\" : options.units,\n\t\t\t\"value\" : options.gain,\n\t\t\t\"convert\" : options.convert\n\t\t});\n\t\tthis._readOnly(\"gain\");\n\t};\n\n\tTone.extend(Tone.Gain);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Gain.defaults = {\n\t\t\"gain\" : 1,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Gain} this\n\t */\n\tTone.Gain.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._gainNode.disconnect();\n\t\tthis._gainNode = null;\n\t\tthis._writable(\"gain\");\n\t\tthis.gain.dispose();\n\t\tthis.gain = null;\n\t};\n\n\t//STATIC///////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Create input and outputs for this object.\n\t * @param {Number} input The number of inputs\n\t * @param {Number=} outputs The number of outputs\n\t * @return {Tone} this\n\t * @internal\n\t */\n\tTone.prototype.createInsOuts = function(inputs, outputs){\n\n\t\tif (inputs === 1){\n\t\t\tthis.input = new Tone.Gain();\n\t\t} else if (inputs > 1){\n\t\t\tthis.input = new Array(inputs);\n\t\t}\n\n\t\tif (outputs === 1){\n\t\t\tthis.output = new Tone.Gain();\n\t\t} else if (outputs > 1){\n\t\t\tthis.output = new Array(inputs);\n\t\t}\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\n\treturn Tone.Gain;\n});","module.exports = {\n recorderProcessor: 'recorder-processor',\n soundFileProcessor: 'sound-file-processor',\n amplitudeProcessor: 'amplitude-processor'\n};\n","'use strict';\n\ndefine(function () {\n /*\n Helper function to generate an error\n with a custom stack trace that points to the sketch\n and removes other parts of the stack trace.\n\n @private\n @class customError\n @constructor\n @param {String} name custom error name\n @param {String} errorTrace custom error trace\n @param {String} failedPath path to the file that failed to load\n @property {String} name custom error name\n @property {String} message custom error message\n @property {String} stack trace the error back to a line in the user's sketch.\n Note: this edits out stack trace within p5.js and p5.sound.\n @property {String} originalStack unedited, original stack trace\n @property {String} failedPath path to the file that failed to load\n @return {Error} returns a custom Error object\n */\n var CustomError = function(name, errorTrace, failedPath) {\n var err = new Error();\n var tempStack, splitStack;\n\n err.name = name;\n err.originalStack = err.stack + errorTrace;\n tempStack = err.stack + errorTrace;\n err.failedPath = failedPath;\n\n // only print the part of the stack trace that refers to the user code:\n var splitStack = tempStack.split('\\n');\n splitStack = splitStack.filter(function(ln) {\n return !ln.match(/(p5.|native code|globalInit)/g);\n });\n err.stack = splitStack.join('\\n');\n\n return err; // TODO: is this really a constructor?\n };\n\n return CustomError;\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Emitter\"], function (Tone) {\n\n\t/**\n\t * shim\n\t * @private\n\t */\n\tif (!window.hasOwnProperty(\"AudioContext\") && window.hasOwnProperty(\"webkitAudioContext\")){\n\t\twindow.AudioContext = window.webkitAudioContext;\n\t}\n\n\t/**\n\t * @class Wrapper around the native AudioContext.\n\t * @extends {Tone.Emitter}\n\t * @param {AudioContext=} context optionally pass in a context\n\t */\n\tTone.Context = function(context){\n\n\t\tTone.Emitter.call(this);\n\n\t\tif (!context){\n\t\t\tcontext = new window.AudioContext();\n\t\t}\n\t\tthis._context = context;\n\t\t// extend all of the methods\n\t\tfor (var prop in this._context){\n\t\t\tthis._defineProperty(this._context, prop);\n\t\t}\n\n\t\t///////////////////////////////////////////////////////////////////////\n\t\t// WORKER\n\t\t///////////////////////////////////////////////////////////////////////\n\n\t\t/**\n\t\t * The default latency hint\n\t\t * @type {String}\n\t\t * @private\n\t\t */\n\t\tthis._latencyHint = \"interactive\";\n\n\t\t/**\n\t\t * The amount of time events are scheduled\n\t\t * into the future\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._lookAhead = 0.1;\n\n\t\t/**\n\t\t * How often the update look runs\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._updateInterval = this._lookAhead/3;\n\n\t\t/**\n\t\t * A reference to the actual computed update interval\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._computedUpdateInterval = 0;\n\n\t\t/**\n\t\t * The web worker which is used to update Tone.Clock\n\t\t * @private\n\t\t * @type {WebWorker}\n\t\t */\n\t\tthis._worker = this._createWorker();\n\n\t\t/**\n\t\t * An object containing all of the constants AudioBufferSourceNodes\n\t\t * @type {Object}\n\t\t * @private\n\t\t */\n\t\tthis._constants = {};\n\n\t};\n\n\tTone.extend(Tone.Context, Tone.Emitter);\n\tTone.Emitter.mixin(Tone.Context);\n\n\t/**\n\t * Define a property on this Tone.Context. \n\t * This is used to extend the native AudioContext\n\t * @param {AudioContext} context\n\t * @param {String} prop \n\t * @private\n\t */\n\tTone.Context.prototype._defineProperty = function(context, prop){\n\t\tif (this.isUndef(this[prop])){\n\t\t\tObject.defineProperty(this, prop, {\n\t\t\t\tget : function(){\n\t\t\t\t\tif (typeof context[prop] === \"function\"){\n\t\t\t\t\t\treturn context[prop].bind(context);\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn context[prop];\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\tset : function(val){\n\t\t\t\t\tcontext[prop] = val;\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * The current audio context time\n\t * @return {Number}\n\t */\n\tTone.Context.prototype.now = function(){\n\t\treturn this._context.currentTime;\n\t};\n\n\t/**\n\t * Generate a web worker\n\t * @return {WebWorker}\n\t * @private\n\t */\n\tTone.Context.prototype._createWorker = function(){\n\t\t\n\t\t//URL Shim\n\t\twindow.URL = window.URL || window.webkitURL;\n\n\t\tvar blob = new Blob([\n\t\t\t//the initial timeout time\n\t\t\t\"var timeoutTime = \"+(this._updateInterval * 1000).toFixed(1)+\";\" +\n\t\t\t//onmessage callback\n\t\t\t\"self.onmessage = function(msg){\" +\n\t\t\t\"\ttimeoutTime = parseInt(msg.data);\" + \n\t\t\t\"};\" + \n\t\t\t//the tick function which posts a message\n\t\t\t//and schedules a new tick\n\t\t\t\"function tick(){\" +\n\t\t\t\"\tsetTimeout(tick, timeoutTime);\" +\n\t\t\t\"\tself.postMessage('tick');\" +\n\t\t\t\"}\" +\n\t\t\t//call tick initially\n\t\t\t\"tick();\"\n\t\t]);\n\t\tvar blobUrl = URL.createObjectURL(blob);\n\t\tvar worker = new Worker(blobUrl);\n\n\t\tworker.addEventListener(\"message\", function(){\n\t\t\t// tick the clock\n\t\t\tthis.emit(\"tick\");\n\t\t}.bind(this));\n\n\t\t//lag compensation\n\t\tworker.addEventListener(\"message\", function(){\n\t\t\tvar now = this.now();\n\t\t\tif (this.isNumber(this._lastUpdate)){\n\t\t\t\tvar diff = now - this._lastUpdate;\n\t\t\t\tthis._computedUpdateInterval = Math.max(diff, this._computedUpdateInterval * 0.97);\n\t\t\t}\n\t\t\tthis._lastUpdate = now;\n\t\t}.bind(this));\n\n\t\treturn worker;\n\t};\n\n\t/**\n\t * Generate a looped buffer at some constant value.\n\t * @param {Number} val\n\t * @return {BufferSourceNode}\n\t */\n\tTone.Context.prototype.getConstant = function(val){\n\t\tif (this._constants[val]){\n\t\t\treturn this._constants[val];\n\t\t} else {\n\t\t\tvar buffer = this._context.createBuffer(1, 128, this._context.sampleRate);\n\t\t\tvar arr = buffer.getChannelData(0);\n\t\t\tfor (var i = 0; i < arr.length; i++){\n\t\t\t\tarr[i] = val;\n\t\t\t}\n\t\t\tvar constant = this._context.createBufferSource();\n\t\t\tconstant.channelCount = 1;\n\t\t\tconstant.channelCountMode = \"explicit\";\n\t\t\tconstant.buffer = buffer;\n\t\t\tconstant.loop = true;\n\t\t\tconstant.start(0);\n\t\t\tthis._constants[val] = constant;\n\t\t\treturn constant;\n\t\t}\n\t};\n\n\t/**\n\t * This is the time that the clock is falling behind\n\t * the scheduled update interval. The Context automatically\n\t * adjusts for the lag and schedules further in advance.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name lag\n\t * @static\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"lag\", {\n\t\tget : function(){\n\t\t\tvar diff = this._computedUpdateInterval - this._updateInterval;\n\t\t\tdiff = Math.max(diff, 0);\n\t\t\treturn diff;\n\t\t}\n\t});\n\n\t/**\n\t * The amount of time in advance that events are scheduled.\n\t * The lookAhead will adjust slightly in response to the \n\t * measured update time to try to avoid clicks.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name lookAhead\n\t * @static\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"lookAhead\", {\n\t\tget : function(){\n\t\t\treturn this._lookAhead;\n\t\t},\n\t\tset : function(lA){\n\t\t\tthis._lookAhead = lA;\n\t\t}\n\t});\n\n\t/**\n\t * How often the Web Worker callback is invoked.\n\t * This number corresponds to how responsive the scheduling\n\t * can be. Context.updateInterval + Context.lookAhead gives you the\n\t * total latency between scheduling an event and hearing it.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name updateInterval\n\t * @static\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"updateInterval\", {\n\t\tget : function(){\n\t\t\treturn this._updateInterval;\n\t\t},\n\t\tset : function(interval){\n\t\t\tthis._updateInterval = Math.max(interval, Tone.prototype.blockTime);\n\t\t\tthis._worker.postMessage(Math.max(interval * 1000, 1));\n\t\t}\n\t});\n\n\t/**\n\t * The type of playback, which affects tradeoffs between audio \n\t * output latency and responsiveness. \n\t * \n\t * In addition to setting the value in seconds, the latencyHint also\n\t * accepts the strings \"interactive\" (prioritizes low latency), \n\t * \"playback\" (prioritizes sustained playback), \"balanced\" (balances\n\t * latency and performance), and \"fastest\" (lowest latency, might glitch more often). \n\t * @type {String|Seconds}\n\t * @memberOf Tone.Context#\n\t * @name latencyHint\n\t * @static\n\t * @example\n\t * //set the lookAhead to 0.3 seconds\n\t * Tone.context.latencyHint = 0.3;\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"latencyHint\", {\n\t\tget : function(){\n\t\t\treturn this._latencyHint;\n\t\t},\n\t\tset : function(hint){\n\t\t\tvar lookAhead = hint;\n\t\t\tthis._latencyHint = hint;\n\t\t\tif (this.isString(hint)){\n\t\t\t\tswitch(hint){\n\t\t\t\t\tcase \"interactive\" :\n\t\t\t\t\t\tlookAhead = 0.1;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"playback\" :\n\t\t\t\t\t\tlookAhead = 0.8;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"balanced\" :\n\t\t\t\t\t\tlookAhead = 0.25;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"fastest\" :\n\t\t\t\t\t\tlookAhead = 0.01;\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.lookAhead = lookAhead;\n\t\t\tthis.updateInterval = lookAhead/3;\n\t\t}\n\t});\n\n\t/**\n\t * Shim all connect/disconnect and some deprecated methods which are still in\n\t * some older implementations.\n\t * @private\n\t */\n\tfunction shimConnect(){\n\n\t\tvar nativeConnect = AudioNode.prototype.connect;\n\t\tvar nativeDisconnect = AudioNode.prototype.disconnect;\n\n\t\t//replace the old connect method\n\t\tfunction toneConnect(B, outNum, inNum){\n\t\t\tif (B.input){\n\t\t\t\tif (Array.isArray(B.input)){\n\t\t\t\t\tif (Tone.prototype.isUndef(inNum)){\n\t\t\t\t\t\tinNum = 0;\n\t\t\t\t\t}\n\t\t\t\t\tthis.connect(B.input[inNum]);\n\t\t\t\t} else {\n\t\t\t\t\tthis.connect(B.input, outNum, inNum);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttry {\n\t\t\t\t\tif (B instanceof AudioNode){\n\t\t\t\t\t\tnativeConnect.call(this, B, outNum, inNum);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tnativeConnect.call(this, B, outNum);\n\t\t\t\t\t}\n\t\t\t\t} catch (e) {\n\t\t\t\t\tthrow new Error(\"error connecting to node: \"+B+\"\\n\"+e);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t//replace the old disconnect method\n\t\tfunction toneDisconnect(B, outNum, inNum){\n\t\t\tif (B && B.input && Array.isArray(B.input)){\n\t\t\t\tif (Tone.prototype.isUndef(inNum)){\n\t\t\t\t\tinNum = 0;\n\t\t\t\t}\n\t\t\t\tthis.disconnect(B.input[inNum], outNum, inNum);\n\t\t\t} else if (B && B.input){\n\t\t\t\tthis.disconnect(B.input, outNum, inNum);\n\t\t\t} else {\n\t\t\t\ttry {\n\t\t\t\t\tnativeDisconnect.apply(this, arguments);\n\t\t\t\t} catch (e) {\n\t\t\t\t\tthrow new Error(\"error disconnecting node: \"+B+\"\\n\"+e);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (AudioNode.prototype.connect !== toneConnect){\n\t\t\tAudioNode.prototype.connect = toneConnect;\n\t\t\tAudioNode.prototype.disconnect = toneDisconnect;\n\t\t}\n\t}\n\n\t// set the audio context initially\n\tif (Tone.supported){\n\t\tshimConnect();\n\t\tTone.context = new Tone.Context();\n\t} else {\n\t\tconsole.warn(\"This browser does not support Tone.js\");\n\t}\n\n\treturn Tone.Context;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\t\n\t/**\n\t * @class Performs a linear scaling on an input signal.\n\t * Scales a NormalRange input to between\n\t * outputMin and outputMax.\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @param {number} [outputMin=0] The output value when the input is 0. \n\t * @param {number} [outputMax=1]\tThe output value when the input is 1. \n\t * @example\n\t * var scale = new Tone.Scale(50, 100);\n\t * var signal = new Tone.Signal(0.5).connect(scale);\n\t * //the output of scale equals 75\n\t */\n\tTone.Scale = function(outputMin, outputMax){\n\n\t\t/** \n\t\t * @private\n\t\t * @type {number}\n\t\t */\n\t\tthis._outputMin = this.defaultArg(outputMin, 0);\n\n\t\t/** \n\t\t * @private\n\t\t * @type {number}\n\t\t */\n\t\tthis._outputMax = this.defaultArg(outputMax, 1);\n\n\n\t\t/** \n\t\t * @private\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(1);\n\t\t\n\t\t/** \n\t\t * @private\n\t\t * @type {Tone.Add}\n\t\t * @private\n\t\t */\n\t\tthis._add = this.output = new Tone.Add(0);\n\n\t\tthis._scale.connect(this._add);\n\t\tthis._setRange();\n\t};\n\n\tTone.extend(Tone.Scale, Tone.SignalBase);\n\n\t/**\n\t * The minimum output value. This number is output when \n\t * the value input value is 0. \n\t * @memberOf Tone.Scale#\n\t * @type {number}\n\t * @name min\n\t */\n\tObject.defineProperty(Tone.Scale.prototype, \"min\", {\n\t\tget : function(){\n\t\t\treturn this._outputMin;\n\t\t},\n\t\tset : function(min){\n\t\t\tthis._outputMin = min;\n\t\t\tthis._setRange();\n\t\t}\n\t});\n\n\t/**\n\t * The maximum output value. This number is output when \n\t * the value input value is 1. \n\t * @memberOf Tone.Scale#\n\t * @type {number}\n\t * @name max\n\t */\n\tObject.defineProperty(Tone.Scale.prototype, \"max\", {\n\t\tget : function(){\n\t\t\treturn this._outputMax;\n\t\t},\n\t\tset : function(max){\n\t\t\tthis._outputMax = max;\n\t\t\tthis._setRange();\n\t\t}\n\t});\n\n\t/**\n\t * set the values\n\t * @private\n\t */\n\tTone.Scale.prototype._setRange = function() {\n\t\tthis._add.value = this._outputMin;\n\t\tthis._scale.value = this._outputMax - this._outputMin;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Scale} this\n\t */\n\tTone.Scale.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._add.dispose();\n\t\tthis._add = null;\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Scale;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Timeline\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal which adds the method getValueAtTime. \n\t * Code and inspiration from https://github.com/jsantell/web-audio-automation-timeline\n\t * @extends {Tone.Param}\n\t * @param {Number=} value The initial value of the signal\n\t * @param {String=} units The conversion units of the signal.\n\t */\n\tTone.TimelineSignal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\t\t\n\t\t/**\n\t\t * The scheduled events\n\t\t * @type {Tone.Timeline}\n\t\t * @private\n\t\t */\n\t\tthis._events = new Tone.Timeline(10);\n\n\t\t//constructors\n\t\tTone.Signal.apply(this, options);\n\t\toptions.param = this._param;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The initial scheduled value\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._initial = this._fromUnits(this._param.value);\n\t};\n\n\tTone.extend(Tone.TimelineSignal, Tone.Param);\n\n\t/**\n\t * The event types of a schedulable signal.\n\t * @enum {String}\n\t * @private\n\t */\n\tTone.TimelineSignal.Type = {\n\t\tLinear : \"linear\",\n\t\tExponential : \"exponential\",\n\t\tTarget : \"target\",\n\t\tCurve : \"curve\",\n\t\tSet : \"set\"\n\t};\n\n\t/**\n\t * The current value of the signal. \n\t * @memberOf Tone.TimelineSignal#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.TimelineSignal.prototype, \"value\", {\n\t\tget : function(){\n\t\t\tvar now = this.now();\n\t\t\tvar val = this.getValueAtTime(now);\n\t\t\treturn this._toUnits(val);\n\t\t},\n\t\tset : function(value){\n\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\tthis._initial = convertedVal;\n\t\t\tthis.cancelScheduledValues();\n\t\t\tthis._param.value = convertedVal;\n\t\t}\n\t});\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tSCHEDULING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.TimelineSignal} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.TimelineSignal.prototype.setValueAtTime = function (value, startTime) {\n\t\tvalue = this._fromUnits(value);\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Set,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : startTime\n\t\t});\n\t\t//invoke the original event\n\t\tthis._param.setValueAtTime(value, startTime);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.linearRampToValueAtTime = function (value, endTime) {\n\t\tvalue = this._fromUnits(value);\n\t\tendTime = this.toSeconds(endTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Linear,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : endTime\n\t\t});\n\t\tthis._param.linearRampToValueAtTime(value, endTime);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.exponentialRampToValueAtTime = function (value, endTime) {\n\t\t//get the previous event and make sure it's not starting from 0\n\t\tendTime = this.toSeconds(endTime);\n\t\tvar beforeEvent = this._searchBefore(endTime);\n\t\tif (beforeEvent && beforeEvent.value === 0){\n\t\t\t//reschedule that event\n\t\t\tthis.setValueAtTime(this._minOutput, beforeEvent.time);\n\t\t}\n\t\tvalue = this._fromUnits(value);\n\t\tvar setValue = Math.max(value, this._minOutput);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Exponential,\n\t\t\t\"value\" : setValue,\n\t\t\t\"time\" : endTime\n\t\t});\n\t\t//if the ramped to value is 0, make it go to the min output, and then set to 0.\n\t\tif (value < this._minOutput){\n\t\t\tthis._param.exponentialRampToValueAtTime(this._minOutput, endTime - this.sampleTime);\n\t\t\tthis.setValueAtTime(0, endTime);\n\t\t} else {\n\t\t\tthis._param.exponentialRampToValueAtTime(value, endTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.TimelineSignal} this \n\t */\n\tTone.TimelineSignal.prototype.setTargetAtTime = function (value, startTime, timeConstant) {\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Target,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : startTime,\n\t\t\t\"constant\" : timeConstant\n\t\t});\n\t\tthis._param.setTargetAtTime(value, startTime, timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Set an array of arbitrary values starting at the given time for the given duration.\n\t * @param {Float32Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration\n\t * @param {NormalRange} [scaling=1] If the values in the curve should be scaled by some value\n\t * @returns {Tone.TimelineSignal} this \n\t */\n\tTone.TimelineSignal.prototype.setValueCurveAtTime = function (values, startTime, duration, scaling) {\n\t\tscaling = this.defaultArg(scaling, 1);\n\t\t//copy the array\n\t\tvar floats = new Array(values.length);\n\t\tfor (var i = 0; i < floats.length; i++){\n\t\t\tfloats[i] = this._fromUnits(values[i]) * scaling;\n\t\t}\n\t\tstartTime = this.toSeconds(startTime);\n\t\tduration = this.toSeconds(duration);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Curve,\n\t\t\t\"value\" : floats,\n\t\t\t\"time\" : startTime,\n\t\t\t\"duration\" : duration\n\t\t});\n\t\t//set the first value\n\t\tthis._param.setValueAtTime(floats[0], startTime);\n\t\t//schedule a lienar ramp for each of the segments\n\t\tfor (var j = 1; j < floats.length; j++){\n\t\t\tvar segmentTime = startTime + (j / (floats.length - 1) * duration);\n\t\t\tthis._param.linearRampToValueAtTime(floats[j], segmentTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.cancelScheduledValues = function (after) {\n\t\tafter = this.toSeconds(after);\n\t\tthis._events.cancel(after);\n\t\tthis._param.cancelScheduledValues(after);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets the computed value at the given time. This provides\n\t * a point from which a linear or exponential curve\n\t * can be scheduled after. Will cancel events after \n\t * the given time and shorten the currently scheduled\n\t * linear or exponential ramp so that it ends at `time` .\n\t * This is to avoid discontinuities and clicks in envelopes. \n\t * @param {Time} time When to set the ramp point\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.setRampPoint = function (time) {\n\t\ttime = this.toSeconds(time);\n\t\t//get the value at the given time\n\t\tvar val = this._toUnits(this.getValueAtTime(time));\n\t\t//if there is an event at the given time\n\t\t//and that even is not a \"set\"\n\t\tvar before = this._searchBefore(time);\n\t\tif (before && before.time === time){\n\t\t\t//remove everything after\n\t\t\tthis.cancelScheduledValues(time + this.sampleTime);\n\t\t} else if (before && \n\t\t\t\t before.type === Tone.TimelineSignal.Type.Curve &&\n\t\t\t\t before.time + before.duration > time){\n\t\t\t//if the curve is still playing\n\t\t\t//cancel the curve\n\t\t\tthis.cancelScheduledValues(time);\n\t\t\tthis.linearRampToValueAtTime(val, time);\n\t\t} else {\n\t\t\t//reschedule the next event to end at the given time\n\t\t\tvar after = this._searchAfter(time);\n\t\t\tif (after){\n\t\t\t\t//cancel the next event(s)\n\t\t\t\tthis.cancelScheduledValues(time);\n\t\t\t\tif (after.type === Tone.TimelineSignal.Type.Linear){\n\t\t\t\t\tthis.linearRampToValueAtTime(val, time);\n\t\t\t\t} else if (after.type === Tone.TimelineSignal.Type.Exponential){\n\t\t\t\t\tthis.exponentialRampToValueAtTime(val, time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.setValueAtTime(val, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Do a linear ramp to the given value between the start and finish times.\n\t * @param {Number} value The value to ramp to.\n\t * @param {Time} start The beginning anchor point to do the linear ramp\n\t * @param {Time} finish The ending anchor point by which the value of\n\t * the signal will equal the given value.\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.linearRampToValueBetween = function (value, start, finish) {\n\t\tthis.setRampPoint(start);\n\t\tthis.linearRampToValueAtTime(value, finish);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Do a exponential ramp to the given value between the start and finish times.\n\t * @param {Number} value The value to ramp to.\n\t * @param {Time} start The beginning anchor point to do the exponential ramp\n\t * @param {Time} finish The ending anchor point by which the value of\n\t * the signal will equal the given value.\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.exponentialRampToValueBetween = function (value, start, finish) {\n\t\tthis.setRampPoint(start);\n\t\tthis.exponentialRampToValueAtTime(value, finish);\n\t\treturn this;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tGETTING SCHEDULED VALUES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value before or equal to the given time\n\t * @param {Number} time The time to query\n\t * @return {Object} The event at or before the given time.\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._searchBefore = function(time){\n\t\treturn this._events.get(time);\n\t};\n\n\t/**\n\t * The event after the given time\n\t * @param {Number} time The time to query.\n\t * @return {Object} The next event after the given time\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._searchAfter = function(time){\n\t\treturn this._events.getAfter(time);\n\t};\n\n\t/**\n\t * Get the scheduled value at the given time. This will\n\t * return the unconverted (raw) value.\n\t * @param {Number} time The time in seconds.\n\t * @return {Number} The scheduled value at the given time.\n\t */\n\tTone.TimelineSignal.prototype.getValueAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tvar after = this._searchAfter(time);\n\t\tvar before = this._searchBefore(time);\n\t\tvar value = this._initial;\n\t\t//if it was set by\n\t\tif (before === null){\n\t\t\tvalue = this._initial;\n\t\t} else if (before.type === Tone.TimelineSignal.Type.Target){\n\t\t\tvar previous = this._events.getBefore(before.time);\n\t\t\tvar previouVal;\n\t\t\tif (previous === null){\n\t\t\t\tpreviouVal = this._initial;\n\t\t\t} else {\n\t\t\t\tpreviouVal = previous.value;\n\t\t\t}\n\t\t\tvalue = this._exponentialApproach(before.time, previouVal, before.value, before.constant, time);\n\t\t} else if (before.type === Tone.TimelineSignal.Type.Curve){\n\t\t\tvalue = this._curveInterpolate(before.time, before.value, before.duration, time);\n\t\t} else if (after === null){\n\t\t\tvalue = before.value;\n\t\t} else if (after.type === Tone.TimelineSignal.Type.Linear){\n\t\t\tvalue = this._linearInterpolate(before.time, before.value, after.time, after.value, time);\n\t\t} else if (after.type === Tone.TimelineSignal.Type.Exponential){\n\t\t\tvalue = this._exponentialInterpolate(before.time, before.value, after.time, after.value, time);\n\t\t} else {\n\t\t\tvalue = before.value;\n\t\t}\n\t\treturn value;\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.
\n * p5.HighPass:\n * The opposite of a lowpass filter.
\n * p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range.
\n *\n * The .res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * \n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * \n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies. bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n *
\n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *FFT (Fast Fourier Transform) is an analysis algorithm that
@@ -115,7 +116,7 @@ define(function(require) {
// set default smoothing and bins
this.smooth(smoothing);
- this.bins = bins || 1024;
+ this.bins = safeBins(bins) || 1024;
// default connections to p5sound fftMeter
p5sound.fftMeter.connect(this.analyser);
diff --git a/src/helpers.js b/src/helpers.js
index f829e9db..bc676482 100644
--- a/src/helpers.js
+++ b/src/helpers.js
@@ -322,7 +322,7 @@ define(function (require) {
}
function safeBufferSize(idealBufferSize) {
- let bufferSize = idealBufferSize;
+ let bufferSize = idealBufferSize;
// if the AudioWorkletNode is actually a ScriptProcessorNode created via polyfill,
// make sure that our chosen buffer size isn't smaller than the buffer size automatically
@@ -337,12 +337,27 @@ define(function (require) {
return bufferSize;
}
+ var safeBins = p5.prototype.safeBins = function(bins) {
+ let safeBins = 1024;
+ if(typeof(bins)==="string"){
+ console.log("the value of bins must be power of two and between 16 and 1024");
+ return safeBins
+ }
+ if(bins && bins>=16 && bins<=1024 && Math.log2(bins)%1===0 ) //
+ return bins;
+ else {
+ console.log("the value of bins must be power of two and between 16 and 1024");
+ return safeBins
+ }
+
+ }
return {
convertToWav: convertToWav,
midiToFreq: midiToFreq,
noteToFreq: noteToFreq,
- safeBufferSize: safeBufferSize
+ safeBufferSize: safeBufferSize,
+ safeBins:safeBins
};
});
diff --git a/test/test.js b/test/test.js
index 9a5fd4c5..6141c841 100644
--- a/test/test.js
+++ b/test/test.js
@@ -8,6 +8,7 @@ require.config({
});
var allTests = [
+ 'tests/utils/test.helpers',
'tests/p5.SoundFile',
'tests/p5.Amplitude',
'tests/p5.Oscillator',
diff --git a/test/tests/utils/test.helpers.js b/test/tests/utils/test.helpers.js
new file mode 100644
index 00000000..394a0f33
--- /dev/null
+++ b/test/tests/utils/test.helpers.js
@@ -0,0 +1,35 @@
+'use strict';
+
+define(['chai'],(chai)=>{
+ const safeBins = p5.prototype.safeBins;
+ let expect = chai.expect;
+
+ describe('safeBins', ()=>{
+ it('can handle negative input ',()=>{
+ let test =-Math.random()*2;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value less than 16 ',()=>{
+ let test = 10;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value greater than 1024',()=>{
+ let test = 1500;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value other than power 2',()=>{
+ let test = 1500;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value equal to 0',()=>{
+ let test = 0;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle strings',()=>{
+ let test = 'testString';
+ expect(safeBins(test)).to.equal(1024);
+ });
+
+ });
+
+});
\ No newline at end of file
From 716770987f9992c4b1506480ab1bb58fff7fd450 Mon Sep 17 00:00:00 2001
From: Divyanshu Raj p5.sound extends p5 with Web Audio functionality including audio input,
@@ -242,7 +242,7 @@ var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;
}),
(function(module, exports, __webpack_require__) {
-var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(5),__webpack_require__(8),__webpack_require__(22),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Signal=function(){var t=this.optionsObject(arguments,["value","units"],n.Signal.defaults);this.output=this._gain=this.context.createGain(),t.param=this._gain.gain,n.Param.call(this,t),this.input=this._param=this._gain.gain,this.context.getConstant(1).chain(this._gain)},n.extend(n.Signal,n.Param),n.Signal.defaults={value:0,units:n.Type.Default,convert:!0},n.Signal.prototype.connect=n.SignalBase.prototype.connect,n.Signal.prototype.dispose=function(){return n.Param.prototype.dispose.call(this),this._param=null,this._gain.disconnect(),this._gain=null,this},n.Signal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
+var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(6),__webpack_require__(8),__webpack_require__(22),__webpack_require__(9)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(n){"use strict";return n.Signal=function(){var t=this.optionsObject(arguments,["value","units"],n.Signal.defaults);this.output=this._gain=this.context.createGain(),t.param=this._gain.gain,n.Param.call(this,t),this.input=this._param=this._gain.gain,this.context.getConstant(1).chain(this._gain)},n.extend(n.Signal,n.Param),n.Signal.defaults={value:0,units:n.Type.Default,convert:!0},n.Signal.prototype.connect=n.SignalBase.prototype.connect,n.Signal.prototype.dispose=function(){return n.Param.prototype.dispose.call(this),this._param=null,this._gain.disconnect(),this._gain=null,this},n.Signal}).apply(exports, __WEBPACK_AMD_DEFINE_ARRAY__),
__WEBPACK_AMD_DEFINE_RESULT__ !== undefined && (module.exports = __WEBPACK_AMD_DEFINE_RESULT__));
}),
@@ -433,12 +433,6 @@ var __WEBPACK_AMD_DEFINE_RESULT__;
}),
(function(module, exports, __webpack_require__) {
-var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;!(__WEBPACK_AMD_DEFINE_ARRAY__ = [__webpack_require__(0),__webpack_require__(19)], __WEBPACK_AMD_DEFINE_RESULT__ = (function(e){"use strict";return e.WaveShaper=function(e,t){this._shaper=this.input=this.output=this.context.createWaveShaper(),this._curve=null,Array.isArray(e)?this.curve=e:isFinite(e)||this.isUndef(e)?this._curve=new Float32Array(this.defaultArg(e,1024)):this.isFunction(e)&&(this._curve=new Float32Array(this.defaultArg(t,1024)),this.setMap(e))},e.extend(e.WaveShaper,e.SignalBase),e.WaveShaper.prototype.setMap=function(e){for(var t=0,r=this._curve.length;t Scale the output of all sound in this sketch How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module. If no value is provided, returns a Web Audio API Gain Node A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include: Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * . Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below. It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state. In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note). Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n * SoundFile object with a path to a file. The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously. To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter. Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works. FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform. Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses: FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as
\n\t * WARNING: if object is self referential, it will go into an an \n\t * infinite recursive loop.\n\t * \n\t * @param {*} given \n\t * @param {*} fallback \n\t * @return {*} \n\t */\n\tTone.prototype.defaultArg = function(given, fallback){\n\t\tif (this.isObject(given) && this.isObject(fallback)){\n\t\t\tvar ret = {};\n\t\t\t//make a deep copy of the given object\n\t\t\tfor (var givenProp in given) {\n\t\t\t\tret[givenProp] = this.defaultArg(fallback[givenProp], given[givenProp]);\n\t\t\t}\n\t\t\tfor (var fallbackProp in fallback) {\n\t\t\t\tret[fallbackProp] = this.defaultArg(given[fallbackProp], fallback[fallbackProp]);\n\t\t\t}\n\t\t\treturn ret;\n\t\t} else {\n\t\t\treturn this.isUndef(given) ? fallback : given;\n\t\t}\n\t};\n\n\t/**\n\t * returns the args as an options object with given arguments\n\t * mapped to the names provided. \n\t *\n\t * if the args given is an array containing only one object, it is assumed\n\t * that that's already the options object and will just return it. \n\t * \n\t * @param {Array} values the 'arguments' object of the function\n\t * @param {Array} keys the names of the arguments as they\n\t * should appear in the options object\n\t * @param {Object=} defaults optional defaults to mixin to the returned \n\t * options object \n\t * @return {Object} the options object with the names mapped to the arguments\n\t */\n\tTone.prototype.optionsObject = function(values, keys, defaults){\n\t\tvar options = {};\n\t\tif (values.length === 1 && this.isObject(values[0])){\n\t\t\toptions = values[0];\n\t\t} else {\n\t\t\tfor (var i = 0; i < keys.length; i++){\n\t\t\t\toptions[keys[i]] = values[i];\n\t\t\t}\n\t\t}\n\t\tif (!this.isUndef(defaults)){\n\t\t\treturn this.defaultArg(options, defaults);\n\t\t} else {\n\t\t\treturn options;\n\t\t}\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// TYPE CHECKING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * test if the arg is undefined\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is undefined\n\t * @function\n\t */\n\tTone.prototype.isUndef = function(val){\n\t\treturn typeof val === \"undefined\";\n\t};\n\n\t/**\n\t * test if the arg is a function\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a function\n\t * @function\n\t */\n\tTone.prototype.isFunction = function(val){\n\t\treturn typeof val === \"function\";\n\t};\n\n\t/**\n\t * Test if the argument is a number.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a number\n\t */\n\tTone.prototype.isNumber = function(arg){\n\t\treturn (typeof arg === \"number\");\n\t};\n\n\t/**\n\t * Test if the given argument is an object literal (i.e. `{}`);\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is an object literal.\n\t */\n\tTone.prototype.isObject = function(arg){\n\t\treturn (Object.prototype.toString.call(arg) === \"[object Object]\" && arg.constructor === Object);\n\t};\n\n\t/**\n\t * Test if the argument is a boolean.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a boolean\n\t */\n\tTone.prototype.isBoolean = function(arg){\n\t\treturn (typeof arg === \"boolean\");\n\t};\n\n\t/**\n\t * Test if the argument is an Array\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is an array\n\t */\n\tTone.prototype.isArray = function(arg){\n\t\treturn (Array.isArray(arg));\n\t};\n\n\t/**\n\t * Test if the argument is a string.\n\t * @param {*} arg the argument to test\n\t * @returns {boolean} true if the arg is a string\n\t */\n\tTone.prototype.isString = function(arg){\n\t\treturn (typeof arg === \"string\");\n\t};\n\n \t/**\n\t * An empty function.\n\t * @static\n\t */\n\tTone.noOp = function(){};\n\n\t/**\n\t * Make the property not writable. Internal use only. \n\t * @private\n\t * @param {string} property the property to make not writable\n\t */\n\tTone.prototype._readOnly = function(property){\n\t\tif (Array.isArray(property)){\n\t\t\tfor (var i = 0; i < property.length; i++){\n\t\t\t\tthis._readOnly(property[i]);\n\t\t\t}\n\t\t} else {\n\t\t\tObject.defineProperty(this, property, { \n\t\t\t\twritable: false,\n\t\t\t\tenumerable : true,\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * Make an attribute writeable. Interal use only. \n\t * @private\n\t * @param {string} property the property to make writable\n\t */\n\tTone.prototype._writable = function(property){\n\t\tif (Array.isArray(property)){\n\t\t\tfor (var i = 0; i < property.length; i++){\n\t\t\t\tthis._writable(property[i]);\n\t\t\t}\n\t\t} else {\n\t\t\tObject.defineProperty(this, property, { \n\t\t\t\twritable: true,\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * Possible play states. \n\t * @enum {string}\n\t */\n\tTone.State = {\n\t\tStarted : \"started\",\n\t\tStopped : \"stopped\",\n\t\tPaused : \"paused\",\n \t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Equal power gain scale. Good for cross-fading.\n\t * @param {NormalRange} percent (0-1)\n\t * @return {Number} output gain (0-1)\n\t */\n\tTone.prototype.equalPowerScale = function(percent){\n\t\tvar piFactor = 0.5 * Math.PI;\n\t\treturn Math.sin(percent * piFactor);\n\t};\n\n\t/**\n\t * Convert decibels into gain.\n\t * @param {Decibels} db\n\t * @return {Number} \n\t */\n\tTone.prototype.dbToGain = function(db) {\n\t\treturn Math.pow(2, db / 6);\n\t};\n\n\t/**\n\t * Convert gain to decibels.\n\t * @param {Number} gain (0-1)\n\t * @return {Decibels} \n\t */\n\tTone.prototype.gainToDb = function(gain) {\n\t\treturn 20 * (Math.log(gain) / Math.LN10);\n\t};\n\n\t/**\n\t * Convert an interval (in semitones) to a frequency ratio.\n\t * @param {Interval} interval the number of semitones above the base note\n\t * @return {number} the frequency ratio\n\t * @example\n\t * tone.intervalToFrequencyRatio(0); // 1\n\t * tone.intervalToFrequencyRatio(12); // 2\n\t * tone.intervalToFrequencyRatio(-12); // 0.5\n\t */\n\tTone.prototype.intervalToFrequencyRatio = function(interval){\n\t\treturn Math.pow(2,(interval/12));\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTIMING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Return the current time of the AudioContext clock.\n\t * @return {Number} the currentTime from the AudioContext\n\t */\n\tTone.prototype.now = function(){\n\t\treturn Tone.context.now();\n\t};\n\n\t/**\n\t * Return the current time of the AudioContext clock.\n\t * @return {Number} the currentTime from the AudioContext\n\t * @static\n\t */\n\tTone.now = function(){\n\t\treturn Tone.context.now();\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tINHERITANCE\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * have a child inherit all of Tone's (or a parent's) prototype\n\t * to inherit the parent's properties, make sure to call \n\t * Parent.call(this) in the child's constructor\n\t *\n\t * based on closure library's inherit function\n\t *\n\t * @static\n\t * @param {function} \tchild \n\t * @param {function=} parent (optional) parent to inherit from\n\t * if no parent is supplied, the child\n\t * will inherit from Tone\n\t */\n\tTone.extend = function(child, parent){\n\t\tif (Tone.prototype.isUndef(parent)){\n\t\t\tparent = Tone;\n\t\t}\n\t\tfunction TempConstructor(){}\n\t\tTempConstructor.prototype = parent.prototype;\n\t\tchild.prototype = new TempConstructor();\n\t\t/** @override */\n\t\tchild.prototype.constructor = child;\n\t\tchild._super = parent;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tCONTEXT\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The private audio context shared by all Tone Nodes. \n\t * @private\n\t * @type {Tone.Context|undefined}\n\t */\n\tvar audioContext;\n\n\t/**\n\t * A static pointer to the audio context accessible as Tone.context. \n\t * @type {Tone.Context}\n\t * @name context\n\t * @memberOf Tone\n\t */\n\tObject.defineProperty(Tone, \"context\", {\n\t\tget : function(){\n\t\t\treturn audioContext;\n\t\t},\n\t\tset : function(context){\n\t\t\tif (Tone.Context && context instanceof Tone.Context){\n\t\t\t\taudioContext = context;\n\t\t\t} else {\n\t\t\t\taudioContext = new Tone.Context(context);\n\t\t\t}\n\t\t\t//initialize the new audio context\n\t\t\tif (Tone.Context){\n\t\t\t\tTone.Context.emit(\"init\", audioContext);\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * The AudioContext\n\t * @type {Tone.Context}\n\t * @name context\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"context\", {\n\t\tget : function(){\n\t\t\treturn Tone.context;\n\t\t}\n\t});\n\n\t/**\n\t * Tone automatically creates a context on init, but if you are working\n\t * with other libraries which also create an AudioContext, it can be\n\t * useful to set your own. If you are going to set your own context, \n\t * be sure to do it at the start of your code, before creating any objects.\n\t * @static\n\t * @param {AudioContext} ctx The new audio context to set\n\t */\n\tTone.setContext = function(ctx){\n\t\tTone.context = ctx;\n\t};\n\n\t/**\n\t * The number of seconds of 1 processing block (128 samples)\n\t * @type {Number}\n\t * @name blockTime\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"blockTime\", {\n\t\tget : function(){\n\t\t\treturn 128 / this.context.sampleRate;\n\t\t}\n\t});\n\n\t/**\n\t * The duration in seconds of one sample.\n\t * @type {Number}\n\t * @name sampleTime\n\t * @memberOf Tone#\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.prototype, \"sampleTime\", {\n\t\tget : function(){\n\t\t\treturn 1 / this.context.sampleRate;\n\t\t}\n\t});\n\n\t/**\n\t * Whether or not all the technologies that Tone.js relies on are supported by the current browser. \n\t * @type {Boolean}\n\t * @name supported\n\t * @memberOf Tone\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone, \"supported\", {\n\t\tget : function(){\n\t\t\tvar hasAudioContext = window.hasOwnProperty(\"AudioContext\") || window.hasOwnProperty(\"webkitAudioContext\");\n\t\t\tvar hasPromises = window.hasOwnProperty(\"Promise\");\n\t\t\tvar hasWorkers = window.hasOwnProperty(\"Worker\");\n\t\t\treturn hasAudioContext && hasPromises && hasWorkers;\n\t\t}\n\t});\n\n\tTone.version = \"r10\";\n\n\t// allow optional silencing of this log\n\tif (!window.TONE_SILENCE_VERSION_LOGGING) {\n\t\tconsole.log(\"%c * Tone.js \" + Tone.version + \" * \", \"background: #000; color: #fff\");\n\t}\n\n\treturn Tone;\n});\n","'use strict';\n\n\ndefine(['audiocontext'], function (audiocontext) {\n // Master contains the master sound output.\n var Master = function() {\n this.input = audiocontext.createGain();\n this.output = audiocontext.createGain();\n\n //put a hard limiter on the output\n this.limiter = audiocontext.createDynamicsCompressor();\n this.limiter.threshold.value = -3;\n this.limiter.ratio.value = 20;\n this.limiter.knee.value = 1;\n\n this.audiocontext = audiocontext;\n\n this.output.disconnect();\n\n // connect input to limiter\n this.input.connect(this.limiter);\n\n // connect limiter to output\n this.limiter.connect(this.output);\n\n // meter is just for global Amplitude / FFT analysis\n this.meter = audiocontext.createGain();\n this.fftMeter = audiocontext.createGain();\n this.output.connect(this.meter);\n this.output.connect(this.fftMeter);\n\n // connect output to destination\n this.output.connect(this.audiocontext.destination);\n\n // an array of all sounds in the sketch\n this.soundArray = [];\n // an array of all musical parts in the sketch\n this.parts = [];\n\n // file extensions to search for\n this.extensions = [];\n };\n\n // create a single instance of the p5Sound / master output for use within this sketch\n var p5sound = new Master();\n\n /**\n * Returns a number representing the master amplitude (volume) for sound\n * in this sketch.\n *\n * @method getMasterVolume\n * @return {Number} Master amplitude (volume) for sound in this sketch.\n * Should be between 0.0 (silence) and 1.0.\n */\n p5.prototype.getMasterVolume = function() {\n return p5sound.output.gain.value;\n };\n\n /**\n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * .limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5.
\n * This module handles the nodes and methods that are\n * common and useful for current and future effects.\n *\n *\n * This class is extended by p5.Distortion,\n * p5.Compressor,\n * p5.Delay,\n * p5.Filter,\n * p5.Reverb.\n *\n * @class p5.Effect\n * @constructor\n *\n * @param {Object} [ac] Reference to the audio context of the p5 object\n * @param {AudioNode} [input] Gain Node effect wrapper\n * @param {AudioNode} [output] Gain Node effect wrapper\n * @param {Object} [_drywet] Tone.JS CrossFade node (defaults to value: 1)\n * @param {AudioNode} [wet] Effects that extend this class should connect\n * to the wet signal to this gain node, so that dry and wet\n * signals are mixed properly.\n */\n p5.Effect = function() {\n this.ac = p5sound.audiocontext;\n\n this.input = this.ac.createGain();\n this.output = this.ac.createGain();\n\n /**\n *\tThe p5.Effect class is built\n * \tusing Tone.js CrossFade\n * \t@private\n */\n\n this._drywet = new CrossFade(1);\n\n /**\n *\tIn classes that extend\n *\tp5.Effect, connect effect nodes\n *\tto the wet parameter\n */\n this.wet = this.ac.createGain();\n\n this.input.connect(this._drywet.a);\n this.wet.connect(this._drywet.b);\n this._drywet.connect(this.output);\n\n this.connect();\n\n //Add to the soundArray\n p5sound.soundArray.push(this);\n };\n\n /**\n * Set the output volume of the filter.\n *\n * @method amp\n * @for p5.Effect\n * @param {Number} [vol] amplitude between 0 and 1.0\n * @param {Number} [rampTime] create a fade that lasts until rampTime\n * @param {Number} [tFromNow] schedule this event to happen in tFromNow seconds\n */\n p5.Effect.prototype.amp = function(vol, rampTime, tFromNow){\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow + .001);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime + .001);\n };\n\n /**\n * Link effects together in a chain\n * Example usage: filter.chain(reverb, delay, panner);\n * May be used with an open-ended number of arguments\n *\n * @method chain\n * @for p5.Effect\n * @param {Object} [arguments] Chain together multiple sound objects\n */\n p5.Effect.prototype.chain = function(){\n if (arguments.length>0){\n this.connect(arguments[0]);\n for(var i=1;i\n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * \n\t\t *
\n\t\t * \n\t\t * @typedef {Time}\n\t\t */\n\t\tTime : \"time\",\n\t\t/**\n\t\t * Frequency can be described similar to time, except ultimately the\n\t\t * values are converted to frequency instead of seconds. A number\n\t\t * is taken literally as the value in hertz. Additionally any of the \n\t\t * Time encodings can be used. Note names in the form\n\t\t * of NOTE OCTAVE (i.e. C4) are also accepted and converted to their\n\t\t * frequency value. \n\t\t * @typedef {Frequency}\n\t\t */\n\t\tFrequency : \"frequency\",\n\t\t/**\n\t\t * TransportTime describes a position along the Transport's timeline. It is\n\t\t * similar to Time in that it uses all the same encodings, but TransportTime specifically\n\t\t * pertains to the Transport's timeline, which is startable, stoppable, loopable, and seekable. \n\t\t * [Read more](https://github.com/Tonejs/Tone.js/wiki/TransportTime)\n\t\t * @typedef {TransportTime}\n\t\t */\n\t\tTransportTime : \"transportTime\",\n\t\t/** \n\t\t * Ticks are the basic subunit of the Transport. They are\n\t\t * the smallest unit of time that the Transport supports.\n\t\t * @typedef {Ticks}\n\t\t */\n\t\tTicks : \"ticks\",\n\t\t/** \n\t\t * Normal values are within the range [0, 1].\n\t\t * @typedef {NormalRange}\n\t\t */\n\t\tNormalRange : \"normalRange\",\n\t\t/** \n\t\t * AudioRange values are between [-1, 1].\n\t\t * @typedef {AudioRange}\n\t\t */\n\t\tAudioRange : \"audioRange\",\n\t\t/** \n\t\t * Decibels are a logarithmic unit of measurement which is useful for volume\n\t\t * because of the logarithmic way that we perceive loudness. 0 decibels \n\t\t * means no change in volume. -10db is approximately half as loud and 10db \n\t\t * is twice is loud. \n\t\t * @typedef {Decibels}\n\t\t */\n\t\tDecibels : \"db\",\n\t\t/** \n\t\t * Half-step note increments, i.e. 12 is an octave above the root. and 1 is a half-step up.\n\t\t * @typedef {Interval}\n\t\t */\n\t\tInterval : \"interval\",\n\t\t/** \n\t\t * Beats per minute. \n\t\t * @typedef {BPM}\n\t\t */\n\t\tBPM : \"bpm\",\n\t\t/** \n\t\t * The value must be greater than or equal to 0.\n\t\t * @typedef {Positive}\n\t\t */\n\t\tPositive : \"positive\",\n\t\t/** \n\t\t * A cent is a hundredth of a semitone. \n\t\t * @typedef {Cents}\n\t\t */\n\t\tCents : \"cents\",\n\t\t/** \n\t\t * Angle between 0 and 360. \n\t\t * @typedef {Degrees}\n\t\t */\n\t\tDegrees : \"degrees\",\n\t\t/** \n\t\t * A number representing a midi note.\n\t\t * @typedef {MIDI}\n\t\t */\n\t\tMIDI : \"midi\",\n\t\t/** \n\t\t * A colon-separated representation of time in the form of\n\t\t * Bars:Beats:Sixteenths. \n\t\t * @typedef {BarsBeatsSixteenths}\n\t\t */\n\t\tBarsBeatsSixteenths : \"barsBeatsSixteenths\",\n\t\t/** \n\t\t * Sampling is the reduction of a continuous signal to a discrete signal.\n\t\t * Audio is typically sampled 44100 times per second. \n\t\t * @typedef {Samples}\n\t\t */\n\t\tSamples : \"samples\",\n\t\t/** \n\t\t * Hertz are a frequency representation defined as one cycle per second.\n\t\t * @typedef {Hertz}\n\t\t */\n\t\tHertz : \"hertz\",\n\t\t/** \n\t\t * A frequency represented by a letter name, \n\t\t * accidental and octave. This system is known as\n\t\t * [Scientific Pitch Notation](https://en.wikipedia.org/wiki/Scientific_pitch_notation).\n\t\t * @typedef {Note}\n\t\t */\n\t\tNote : \"note\",\n\t\t/** \n\t\t * One millisecond is a thousandth of a second. \n\t\t * @typedef {Milliseconds}\n\t\t */\n\t\tMilliseconds : \"milliseconds\",\n\t\t/** \n\t\t * Seconds are the time unit of the AudioContext. In the end, \n\t\t * all values need to be evaluated to seconds. \n\t\t * @typedef {Seconds}\n\t\t */\n\t\tSeconds : \"seconds\",\n\t\t/** \n\t\t * A string representing a duration relative to a measure. \n\t\t * \n\t\t * \t
\n\t\t * @typedef {Notation}\n\t\t */\n\t\tNotation : \"notation\",\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t// AUGMENT TONE's PROTOTYPE\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert Time into seconds.\n\t * \n\t * Unlike the method which it overrides, this takes into account \n\t * transporttime and musical notation.\n\t *\n\t * Time : 1.40\n\t * Notation: 4n|1m|2t\n\t * Now Relative: +3n\n\t * Math: 3n+16n or even complicated expressions ((3n*2)/6 + 1)\n\t *\n\t * @param {Time} time \n\t * @return {Seconds} \n\t */\n\tTone.prototype.toSeconds = function(time){\n\t\tif (this.isNumber(time)){\n\t\t\treturn time;\n\t\t} else if (this.isUndef(time)){\n\t\t\treturn this.now();\t\t\t\n\t\t} else if (this.isString(time)){\n\t\t\treturn (new Tone.Time(time)).toSeconds();\n\t\t} else if (time instanceof Tone.TimeBase){\n\t\t\treturn time.toSeconds();\n\t\t}\n\t};\n\n\t/**\n\t * Convert a frequency representation into a number.\n\t * @param {Frequency} freq \n\t * @return {Hertz} the frequency in hertz\n\t */\n\tTone.prototype.toFrequency = function(freq){\n\t\tif (this.isNumber(freq)){\n\t\t\treturn freq;\n\t\t} else if (this.isString(freq) || this.isUndef(freq)){\n\t\t\treturn (new Tone.Frequency(freq)).valueOf();\n\t\t} else if (freq instanceof Tone.TimeBase){\n\t\t\treturn freq.toFrequency();\n\t\t}\n\t};\n\n\t/**\n\t * Convert a time representation into ticks.\n\t * @param {Time} time\n\t * @return {Ticks} the time in ticks\n\t */\n\tTone.prototype.toTicks = function(time){\n\t\tif (this.isNumber(time) || this.isString(time)){\n\t\t\treturn (new Tone.TransportTime(time)).toTicks();\n\t\t} else if (this.isUndef(time)){\n\t\t\treturn Tone.Transport.ticks;\t\t\t\n\t\t} else if (time instanceof Tone.TimeBase){\n\t\t\treturn time.toTicks();\n\t\t}\n\t};\n\n\treturn Tone;\n});","define([\"Tone/core/Tone\", \"Tone/core/Param\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * createGain shim\n\t * @private\n\t */\n\tif (window.GainNode && !AudioContext.prototype.createGain){\n\t\tAudioContext.prototype.createGain = AudioContext.prototype.createGainNode;\n\t}\n\n\t/**\n\t * @class A thin wrapper around the Native Web Audio GainNode.\n\t * The GainNode is a basic building block of the Web Audio\n\t * API and is useful for routing audio and adjusting gains. \n\t * @extends {Tone}\n\t * @param {Number=} gain The initial gain of the GainNode\n\t * @param {Tone.Type=} units The units of the gain parameter. \n\t */\n\tTone.Gain = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"gain\", \"units\"], Tone.Gain.defaults);\n\n\t\t/**\n\t\t * The GainNode\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.input = this.output = this._gainNode = this.context.createGain();\n\n\t\t/**\n\t\t * The gain parameter of the gain node.\n\t\t * @type {Tone.Param}\n\t\t * @signal\n\t\t */\n\t\tthis.gain = new Tone.Param({\n\t\t\t\"param\" : this._gainNode.gain, \n\t\t\t\"units\" : options.units,\n\t\t\t\"value\" : options.gain,\n\t\t\t\"convert\" : options.convert\n\t\t});\n\t\tthis._readOnly(\"gain\");\n\t};\n\n\tTone.extend(Tone.Gain);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Gain.defaults = {\n\t\t\"gain\" : 1,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Gain} this\n\t */\n\tTone.Gain.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._gainNode.disconnect();\n\t\tthis._gainNode = null;\n\t\tthis._writable(\"gain\");\n\t\tthis.gain.dispose();\n\t\tthis.gain = null;\n\t};\n\n\t//STATIC///////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Create input and outputs for this object.\n\t * @param {Number} input The number of inputs\n\t * @param {Number=} outputs The number of outputs\n\t * @return {Tone} this\n\t * @internal\n\t */\n\tTone.prototype.createInsOuts = function(inputs, outputs){\n\n\t\tif (inputs === 1){\n\t\t\tthis.input = new Tone.Gain();\n\t\t} else if (inputs > 1){\n\t\t\tthis.input = new Array(inputs);\n\t\t}\n\n\t\tif (outputs === 1){\n\t\t\tthis.output = new Tone.Gain();\n\t\t} else if (outputs > 1){\n\t\t\tthis.output = new Array(inputs);\n\t\t}\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\n\treturn Tone.Gain;\n});","module.exports = {\n recorderProcessor: 'recorder-processor',\n soundFileProcessor: 'sound-file-processor',\n amplitudeProcessor: 'amplitude-processor'\n};\n","'use strict';\n\ndefine(function () {\n /*\n Helper function to generate an error\n with a custom stack trace that points to the sketch\n and removes other parts of the stack trace.\n\n @private\n @class customError\n @constructor\n @param {String} name custom error name\n @param {String} errorTrace custom error trace\n @param {String} failedPath path to the file that failed to load\n @property {String} name custom error name\n @property {String} message custom error message\n @property {String} stack trace the error back to a line in the user's sketch.\n Note: this edits out stack trace within p5.js and p5.sound.\n @property {String} originalStack unedited, original stack trace\n @property {String} failedPath path to the file that failed to load\n @return {Error} returns a custom Error object\n */\n var CustomError = function(name, errorTrace, failedPath) {\n var err = new Error();\n var tempStack, splitStack;\n\n err.name = name;\n err.originalStack = err.stack + errorTrace;\n tempStack = err.stack + errorTrace;\n err.failedPath = failedPath;\n\n // only print the part of the stack trace that refers to the user code:\n var splitStack = tempStack.split('\\n');\n splitStack = splitStack.filter(function(ln) {\n return !ln.match(/(p5.|native code|globalInit)/g);\n });\n err.stack = splitStack.join('\\n');\n\n return err; // TODO: is this really a constructor?\n };\n\n return CustomError;\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Emitter\"], function (Tone) {\n\n\t/**\n\t * shim\n\t * @private\n\t */\n\tif (!window.hasOwnProperty(\"AudioContext\") && window.hasOwnProperty(\"webkitAudioContext\")){\n\t\twindow.AudioContext = window.webkitAudioContext;\n\t}\n\n\t/**\n\t * @class Wrapper around the native AudioContext.\n\t * @extends {Tone.Emitter}\n\t * @param {AudioContext=} context optionally pass in a context\n\t */\n\tTone.Context = function(context){\n\n\t\tTone.Emitter.call(this);\n\n\t\tif (!context){\n\t\t\tcontext = new window.AudioContext();\n\t\t}\n\t\tthis._context = context;\n\t\t// extend all of the methods\n\t\tfor (var prop in this._context){\n\t\t\tthis._defineProperty(this._context, prop);\n\t\t}\n\n\t\t///////////////////////////////////////////////////////////////////////\n\t\t// WORKER\n\t\t///////////////////////////////////////////////////////////////////////\n\n\t\t/**\n\t\t * The default latency hint\n\t\t * @type {String}\n\t\t * @private\n\t\t */\n\t\tthis._latencyHint = \"interactive\";\n\n\t\t/**\n\t\t * The amount of time events are scheduled\n\t\t * into the future\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._lookAhead = 0.1;\n\n\t\t/**\n\t\t * How often the update look runs\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._updateInterval = this._lookAhead/3;\n\n\t\t/**\n\t\t * A reference to the actual computed update interval\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._computedUpdateInterval = 0;\n\n\t\t/**\n\t\t * The web worker which is used to update Tone.Clock\n\t\t * @private\n\t\t * @type {WebWorker}\n\t\t */\n\t\tthis._worker = this._createWorker();\n\n\t\t/**\n\t\t * An object containing all of the constants AudioBufferSourceNodes\n\t\t * @type {Object}\n\t\t * @private\n\t\t */\n\t\tthis._constants = {};\n\n\t};\n\n\tTone.extend(Tone.Context, Tone.Emitter);\n\tTone.Emitter.mixin(Tone.Context);\n\n\t/**\n\t * Define a property on this Tone.Context. \n\t * This is used to extend the native AudioContext\n\t * @param {AudioContext} context\n\t * @param {String} prop \n\t * @private\n\t */\n\tTone.Context.prototype._defineProperty = function(context, prop){\n\t\tif (this.isUndef(this[prop])){\n\t\t\tObject.defineProperty(this, prop, {\n\t\t\t\tget : function(){\n\t\t\t\t\tif (typeof context[prop] === \"function\"){\n\t\t\t\t\t\treturn context[prop].bind(context);\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn context[prop];\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\tset : function(val){\n\t\t\t\t\tcontext[prop] = val;\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t};\n\n\t/**\n\t * The current audio context time\n\t * @return {Number}\n\t */\n\tTone.Context.prototype.now = function(){\n\t\treturn this._context.currentTime;\n\t};\n\n\t/**\n\t * Generate a web worker\n\t * @return {WebWorker}\n\t * @private\n\t */\n\tTone.Context.prototype._createWorker = function(){\n\t\t\n\t\t//URL Shim\n\t\twindow.URL = window.URL || window.webkitURL;\n\n\t\tvar blob = new Blob([\n\t\t\t//the initial timeout time\n\t\t\t\"var timeoutTime = \"+(this._updateInterval * 1000).toFixed(1)+\";\" +\n\t\t\t//onmessage callback\n\t\t\t\"self.onmessage = function(msg){\" +\n\t\t\t\"\ttimeoutTime = parseInt(msg.data);\" + \n\t\t\t\"};\" + \n\t\t\t//the tick function which posts a message\n\t\t\t//and schedules a new tick\n\t\t\t\"function tick(){\" +\n\t\t\t\"\tsetTimeout(tick, timeoutTime);\" +\n\t\t\t\"\tself.postMessage('tick');\" +\n\t\t\t\"}\" +\n\t\t\t//call tick initially\n\t\t\t\"tick();\"\n\t\t]);\n\t\tvar blobUrl = URL.createObjectURL(blob);\n\t\tvar worker = new Worker(blobUrl);\n\n\t\tworker.addEventListener(\"message\", function(){\n\t\t\t// tick the clock\n\t\t\tthis.emit(\"tick\");\n\t\t}.bind(this));\n\n\t\t//lag compensation\n\t\tworker.addEventListener(\"message\", function(){\n\t\t\tvar now = this.now();\n\t\t\tif (this.isNumber(this._lastUpdate)){\n\t\t\t\tvar diff = now - this._lastUpdate;\n\t\t\t\tthis._computedUpdateInterval = Math.max(diff, this._computedUpdateInterval * 0.97);\n\t\t\t}\n\t\t\tthis._lastUpdate = now;\n\t\t}.bind(this));\n\n\t\treturn worker;\n\t};\n\n\t/**\n\t * Generate a looped buffer at some constant value.\n\t * @param {Number} val\n\t * @return {BufferSourceNode}\n\t */\n\tTone.Context.prototype.getConstant = function(val){\n\t\tif (this._constants[val]){\n\t\t\treturn this._constants[val];\n\t\t} else {\n\t\t\tvar buffer = this._context.createBuffer(1, 128, this._context.sampleRate);\n\t\t\tvar arr = buffer.getChannelData(0);\n\t\t\tfor (var i = 0; i < arr.length; i++){\n\t\t\t\tarr[i] = val;\n\t\t\t}\n\t\t\tvar constant = this._context.createBufferSource();\n\t\t\tconstant.channelCount = 1;\n\t\t\tconstant.channelCountMode = \"explicit\";\n\t\t\tconstant.buffer = buffer;\n\t\t\tconstant.loop = true;\n\t\t\tconstant.start(0);\n\t\t\tthis._constants[val] = constant;\n\t\t\treturn constant;\n\t\t}\n\t};\n\n\t/**\n\t * This is the time that the clock is falling behind\n\t * the scheduled update interval. The Context automatically\n\t * adjusts for the lag and schedules further in advance.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name lag\n\t * @static\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"lag\", {\n\t\tget : function(){\n\t\t\tvar diff = this._computedUpdateInterval - this._updateInterval;\n\t\t\tdiff = Math.max(diff, 0);\n\t\t\treturn diff;\n\t\t}\n\t});\n\n\t/**\n\t * The amount of time in advance that events are scheduled.\n\t * The lookAhead will adjust slightly in response to the \n\t * measured update time to try to avoid clicks.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name lookAhead\n\t * @static\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"lookAhead\", {\n\t\tget : function(){\n\t\t\treturn this._lookAhead;\n\t\t},\n\t\tset : function(lA){\n\t\t\tthis._lookAhead = lA;\n\t\t}\n\t});\n\n\t/**\n\t * How often the Web Worker callback is invoked.\n\t * This number corresponds to how responsive the scheduling\n\t * can be. Context.updateInterval + Context.lookAhead gives you the\n\t * total latency between scheduling an event and hearing it.\n\t * @type {Number}\n\t * @memberOf Tone.Context\n\t * @name updateInterval\n\t * @static\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"updateInterval\", {\n\t\tget : function(){\n\t\t\treturn this._updateInterval;\n\t\t},\n\t\tset : function(interval){\n\t\t\tthis._updateInterval = Math.max(interval, Tone.prototype.blockTime);\n\t\t\tthis._worker.postMessage(Math.max(interval * 1000, 1));\n\t\t}\n\t});\n\n\t/**\n\t * The type of playback, which affects tradeoffs between audio \n\t * output latency and responsiveness. \n\t * \n\t * In addition to setting the value in seconds, the latencyHint also\n\t * accepts the strings \"interactive\" (prioritizes low latency), \n\t * \"playback\" (prioritizes sustained playback), \"balanced\" (balances\n\t * latency and performance), and \"fastest\" (lowest latency, might glitch more often). \n\t * @type {String|Seconds}\n\t * @memberOf Tone.Context#\n\t * @name latencyHint\n\t * @static\n\t * @example\n\t * //set the lookAhead to 0.3 seconds\n\t * Tone.context.latencyHint = 0.3;\n\t */\n\tObject.defineProperty(Tone.Context.prototype, \"latencyHint\", {\n\t\tget : function(){\n\t\t\treturn this._latencyHint;\n\t\t},\n\t\tset : function(hint){\n\t\t\tvar lookAhead = hint;\n\t\t\tthis._latencyHint = hint;\n\t\t\tif (this.isString(hint)){\n\t\t\t\tswitch(hint){\n\t\t\t\t\tcase \"interactive\" :\n\t\t\t\t\t\tlookAhead = 0.1;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"playback\" :\n\t\t\t\t\t\tlookAhead = 0.8;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"balanced\" :\n\t\t\t\t\t\tlookAhead = 0.25;\n\t\t\t\t\t\tthis._context.latencyHint = hint;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase \"fastest\" :\n\t\t\t\t\t\tlookAhead = 0.01;\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.lookAhead = lookAhead;\n\t\t\tthis.updateInterval = lookAhead/3;\n\t\t}\n\t});\n\n\t/**\n\t * Shim all connect/disconnect and some deprecated methods which are still in\n\t * some older implementations.\n\t * @private\n\t */\n\tfunction shimConnect(){\n\n\t\tvar nativeConnect = AudioNode.prototype.connect;\n\t\tvar nativeDisconnect = AudioNode.prototype.disconnect;\n\n\t\t//replace the old connect method\n\t\tfunction toneConnect(B, outNum, inNum){\n\t\t\tif (B.input){\n\t\t\t\tif (Array.isArray(B.input)){\n\t\t\t\t\tif (Tone.prototype.isUndef(inNum)){\n\t\t\t\t\t\tinNum = 0;\n\t\t\t\t\t}\n\t\t\t\t\tthis.connect(B.input[inNum]);\n\t\t\t\t} else {\n\t\t\t\t\tthis.connect(B.input, outNum, inNum);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\ttry {\n\t\t\t\t\tif (B instanceof AudioNode){\n\t\t\t\t\t\tnativeConnect.call(this, B, outNum, inNum);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tnativeConnect.call(this, B, outNum);\n\t\t\t\t\t}\n\t\t\t\t} catch (e) {\n\t\t\t\t\tthrow new Error(\"error connecting to node: \"+B+\"\\n\"+e);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t//replace the old disconnect method\n\t\tfunction toneDisconnect(B, outNum, inNum){\n\t\t\tif (B && B.input && Array.isArray(B.input)){\n\t\t\t\tif (Tone.prototype.isUndef(inNum)){\n\t\t\t\t\tinNum = 0;\n\t\t\t\t}\n\t\t\t\tthis.disconnect(B.input[inNum], outNum, inNum);\n\t\t\t} else if (B && B.input){\n\t\t\t\tthis.disconnect(B.input, outNum, inNum);\n\t\t\t} else {\n\t\t\t\ttry {\n\t\t\t\t\tnativeDisconnect.apply(this, arguments);\n\t\t\t\t} catch (e) {\n\t\t\t\t\tthrow new Error(\"error disconnecting node: \"+B+\"\\n\"+e);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (AudioNode.prototype.connect !== toneConnect){\n\t\t\tAudioNode.prototype.connect = toneConnect;\n\t\t\tAudioNode.prototype.disconnect = toneDisconnect;\n\t\t}\n\t}\n\n\t// set the audio context initially\n\tif (Tone.supported){\n\t\tshimConnect();\n\t\tTone.context = new Tone.Context();\n\t} else {\n\t\tconsole.warn(\"This browser does not support Tone.js\");\n\t}\n\n\treturn Tone.Context;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\t\n\t/**\n\t * @class Performs a linear scaling on an input signal.\n\t * Scales a NormalRange input to between\n\t * outputMin and outputMax.\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @param {number} [outputMin=0] The output value when the input is 0. \n\t * @param {number} [outputMax=1]\tThe output value when the input is 1. \n\t * @example\n\t * var scale = new Tone.Scale(50, 100);\n\t * var signal = new Tone.Signal(0.5).connect(scale);\n\t * //the output of scale equals 75\n\t */\n\tTone.Scale = function(outputMin, outputMax){\n\n\t\t/** \n\t\t * @private\n\t\t * @type {number}\n\t\t */\n\t\tthis._outputMin = this.defaultArg(outputMin, 0);\n\n\t\t/** \n\t\t * @private\n\t\t * @type {number}\n\t\t */\n\t\tthis._outputMax = this.defaultArg(outputMax, 1);\n\n\n\t\t/** \n\t\t * @private\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(1);\n\t\t\n\t\t/** \n\t\t * @private\n\t\t * @type {Tone.Add}\n\t\t * @private\n\t\t */\n\t\tthis._add = this.output = new Tone.Add(0);\n\n\t\tthis._scale.connect(this._add);\n\t\tthis._setRange();\n\t};\n\n\tTone.extend(Tone.Scale, Tone.SignalBase);\n\n\t/**\n\t * The minimum output value. This number is output when \n\t * the value input value is 0. \n\t * @memberOf Tone.Scale#\n\t * @type {number}\n\t * @name min\n\t */\n\tObject.defineProperty(Tone.Scale.prototype, \"min\", {\n\t\tget : function(){\n\t\t\treturn this._outputMin;\n\t\t},\n\t\tset : function(min){\n\t\t\tthis._outputMin = min;\n\t\t\tthis._setRange();\n\t\t}\n\t});\n\n\t/**\n\t * The maximum output value. This number is output when \n\t * the value input value is 1. \n\t * @memberOf Tone.Scale#\n\t * @type {number}\n\t * @name max\n\t */\n\tObject.defineProperty(Tone.Scale.prototype, \"max\", {\n\t\tget : function(){\n\t\t\treturn this._outputMax;\n\t\t},\n\t\tset : function(max){\n\t\t\tthis._outputMax = max;\n\t\t\tthis._setRange();\n\t\t}\n\t});\n\n\t/**\n\t * set the values\n\t * @private\n\t */\n\tTone.Scale.prototype._setRange = function() {\n\t\tthis._add.value = this._outputMin;\n\t\tthis._scale.value = this._outputMax - this._outputMin;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Scale} this\n\t */\n\tTone.Scale.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._add.dispose();\n\t\tthis._add = null;\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Scale;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Timeline\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal which adds the method getValueAtTime. \n\t * Code and inspiration from https://github.com/jsantell/web-audio-automation-timeline\n\t * @extends {Tone.Param}\n\t * @param {Number=} value The initial value of the signal\n\t * @param {String=} units The conversion units of the signal.\n\t */\n\tTone.TimelineSignal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\t\t\n\t\t/**\n\t\t * The scheduled events\n\t\t * @type {Tone.Timeline}\n\t\t * @private\n\t\t */\n\t\tthis._events = new Tone.Timeline(10);\n\n\t\t//constructors\n\t\tTone.Signal.apply(this, options);\n\t\toptions.param = this._param;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The initial scheduled value\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._initial = this._fromUnits(this._param.value);\n\t};\n\n\tTone.extend(Tone.TimelineSignal, Tone.Param);\n\n\t/**\n\t * The event types of a schedulable signal.\n\t * @enum {String}\n\t * @private\n\t */\n\tTone.TimelineSignal.Type = {\n\t\tLinear : \"linear\",\n\t\tExponential : \"exponential\",\n\t\tTarget : \"target\",\n\t\tCurve : \"curve\",\n\t\tSet : \"set\"\n\t};\n\n\t/**\n\t * The current value of the signal. \n\t * @memberOf Tone.TimelineSignal#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.TimelineSignal.prototype, \"value\", {\n\t\tget : function(){\n\t\t\tvar now = this.now();\n\t\t\tvar val = this.getValueAtTime(now);\n\t\t\treturn this._toUnits(val);\n\t\t},\n\t\tset : function(value){\n\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\tthis._initial = convertedVal;\n\t\t\tthis.cancelScheduledValues();\n\t\t\tthis._param.value = convertedVal;\n\t\t}\n\t});\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tSCHEDULING\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.TimelineSignal} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.TimelineSignal.prototype.setValueAtTime = function (value, startTime) {\n\t\tvalue = this._fromUnits(value);\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Set,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : startTime\n\t\t});\n\t\t//invoke the original event\n\t\tthis._param.setValueAtTime(value, startTime);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.linearRampToValueAtTime = function (value, endTime) {\n\t\tvalue = this._fromUnits(value);\n\t\tendTime = this.toSeconds(endTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Linear,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : endTime\n\t\t});\n\t\tthis._param.linearRampToValueAtTime(value, endTime);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.exponentialRampToValueAtTime = function (value, endTime) {\n\t\t//get the previous event and make sure it's not starting from 0\n\t\tendTime = this.toSeconds(endTime);\n\t\tvar beforeEvent = this._searchBefore(endTime);\n\t\tif (beforeEvent && beforeEvent.value === 0){\n\t\t\t//reschedule that event\n\t\t\tthis.setValueAtTime(this._minOutput, beforeEvent.time);\n\t\t}\n\t\tvalue = this._fromUnits(value);\n\t\tvar setValue = Math.max(value, this._minOutput);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Exponential,\n\t\t\t\"value\" : setValue,\n\t\t\t\"time\" : endTime\n\t\t});\n\t\t//if the ramped to value is 0, make it go to the min output, and then set to 0.\n\t\tif (value < this._minOutput){\n\t\t\tthis._param.exponentialRampToValueAtTime(this._minOutput, endTime - this.sampleTime);\n\t\t\tthis.setValueAtTime(0, endTime);\n\t\t} else {\n\t\t\tthis._param.exponentialRampToValueAtTime(value, endTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.TimelineSignal} this \n\t */\n\tTone.TimelineSignal.prototype.setTargetAtTime = function (value, startTime, timeConstant) {\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Target,\n\t\t\t\"value\" : value,\n\t\t\t\"time\" : startTime,\n\t\t\t\"constant\" : timeConstant\n\t\t});\n\t\tthis._param.setTargetAtTime(value, startTime, timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Set an array of arbitrary values starting at the given time for the given duration.\n\t * @param {Float32Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration\n\t * @param {NormalRange} [scaling=1] If the values in the curve should be scaled by some value\n\t * @returns {Tone.TimelineSignal} this \n\t */\n\tTone.TimelineSignal.prototype.setValueCurveAtTime = function (values, startTime, duration, scaling) {\n\t\tscaling = this.defaultArg(scaling, 1);\n\t\t//copy the array\n\t\tvar floats = new Array(values.length);\n\t\tfor (var i = 0; i < floats.length; i++){\n\t\t\tfloats[i] = this._fromUnits(values[i]) * scaling;\n\t\t}\n\t\tstartTime = this.toSeconds(startTime);\n\t\tduration = this.toSeconds(duration);\n\t\tthis._events.add({\n\t\t\t\"type\" : Tone.TimelineSignal.Type.Curve,\n\t\t\t\"value\" : floats,\n\t\t\t\"time\" : startTime,\n\t\t\t\"duration\" : duration\n\t\t});\n\t\t//set the first value\n\t\tthis._param.setValueAtTime(floats[0], startTime);\n\t\t//schedule a lienar ramp for each of the segments\n\t\tfor (var j = 1; j < floats.length; j++){\n\t\t\tvar segmentTime = startTime + (j / (floats.length - 1) * duration);\n\t\t\tthis._param.linearRampToValueAtTime(floats[j], segmentTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.cancelScheduledValues = function (after) {\n\t\tafter = this.toSeconds(after);\n\t\tthis._events.cancel(after);\n\t\tthis._param.cancelScheduledValues(after);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets the computed value at the given time. This provides\n\t * a point from which a linear or exponential curve\n\t * can be scheduled after. Will cancel events after \n\t * the given time and shorten the currently scheduled\n\t * linear or exponential ramp so that it ends at `time` .\n\t * This is to avoid discontinuities and clicks in envelopes. \n\t * @param {Time} time When to set the ramp point\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.setRampPoint = function (time) {\n\t\ttime = this.toSeconds(time);\n\t\t//get the value at the given time\n\t\tvar val = this._toUnits(this.getValueAtTime(time));\n\t\t//if there is an event at the given time\n\t\t//and that even is not a \"set\"\n\t\tvar before = this._searchBefore(time);\n\t\tif (before && before.time === time){\n\t\t\t//remove everything after\n\t\t\tthis.cancelScheduledValues(time + this.sampleTime);\n\t\t} else if (before && \n\t\t\t\t before.type === Tone.TimelineSignal.Type.Curve &&\n\t\t\t\t before.time + before.duration > time){\n\t\t\t//if the curve is still playing\n\t\t\t//cancel the curve\n\t\t\tthis.cancelScheduledValues(time);\n\t\t\tthis.linearRampToValueAtTime(val, time);\n\t\t} else {\n\t\t\t//reschedule the next event to end at the given time\n\t\t\tvar after = this._searchAfter(time);\n\t\t\tif (after){\n\t\t\t\t//cancel the next event(s)\n\t\t\t\tthis.cancelScheduledValues(time);\n\t\t\t\tif (after.type === Tone.TimelineSignal.Type.Linear){\n\t\t\t\t\tthis.linearRampToValueAtTime(val, time);\n\t\t\t\t} else if (after.type === Tone.TimelineSignal.Type.Exponential){\n\t\t\t\t\tthis.exponentialRampToValueAtTime(val, time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.setValueAtTime(val, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Do a linear ramp to the given value between the start and finish times.\n\t * @param {Number} value The value to ramp to.\n\t * @param {Time} start The beginning anchor point to do the linear ramp\n\t * @param {Time} finish The ending anchor point by which the value of\n\t * the signal will equal the given value.\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.linearRampToValueBetween = function (value, start, finish) {\n\t\tthis.setRampPoint(start);\n\t\tthis.linearRampToValueAtTime(value, finish);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Do a exponential ramp to the given value between the start and finish times.\n\t * @param {Number} value The value to ramp to.\n\t * @param {Time} start The beginning anchor point to do the exponential ramp\n\t * @param {Time} finish The ending anchor point by which the value of\n\t * the signal will equal the given value.\n\t * @returns {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.exponentialRampToValueBetween = function (value, start, finish) {\n\t\tthis.setRampPoint(start);\n\t\tthis.exponentialRampToValueAtTime(value, finish);\n\t\treturn this;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tGETTING SCHEDULED VALUES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value before or equal to the given time\n\t * @param {Number} time The time to query\n\t * @return {Object} The event at or before the given time.\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._searchBefore = function(time){\n\t\treturn this._events.get(time);\n\t};\n\n\t/**\n\t * The event after the given time\n\t * @param {Number} time The time to query.\n\t * @return {Object} The next event after the given time\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._searchAfter = function(time){\n\t\treturn this._events.getAfter(time);\n\t};\n\n\t/**\n\t * Get the scheduled value at the given time. This will\n\t * return the unconverted (raw) value.\n\t * @param {Number} time The time in seconds.\n\t * @return {Number} The scheduled value at the given time.\n\t */\n\tTone.TimelineSignal.prototype.getValueAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tvar after = this._searchAfter(time);\n\t\tvar before = this._searchBefore(time);\n\t\tvar value = this._initial;\n\t\t//if it was set by\n\t\tif (before === null){\n\t\t\tvalue = this._initial;\n\t\t} else if (before.type === Tone.TimelineSignal.Type.Target){\n\t\t\tvar previous = this._events.getBefore(before.time);\n\t\t\tvar previouVal;\n\t\t\tif (previous === null){\n\t\t\t\tpreviouVal = this._initial;\n\t\t\t} else {\n\t\t\t\tpreviouVal = previous.value;\n\t\t\t}\n\t\t\tvalue = this._exponentialApproach(before.time, previouVal, before.value, before.constant, time);\n\t\t} else if (before.type === Tone.TimelineSignal.Type.Curve){\n\t\t\tvalue = this._curveInterpolate(before.time, before.value, before.duration, time);\n\t\t} else if (after === null){\n\t\t\tvalue = before.value;\n\t\t} else if (after.type === Tone.TimelineSignal.Type.Linear){\n\t\t\tvalue = this._linearInterpolate(before.time, before.value, after.time, after.value, time);\n\t\t} else if (after.type === Tone.TimelineSignal.Type.Exponential){\n\t\t\tvalue = this._exponentialInterpolate(before.time, before.value, after.time, after.value, time);\n\t\t} else {\n\t\t\tvalue = before.value;\n\t\t}\n\t\treturn value;\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.
\n * p5.HighPass:\n * The opposite of a lowpass filter.
\n * p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range.
\n *\n * The .res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * \n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * \n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies. bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n *
\n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *Scale the output of all sound in this sketch
\n * Scaled between 0.0 (silence) and 1.0 (full volume).\n * 1.0 is the maximum amplitude of a digital sound, so multiplying\n * by greater than 1.0 may cause digital distortion. To\n * fade, provide arampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * How This Works: When you load the p5.sound module, it\n * creates a single instance of p5sound. All sound objects in this\n * module output to p5sound before reaching your computer's output.\n * So if you change the amplitude of p5sound, it impacts all of the\n * sound in this module.
\n *\n *If no value is provided, returns a Web Audio API Gain Node
\n *\n * @method masterVolume\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.prototype.masterVolume = function(vol, rampTime, tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = rampTime || 0;\n var tFromNow = tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = p5sound.output.gain.value;\n p5sound.output.gain.cancelScheduledValues(now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(p5sound.output.gain);\n } else {\n // return the Gain Node\n return p5sound.output.gain;\n }\n };\n\n /**\n * `p5.soundOut` is the p5.sound master output. It sends output to\n * the destination of this window's web audio context. It contains\n * Web Audio API nodes including a dyanmicsCompressor (.limiter),\n * and Gain Nodes for .input and .output.\n *\n * @property {Object} soundOut\n */\n p5.prototype.soundOut = p5.soundOut = p5sound;\n\n // a silent connection to the DesinationNode\n // which will ensure that anything connected to it\n // will not be garbage collected\n p5.soundOut._silentNode = p5sound.audiocontext.createGain();\n p5.soundOut._silentNode.gain.value = 0;\n p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);\n\n\n return p5sound;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/WaveShaper\", \"Tone/type/Type\", \"Tone/core/Param\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class A signal is an audio-rate value. Tone.Signal is a core component of the library.\n\t * Unlike a number, Signals can be scheduled with sample-level accuracy. Tone.Signal\n\t * has all of the methods available to native Web Audio \n\t * [AudioParam](http://webaudio.github.io/web-audio-api/#the-audioparam-interface)\n\t * as well as additional conveniences. Read more about working with signals \n\t * [here](https://github.com/Tonejs/Tone.js/wiki/Signals).\n\t *\n\t * @constructor\n\t * @extends {Tone.Param}\n\t * @param {Number|AudioParam} [value] Initial value of the signal. If an AudioParam\n\t * is passed in, that parameter will be wrapped\n\t * and controlled by the Signal. \n\t * @param {string} [units=Number] unit The units the signal is in. \n\t * @example\n\t * var signal = new Tone.Signal(10);\n\t */\n\tTone.Signal = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"value\", \"units\"], Tone.Signal.defaults);\n\n\t\t/**\n\t\t * The node where the constant signal value is scaled.\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis.output = this._gain = this.context.createGain();\n\n\t\toptions.param = this._gain.gain;\n\t\tTone.Param.call(this, options);\n\n\t\t/**\n\t\t * The node where the value is set.\n\t\t * @type {Tone.Param}\n\t\t * @private\n\t\t */\n\t\tthis.input = this._param = this._gain.gain;\n\n\t\t//connect the const output to the node output\n\t\tthis.context.getConstant(1).chain(this._gain);\n\t};\n\n\tTone.extend(Tone.Signal, Tone.Param);\n\n\t/**\n\t * The default values\n\t * @type {Object}\n\t * @static\n\t * @const\n\t */\n\tTone.Signal.defaults = {\n\t\t\"value\" : 0,\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t};\n\n\t/**\n\t * When signals connect to other signals or AudioParams, \n\t * they take over the output value of that signal or AudioParam. \n\t * For all other nodes, the behavior is the same as a default connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t * @method\n\t */\n\tTone.Signal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\t/**\n\t * dispose and disconnect\n\t * @returns {Tone.Signal} this\n\t */\n\tTone.Signal.prototype.dispose = function(){\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tthis._gain.disconnect();\n\t\tthis._gain = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Signal;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Multiply two incoming signals. Or, if a number is given in the constructor, \n\t * multiplies the incoming signal by that value. \n\t *\n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value Constant value to multiple. If no value is provided,\n\t * it will return the product of the first and second inputs\n\t * @example\n\t * var mult = new Tone.Multiply();\n\t * var sigA = new Tone.Signal(3);\n\t * var sigB = new Tone.Signal(4);\n\t * sigA.connect(mult, 0, 0);\n\t * sigB.connect(mult, 0, 1);\n\t * //output of mult is 12.\n\t * @example\n\t * var mult = new Tone.Multiply(10);\n\t * var sig = new Tone.Signal(2).connect(mult);\n\t * //the output of mult is 20. \n\t */\n\tTone.Multiply = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the input node is the same as the output node\n\t\t * it is also the GainNode which handles the scaling of incoming signal\n\t\t * \n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._mult = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * the scaling parameter\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input[1] = this.output.gain;\n\t\t\n\t\tthis._param.value = this.defaultArg(value, 0);\n\t};\n\n\tTone.extend(Tone.Multiply, Tone.Signal);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Multiply} this\n\t */\n\tTone.Multiply.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._mult.dispose();\n\t\tthis._mult = null;\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Multiply;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var CrossFade = require('Tone/component/CrossFade');\n\n /**\n * Effect is a base class for audio effects in p5. \n * let midiNotes = [60, 64, 67, 72];\n * let noteIndex = 0;\n * let midiVal, freq;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * osc = new p5.TriOsc();\n * env = new p5.Envelope();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 10, 20);\n * if (midiVal) {\n * text('MIDI: ' + midiVal, 10, 40);\n * text('Freq: ' + freq, 10, 60);\n * }\n * }\n *\n * function startSound() {\n * // see also: userStartAudio();\n * osc.start();\n *\n * midiVal = midiNotes[noteIndex % midiNotes.length];\n * freq = midiToFreq(midiVal);\n * osc.freq(freq);\n * env.ramp(osc, 0, 1.0, 0);\n *\n * noteIndex++;\n * }\n * \n */\n var midiToFreq = p5.prototype.midiToFreq = function(m) {\n return 440 * Math.pow(2, (m-69)/12.0);\n };\n\n // This method converts ANSI notes specified as a string \"C4\", \"Eb3\" to a frequency\n var noteToFreq = function(note) {\n if (typeof note !== 'string') {\n return note;\n }\n var wholeNotes = {A:21, B:23, C:24, D:26, E:28, F:29, G:31};\n var value = wholeNotes[ note[0].toUpperCase() ];\n var octave = ~~note.slice(-1);\n value += 12 * (octave -1);\n\n switch(note[1]) {\n case '#':\n value += 1;\n break;\n case 'b':\n value -= 1;\n break;\n default:\n break;\n }\n return midiToFreq(value);\n };\n\n /**\n * List the SoundFile formats that you will include. LoadSound\n * will search your directory for these extensions, and will pick\n * a format that is compatable with the client's web browser.\n * Here is a free online file\n * converter.\n *\n * @method soundFormats\n * @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'\n * @example\n * \n * function preload() {\n * // set the global sound formats\n * soundFormats('mp3', 'ogg');\n *\n * // load either beatbox.mp3, or .ogg, depending on browser\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('sound loaded! tap to play', 10, 20, width - 20);\n * cnv.mousePressed(function() {\n * mySound.play();\n * });\n * }\n * input[0]\n\t * and input[1]. If a value is passed into the constructor, \n\t * the it will be added to the input.\n\t * \n\t * @constructor\n\t * @extends {Tone.Signal}\n\t * @param {number=} value If no value is provided, Tone.Add will sum the first\n\t * and second inputs. \n\t * @example\n\t * var signal = new Tone.Signal(2);\n\t * var add = new Tone.Add(2);\n\t * signal.connect(add);\n\t * //the output of add equals 4\n\t * @example\n\t * //if constructed with no arguments\n\t * //it will add the first and second inputs\n\t * var add = new Tone.Add();\n\t * var sig0 = new Tone.Signal(3).connect(add, 0, 0);\n\t * var sig1 = new Tone.Signal(4).connect(add, 0, 1);\n\t * //the output of add equals 7. \n\t */\n\tTone.Add = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.input[1] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.connect(this._sum);\n\t};\n\n\tTone.extend(Tone.Add, Tone.Signal);\n\t\n\t/**\n\t * Clean up.\n\t * @returns {Tone.Add} this\n\t */\n\tTone.Add.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._sum.dispose();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Add;\n});","define([\"Tone/core/Tone\", \"Tone/type/Time\", \"Tone/type/Frequency\", \"Tone/type/TransportTime\", \"Tone/core/Context\"],\nfunction (Tone) {\t\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tTYPES\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Units which a value can take on.\n\t * @enum {String}\n\t */\n\tTone.Type = {\n\t\t/** \n\t\t * Default units\n\t\t * @typedef {Default}\n\t\t */\n\t\tDefault : \"number\",\n\t\t/**\n\t\t * Time can be described in a number of ways. Read more [Time](https://github.com/Tonejs/Tone.js/wiki/Time).\n\t\t *\n\t\t * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.TimelineSignal} this\n\t * @method\n\t */\n\tTone.TimelineSignal.prototype.connect = Tone.SignalBase.prototype.connect;\n\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tAUTOMATION CURVE CALCULATIONS\n\t//\tMIT License, copyright (c) 2014 Jordan Santell\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Calculates the the value along the curve produced by setTargetAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialApproach = function (t0, v0, v1, timeConstant, t) {\n\t\treturn v1 + (v0 - v1) * Math.exp(-(t - t0) / timeConstant);\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by linearRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._linearInterpolate = function (t0, v0, t1, v1, t) {\n\t\treturn v0 + (v1 - v0) * ((t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by exponentialRampToValueAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._exponentialInterpolate = function (t0, v0, t1, v1, t) {\n\t\tv0 = Math.max(this._minOutput, v0);\n\t\treturn v0 * Math.pow(v1 / v0, (t - t0) / (t1 - t0));\n\t};\n\n\t/**\n\t * Calculates the the value along the curve produced by setValueCurveAtTime\n\t * @private\n\t */\n\tTone.TimelineSignal.prototype._curveInterpolate = function (start, curve, duration, time) {\n\t\tvar len = curve.length;\n\t\t// If time is after duration, return the last curve value\n\t\tif (time >= start + duration) {\n\t\t\treturn curve[len - 1];\n\t\t} else if (time <= start){\n\t\t\treturn curve[0];\n\t\t} else {\n\t\t\tvar progress = (time - start) / duration;\n\t\t\tvar lowerIndex = Math.floor((len - 1) * progress);\n\t\t\tvar upperIndex = Math.ceil((len - 1) * progress);\n\t\t\tvar lowerVal = curve[lowerIndex];\n\t\t\tvar upperVal = curve[upperIndex];\n\t\t\tif (upperIndex === lowerIndex){\n\t\t\t\treturn lowerVal;\n\t\t\t} else {\n\t\t\t\treturn this._linearInterpolate(lowerIndex, lowerVal, upperIndex, upperVal, progress * (len - 1));\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.TimelineSignal} this\n\t */\n\tTone.TimelineSignal.prototype.dispose = function(){\n\t\tTone.Signal.prototype.dispose.call(this);\n\t\tTone.Param.prototype.dispose.call(this);\n\t\tthis._events.dispose();\n\t\tthis._events = null;\n\t};\n\n\treturn Tone.TimelineSignal;\n});","'use strict';\n\ndefine(function (require) {\n var Effect = require('effect');\n\n /**\n * A p5.Filter uses a Web Audio Biquad Filter to filter\n * the frequency response of an input source. Subclasses\n * include:
\n *p5.LowPass:\n * Allows frequencies below the cutoff frequency to pass through,\n * and attenuates frequencies above the cutoff.p5.HighPass:\n * The opposite of a lowpass filter. p5.BandPass:\n * Allows a range of frequencies to pass through and attenuates\n * the frequencies below and above this frequency range..res() method controls either width of the\n * bandpass, or resonance of the low/highpass cutoff frequency.\n *\n * This class extends p5.Effect.\n * Methods amp(), chain(),\n * drywet(), connect(), and\n * disconnect() are available.\n *\n * @class p5.Filter\n * @extends p5.Effect\n * @constructor\n * @param {String} [type] 'lowpass' (default), 'highpass', 'bandpass'\n * @example\n * \n * let fft, noise, filter;\n *\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(makeNoise);\n * fill(255, 0, 255);\n *\n * filter = new p5.BandPass();\n * noise = new p5.Noise();\n * noise.disconnect();\n * noise.connect(filter);\n *\n * fft = new p5.FFT();\n * }\n *\n * function draw() {\n * background(220);\n *\n * // set the BandPass frequency based on mouseX\n * let freq = map(mouseX, 0, width, 20, 10000);\n * freq = constrain(freq, 0, 22050);\n * filter.freq(freq);\n * // give the filter a narrow band (lower res = wider bandpass)\n * filter.res(50);\n *\n * // draw filtered spectrum\n * let spectrum = fft.analyze();\n * noStroke();\n * for (let i = 0; i < spectrum.length; i++) {\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width/spectrum.length, h);\n * }\n * if (!noise.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text('Frequency: ' + round(freq)+'Hz', 20, 20, width - 20);\n * }\n * }\n *\n * function makeNoise() {\n * // see also: `userStartAudio()`\n * noise.start();\n * noise.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * noise.amp(0, 0.2);\n * }\n *\n * new p5.LowPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('lowpass').\n * See p5.Filter for methods.\n *\n * @class p5.LowPass\n * @constructor\n * @extends p5.Filter\n */\n p5.LowPass = function() {\n p5.Filter.call(this, 'lowpass');\n };\n p5.LowPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.HighPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('highpass').\n * See p5.Filter for methods.\n *\n * @class p5.HighPass\n * @constructor\n * @extends p5.Filter\n */\n p5.HighPass = function() {\n p5.Filter.call(this, 'highpass');\n };\n p5.HighPass.prototype = Object.create(p5.Filter.prototype);\n\n /**\n * Constructor: new p5.BandPass() Filter.\n * This is the same as creating a p5.Filter and then calling\n * its method setType('bandpass').\n * See p5.Filter for methods.\n *\n * @class p5.BandPass\n * @constructor\n * @extends p5.Filter\n */\n p5.BandPass = function() {\n p5.Filter.call(this, 'bandpass');\n };\n p5.BandPass.prototype = Object.create(p5.Filter.prototype);\n\n return p5.Filter;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Negate\", \"Tone/signal/Signal\", \"Tone/core/Gain\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Subtract the signal connected to input[1] from the signal connected \n\t * to input[0]. If an argument is provided in the constructor, the \n\t * signals .value will be subtracted from the incoming signal.\n\t *\n\t * @extends {Tone.Signal}\n\t * @constructor\n\t * @param {number=} value The value to subtract from the incoming signal. If the value\n\t * is omitted, it will subtract the second signal from the first.\n\t * @example\n\t * var sub = new Tone.Subtract(1);\n\t * var sig = new Tone.Signal(4).connect(sub);\n\t * //the output of sub is 3. \n\t * @example\n\t * var sub = new Tone.Subtract();\n\t * var sigA = new Tone.Signal(10);\n\t * var sigB = new Tone.Signal(2.5);\n\t * sigA.connect(sub, 0, 0);\n\t * sigB.connect(sub, 0, 1);\n\t * //output of sub is 7.5\n\t */\n\tTone.Subtract = function(value){\n\n\t\tthis.createInsOuts(2, 0);\n\n\t\t/**\n\t\t * the summing node\n\t\t * @type {GainNode}\n\t\t * @private\n\t\t */\n\t\tthis._sum = this.input[0] = this.output = new Tone.Gain();\n\n\t\t/**\n\t\t * negate the input of the second input before connecting it\n\t\t * to the summing node.\n\t\t * @type {Tone.Negate}\n\t\t * @private\n\t\t */\n\t\tthis._neg = new Tone.Negate();\n\n\t\t/**\n\t\t * the node where the value is set\n\t\t * @private\n\t\t * @type {Tone.Signal}\n\t\t */\n\t\tthis._param = this.input[1] = new Tone.Signal(value);\n\n\t\tthis._param.chain(this._neg, this._sum);\n\t};\n\n\tTone.extend(Tone.Subtract, Tone.Signal);\n\n\t/**\n\t * Clean up.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.Subtract.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._neg.dispose();\n\t\tthis._neg = null;\n\t\tthis._sum.disconnect();\n\t\tthis._sum = null;\n\t\tthis._param.dispose();\n\t\tthis._param = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.Subtract;\n});","'use strict';\n\nglobal.TONE_SILENCE_VERSION_LOGGING = true;\n\ndefine(['startaudiocontext', 'Tone/core/Context', 'Tone/core/Tone'], function (StartAudioContext, Context, Tone) {\n // Create the Audio Context\n const audiocontext = new window.AudioContext();\n\n // Tone and p5.sound share the same audio context\n Tone.context.dispose();\n Tone.setContext(audiocontext);\n\n /**\n * Returns the Audio Context for this sketch. Useful for users\n * who would like to dig deeper into the Web Audio API\n * .
\n *\n *Some browsers require users to startAudioContext\n * with a user gesture, such as touchStarted in the example below.
\n *\n * @for p5\n * @method getAudioContext\n * @return {Object} AudioContext for this sketch\n * @example\n *\n * function draw() {\n * background(255);\n * textAlign(CENTER);\n *\n * if (getAudioContext().state !== 'running') {\n * text('click to start audio', width/2, height/2);\n * } else {\n * text('audio is enabled', width/2, height/2);\n * }\n * }\n *\n * function touchStarted() {\n * if (getAudioContext().state !== 'running') {\n * getAudioContext().resume();\n * }\n * var synth = new p5.MonoSynth();\n * synth.play('A4', 0.5, 0, 0.2);\n * }\n *\n * It is not only a good practice to give users control over starting\n * audio. This policy is enforced by many web browsers, including iOS and\n * Google Chrome, which create the Web Audio API's\n * Audio Context\n * in a suspended state.
\n *\n *In these browser-specific policies, sound will not play until a user\n * interaction event (i.e. mousePressed()) explicitly resumes\n * the AudioContext, or starts an audio node. This can be accomplished by\n * calling start() on a p5.Oscillator,\n * play() on a p5.SoundFile, or simply\n * userStartAudio().
userStartAudio() starts the AudioContext on a user\n * gesture. The default behavior will enable audio on any\n * mouseUp or touchEnd event. It can also be placed in a specific\n * interaction function, such as mousePressed() as in the\n * example below. This method utilizes\n * StartAudioContext\n * , a library by Yotam Mann (MIT Licence, 2016).
\n * function setup() {\n * // mimics the autoplay policy\n * getAudioContext().suspend();\n *\n * let mySynth = new p5.MonoSynth();\n *\n * // This won't play until the context has resumed\n * mySynth.play('A6');\n * }\n * function draw() {\n * background(220);\n * textAlign(CENTER, CENTER);\n * text(getAudioContext().state, width/2, height/2);\n * }\n * function mousePressed() {\n * userStartAudio();\n * }\n * connect. \n\t *\n\t * @override\n\t * @param {AudioParam|AudioNode|Tone.Signal|Tone} node \n\t * @param {number} [outputNumber=0] The output number to connect from.\n\t * @param {number} [inputNumber=0] The input number to connect to.\n\t * @returns {Tone.SignalBase} this\n\t */\n\tTone.SignalBase.prototype.connect = function(node, outputNumber, inputNumber){\n\t\t//zero it out so that the signal can have full control\n\t\tif ((Tone.Signal && Tone.Signal === node.constructor) || \n\t\t\t\t(Tone.Param && Tone.Param === node.constructor) || \n\t\t\t\t(Tone.TimelineSignal && Tone.TimelineSignal === node.constructor)){\n\t\t\t//cancel changes\n\t\t\tnode._param.cancelScheduledValues(0);\n\t\t\t//reset the value\n\t\t\tnode._param.value = 0;\n\t\t\t//mark the value as overridden\n\t\t\tnode.overridden = true;\n\t\t} else if (node instanceof AudioParam){\n\t\t\tnode.cancelScheduledValues(0);\n\t\t\tnode.value = 0;\n\t\t} \n\t\tTone.prototype.connect.call(this, node, outputNumber, inputNumber);\n\t\treturn this;\n\t};\n\n\treturn Tone.SignalBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/TimeBase\"], function (Tone) {\n\n\t/**\n\t * @class Tone.Time is a primitive type for encoding Time values. \n\t * Eventually all time values are evaluated to seconds\n\t * using the `eval` method. Tone.Time can be constructed\n\t * with or without the `new` keyword. Tone.Time can be passed\n\t * into the parameter of any method which takes time as an argument. \n\t * @constructor\n\t * @extends {Tone.TimeBase}\n\t * @param {String|Number} val The time value.\n\t * @param {String=} units The units of the value.\n\t * @example\n\t * var t = Tone.Time(\"4n\");//encodes a quarter note\n\t * t.mult(4); // multiply that value by 4\n\t * t.toNotation(); //returns \"1m\"\n\t */\n\tTone.Time = function(val, units){\n\t\tif (this instanceof Tone.Time){\n\n\t\t\t/**\n\t\t\t * If the current clock time should\n\t\t\t * be added to the output\n\t\t\t * @type {Boolean}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._plusNow = false;\n\t\t\t\n\t\t\tTone.TimeBase.call(this, val, units);\n\n\t\t} else {\n\t\t\treturn new Tone.Time(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.Time, Tone.TimeBase);\n\n\t//clone the expressions so that \n\t//we can add more without modifying the original\n\tTone.Time.prototype._unaryExpressions = Object.create(Tone.TimeBase.prototype._unaryExpressions);\n\n\t/*\n\t * Adds an additional unary expression\n\t * which quantizes values to the next subdivision\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.quantize = {\n\t\tregexp : /^@/,\n\t\tmethod : function(rh){\n\t\t\treturn Tone.Transport.nextSubdivision(rh());\n\t\t}\n\t};\n\n\t/*\n\t * Adds an additional unary expression\n\t * which adds the current clock time.\n\t * @type {Object}\n\t * @private\n\t */\n\tTone.Time.prototype._unaryExpressions.now = {\n\t\tregexp : /^\\+/,\n\t\tmethod : function(lh){\n\t\t\tthis._plusNow = true;\n\t\t\treturn lh();\n\t\t}\n\t};\n\n\t/**\n\t * Quantize the time by the given subdivision. Optionally add a\n\t * percentage which will move the time value towards the ideal\n\t * quantized value by that percentage. \n\t * @param {Number|Time} val The subdivision to quantize to\n\t * @param {NormalRange} [percent=1] Move the time value\n\t * towards the quantized value by\n\t * a percentage.\n\t * @return {Tone.Time} this\n\t * @example\n\t * Tone.Time(21).quantize(2) //returns 22\n\t * Tone.Time(0.6).quantize(\"4n\", 0.5) //returns 0.55\n\t */\n\tTone.Time.prototype.quantize = function(subdiv, percent){\n\t\tpercent = this.defaultArg(percent, 1);\n\t\tthis._expr = function(expr, subdivision, percent){\n\t\t\texpr = expr();\n\t\t\tsubdivision = subdivision.toSeconds();\n\t\t\tvar multiple = Math.round(expr / subdivision);\n\t\t\tvar ideal = multiple * subdivision;\n\t\t\tvar diff = ideal - expr;\n\t\t\treturn expr + diff * percent;\n\t\t}.bind(this, this._expr, new this.constructor(subdiv), percent);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Adds the clock time to the time expression at the \n\t * moment of evaluation. \n\t * @return {Tone.Time} this\n\t */\n\tTone.Time.prototype.addNow = function(){\n\t\tthis._plusNow = true;\n\t\treturn this;\n\t};\n\n\t/**\n\t * @override\n\t * Override the default value return when no arguments are passed in.\n\t * The default value is 'now'\n\t * @private\n\t */\n\tTone.Time.prototype._defaultExpr = function(){\n\t\tthis._plusNow = true;\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.Time} time\n\t * @return {Time}\n\t */\n\tTone.Time.prototype.copy = function(time){\n\t\tTone.TimeBase.prototype.copy.call(this, time);\n\t\tthis._plusNow = time._plusNow;\n\t\treturn this;\n\t};\n\n\t//CONVERSIONS//////////////////////////////////////////////////////////////\n\n\t/**\n\t * Convert a Time to Notation. Values will be thresholded to the nearest 128th note. \n\t * @return {Notation} \n\t * @example\n\t * //if the Transport is at 120bpm:\n\t * Tone.Time(2).toNotation();//returns \"1m\"\n\t */\n\tTone.Time.prototype.toNotation = function(){\n\t\tvar time = this.toSeconds();\n\t\tvar testNotations = [\"1m\", \"2n\", \"4n\", \"8n\", \"16n\", \"32n\", \"64n\", \"128n\"];\n\t\tvar retNotation = this._toNotationHelper(time, testNotations);\n\t\t//try the same thing but with tripelets\n\t\tvar testTripletNotations = [\"1m\", \"2n\", \"2t\", \"4n\", \"4t\", \"8n\", \"8t\", \"16n\", \"16t\", \"32n\", \"32t\", \"64n\", \"64t\", \"128n\"];\n\t\tvar retTripletNotation = this._toNotationHelper(time, testTripletNotations);\n\t\t//choose the simpler expression of the two\n\t\tif (retTripletNotation.split(\"+\").length < retNotation.split(\"+\").length){\n\t\t\treturn retTripletNotation;\n\t\t} else {\n\t\t\treturn retNotation;\n\t\t}\n\t};\n\n\t/**\n\t * Helper method for Tone.toNotation\n\t * @param {Number} units \n\t * @param {Array} testNotations\n\t * @return {String}\n\t * @private\n\t */\n\tTone.Time.prototype._toNotationHelper = function(units, testNotations){\n\t\t//the threshold is the last value in the array\n\t\tvar threshold = this._notationToUnits(testNotations[testNotations.length - 1]);\n\t\tvar retNotation = \"\";\n\t\tfor (var i = 0; i < testNotations.length; i++){\n\t\t\tvar notationTime = this._notationToUnits(testNotations[i]);\n\t\t\t//account for floating point errors (i.e. round up if the value is 0.999999)\n\t\t\tvar multiple = units / notationTime;\n\t\t\tvar floatingPointError = 0.000001;\n\t\t\tif (1 - multiple % 1 < floatingPointError){\n\t\t\t\tmultiple += floatingPointError;\n\t\t\t}\n\t\t\tmultiple = Math.floor(multiple);\n\t\t\tif (multiple > 0){\n\t\t\t\tif (multiple === 1){\n\t\t\t\t\tretNotation += testNotations[i];\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += multiple.toString() + \"*\" + testNotations[i];\n\t\t\t\t}\n\t\t\t\tunits -= multiple * notationTime;\n\t\t\t\tif (units < threshold){\n\t\t\t\t\tbreak;\n\t\t\t\t} else {\n\t\t\t\t\tretNotation += \" + \";\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tif (retNotation === \"\"){\n\t\t\tretNotation = \"0\";\n\t\t}\n\t\treturn retNotation;\n\t};\n\n\t/**\n\t * Convert a notation value to the current units\n\t * @param {Notation} notation \n\t * @return {Number} \n\t * @private\n\t */\n\tTone.Time.prototype._notationToUnits = function(notation){\n\t\tvar primaryExprs = this._primaryExpressions;\n\t\tvar notationExprs = [primaryExprs.n, primaryExprs.t, primaryExprs.m];\n\t\tfor (var i = 0; i < notationExprs.length; i++){\n\t\t\tvar expr = notationExprs[i];\n\t\t\tvar match = notation.match(expr.regexp);\n\t\t\tif (match){\n\t\t\t\treturn expr.method.call(this, match[1]);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Return the time encoded as Bars:Beats:Sixteenths.\n\t * @return {BarsBeatsSixteenths}\n\t */\n\tTone.Time.prototype.toBarsBeatsSixteenths = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.toSeconds() / quarterTime;\n\t\tvar measures = Math.floor(quarters / this._timeSignature());\n\t\tvar sixteenths = (quarters % 1) * 4;\n\t\tquarters = Math.floor(quarters) % this._timeSignature();\n\t\tsixteenths = sixteenths.toString();\n\t\tif (sixteenths.length > 3){\n\t\t\tsixteenths = parseFloat(sixteenths).toFixed(3);\n\t\t}\n\t\tvar progress = [measures, quarters, sixteenths];\n\t\treturn progress.join(\":\");\n\t};\n\n\t/**\n\t * Return the time in ticks.\n\t * @return {Ticks}\n\t */\n\tTone.Time.prototype.toTicks = function(){\n\t\tvar quarterTime = this._beatsToUnits(1);\n\t\tvar quarters = this.valueOf() / quarterTime;\n\t\treturn Math.floor(quarters * Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time in samples\n\t * @return {Samples} \n\t */\n\tTone.Time.prototype.toSamples = function(){\n\t\treturn this.toSeconds() * this.context.sampleRate;\n\t};\n\n\t/**\n\t * Return the time as a frequency value\n\t * @return {Frequency} \n\t * @example\n\t * Tone.Time(2).toFrequency(); //0.5\n\t */\n\tTone.Time.prototype.toFrequency = function(){\n\t\treturn 1/this.toSeconds();\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.toSeconds = function(){\n\t\treturn this.valueOf();\n\t};\n\n\t/**\n\t * Return the time in milliseconds.\n\t * @return {Milliseconds} \n\t */\n\tTone.Time.prototype.toMilliseconds = function(){\n\t\treturn this.toSeconds() * 1000;\n\t};\n\n\t/**\n\t * Return the time in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.Time.prototype.valueOf = function(){\n\t\tvar val = this._expr();\n\t\treturn val + (this._plusNow?this.now():0);\n\t};\n\n\treturn Tone.Time;\n});","define([\"Tone/core/Tone\"], function (Tone) {\n\n\t/**\n\t * @class Tone.TimeBase is a flexible encoding of time\n\t * which can be evaluated to and from a string.\n\t * Parsing code modified from https://code.google.com/p/tapdigit/\n\t * Copyright 2011 2012 Ariya Hidayat, New BSD License\n\t * @extends {Tone}\n\t * @param {Time} val The time value as a number or string\n\t * @param {String=} units Unit values\n\t * @example\n\t * Tone.TimeBase(4, \"n\")\n\t * Tone.TimeBase(2, \"t\")\n\t * Tone.TimeBase(\"2t\").add(\"1m\")\n\t * Tone.TimeBase(\"2t + 1m\");\n\t */\n\tTone.TimeBase = function(val, units){\n\n\t\t//allows it to be constructed with or without 'new'\n\t\tif (this instanceof Tone.TimeBase) {\n\n\t\t\t/**\n\t\t\t * Any expressions parsed from the Time\n\t\t\t * @type {Array}\n\t\t\t * @private\n\t\t\t */\n\t\t\tthis._expr = this._noOp;\n\n\t\t\tif (val instanceof Tone.TimeBase){\n\t\t\t\tthis.copy(val);\n\t\t\t} else if (!this.isUndef(units) || this.isNumber(val)){\n\t\t\t\t//default units\n\t\t\t\tunits = this.defaultArg(units, this._defaultUnits);\n\t\t\t\tvar method = this._primaryExpressions[units].method;\n\t\t\t\tthis._expr = method.bind(this, val);\n\t\t\t} else if (this.isString(val)){\n\t\t\t\tthis.set(val);\n\t\t\t} else if (this.isUndef(val)){\n\t\t\t\t//default expression\n\t\t\t\tthis._expr = this._defaultExpr();\n\t\t\t}\n\t\t} else {\n\n\t\t\treturn new Tone.TimeBase(val, units);\n\t\t}\n\t};\n\n\tTone.extend(Tone.TimeBase);\n\n\t/**\n\t * Repalce the current time value with the value\n\t * given by the expression string.\n\t * @param {String} exprString\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.set = function(exprString){\n\t\tthis._expr = this._parseExprString(exprString);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Return a clone of the TimeBase object.\n\t * @return {Tone.TimeBase} The new cloned Tone.TimeBase\n\t */\n\tTone.TimeBase.prototype.clone = function(){\n\t\tvar instance = new this.constructor();\n\t\tinstance.copy(this);\n\t\treturn instance;\n\t};\n\n\t/**\n\t * Copies the value of time to this Time\n\t * @param {Tone.TimeBase} time\n\t * @return {TimeBase}\n\t */\n\tTone.TimeBase.prototype.copy = function(time){\n\t\tvar val = time._expr();\n\t\treturn this.set(val);\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tABSTRACT SYNTAX TREE PARSER\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * All the primary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._primaryExpressions = {\n\t\t\"n\" : {\n\t\t\tregexp : /^(\\d+)n/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\tif (value === 1){\n\t\t\t\t\treturn this._beatsToUnits(this._timeSignature());\n\t\t\t\t} else {\n\t\t\t\t\treturn this._beatsToUnits(4 / value);\n\t\t\t\t}\n\t\t\t}\n\t\t},\n\t\t\"t\" : {\n\t\t\tregexp : /^(\\d+)t/i,\n\t\t\tmethod : function(value){\n\t\t\t\tvalue = parseInt(value);\n\t\t\t\treturn this._beatsToUnits(8 / (parseInt(value) * 3));\n\t\t\t}\n\t\t},\n\t\t\"m\" : {\n\t\t\tregexp : /^(\\d+)m/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._beatsToUnits(parseInt(value) * this._timeSignature());\n\t\t\t}\n\t\t},\n\t\t\"i\" : {\n\t\t\tregexp : /^(\\d+)i/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._ticksToUnits(parseInt(value));\n\t\t\t}\n\t\t},\n\t\t\"hz\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)hz/i,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._frequencyToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"tr\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?):(\\d+(?:\\.\\d+)?):?(\\d+(?:\\.\\d+)?)?/,\n\t\t\tmethod : function(m, q, s){\n\t\t\t\tvar total = 0;\n\t\t\t\tif (m && m !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(this._timeSignature() * parseFloat(m));\n\t\t\t\t}\n\t\t\t\tif (q && q !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(q));\n\t\t\t\t}\n\t\t\t\tif (s && s !== \"0\"){\n\t\t\t\t\ttotal += this._beatsToUnits(parseFloat(s) / 4);\n\t\t\t\t}\n\t\t\t\treturn total;\n\t\t\t}\n\t\t},\n\t\t\"s\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?s)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._secondsToUnits(parseFloat(value));\n\t\t\t}\n\t\t},\n\t\t\"samples\" : {\n\t\t\tregexp : /^(\\d+)samples/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn parseInt(value) / this.context.sampleRate;\n\t\t\t}\n\t\t},\n\t\t\"default\" : {\n\t\t\tregexp : /^(\\d+(?:\\.\\d+)?)/,\n\t\t\tmethod : function(value){\n\t\t\t\treturn this._primaryExpressions[this._defaultUnits].method.call(this, value);\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the binary expressions that TimeBase can accept.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._binaryExpressions = {\n\t\t\"+\" : {\n\t\t\tregexp : /^\\+/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() + rh();\n\t\t\t}\n\t\t},\n\t\t\"-\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tprecedence : 2,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() - rh();\n\t\t\t}\n\t\t},\n\t\t\"*\" : {\n\t\t\tregexp : /^\\*/,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() * rh();\n\t\t\t}\n\t\t},\n\t\t\"/\" : {\n\t\t\tregexp : /^\\//,\n\t\t\tprecedence : 1,\n\t\t\tmethod : function(lh, rh){\n\t\t\t\treturn lh() / rh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * All the unary expressions.\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._unaryExpressions = {\n\t\t\"neg\" : {\n\t\t\tregexp : /^\\-/,\n\t\t\tmethod : function(lh){\n\t\t\t\treturn -lh();\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Syntactic glue which holds expressions together\n\t * @private\n\t * @type {Object}\n\t */\n\tTone.TimeBase.prototype._syntaxGlue = {\n\t\t\"(\" : {\n\t\t\tregexp : /^\\(/\n\t\t},\n\t\t\")\" : {\n\t\t\tregexp : /^\\)/\n\t\t}\n\t};\n\n\t/**\n\t * tokenize the expression based on the Expressions object\n\t * @param {string} expr \n\t * @return {Object} returns two methods on the tokenized list, next and peek\n\t * @private\n\t */\n\tTone.TimeBase.prototype._tokenize = function(expr){\n\t\tvar position = -1;\n\t\tvar tokens = [];\n\n\t\twhile(expr.length > 0){\n\t\t\texpr = expr.trim();\n\t\t\tvar token = getNextToken(expr, this);\n\t\t\ttokens.push(token);\n\t\t\texpr = expr.substr(token.value.length);\n\t\t}\n\n\t\tfunction getNextToken(expr, context){\n\t\t\tvar expressions = [\"_binaryExpressions\", \"_unaryExpressions\", \"_primaryExpressions\", \"_syntaxGlue\"];\n\t\t\tfor (var i = 0; i < expressions.length; i++){\n\t\t\t\tvar group = context[expressions[i]];\n\t\t\t\tfor (var opName in group){\n\t\t\t\t\tvar op = group[opName];\n\t\t\t\t\tvar reg = op.regexp;\n\t\t\t\t\tvar match = expr.match(reg);\n\t\t\t\t\tif (match !== null){\n\t\t\t\t\t\treturn {\n\t\t\t\t\t\t\tmethod : op.method,\n\t\t\t\t\t\t\tprecedence : op.precedence,\n\t\t\t\t\t\t\tregexp : op.regexp,\n\t\t\t\t\t\t\tvalue : match[0],\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected token \"+expr);\n\t\t}\n\n\t\treturn {\n\t\t\tnext : function(){\n\t\t\t\treturn tokens[++position];\n\t\t\t},\n\t\t\tpeek : function(){\n\t\t\t\treturn tokens[position + 1];\n\t\t\t}\n\t\t};\n\t};\n\n\t/**\n\t * Given a token, find the value within the groupName\n\t * @param {Object} token\n\t * @param {String} groupName\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._matchGroup = function(token, group, prec) {\n\t\tvar ret = false;\n\t\tif (!this.isUndef(token)){\n\t\t\tfor (var opName in group){\n\t\t\t\tvar op = group[opName];\n\t\t\t\tif (op.regexp.test(token.value)){\n\t\t\t\t\tif (!this.isUndef(prec)){\n\t\t\t\t\t\tif(op.precedence === prec){\t\n\t\t\t\t\t\t\treturn op;\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn op;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn ret;\n\t};\n\n\t/**\n\t * Match a binary expression given the token and the precedence\n\t * @param {Lexer} lexer\n\t * @param {Number} precedence\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseBinary = function(lexer, precedence){\n\t\tif (this.isUndef(precedence)){\n\t\t\tprecedence = 2;\n\t\t}\n\t\tvar expr;\n\t\tif (precedence < 0){\n\t\t\texpr = this._parseUnary(lexer);\n\t\t} else {\n\t\t\texpr = this._parseBinary(lexer, precedence - 1);\n\t\t}\n\t\tvar token = lexer.peek();\n\t\twhile (token && this._matchGroup(token, this._binaryExpressions, precedence)){\n\t\t\ttoken = lexer.next();\n\t\t\texpr = token.method.bind(this, expr, this._parseBinary(lexer, precedence - 1));\n\t\t\ttoken = lexer.peek();\n\t\t}\n\t\treturn expr;\n\t};\n\n\t/**\n\t * Match a unary expression.\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseUnary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tvar op = this._matchGroup(token, this._unaryExpressions);\n\t\tif (op) {\n\t\t\ttoken = lexer.next();\n\t\t\texpr = this._parseUnary(lexer);\n\t\t\treturn op.method.bind(this, expr);\n\t\t}\n\t\treturn this._parsePrimary(lexer);\n\t};\n\n\t/**\n\t * Match a primary expression (a value).\n\t * @param {Lexer} lexer\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parsePrimary = function(lexer){\n\t\tvar token, expr;\n\t\ttoken = lexer.peek();\n\t\tif (this.isUndef(token)) {\n\t\t\tthrow new SyntaxError(\"Tone.TimeBase: Unexpected end of expression\");\n\t\t}\n\t\tif (this._matchGroup(token, this._primaryExpressions)) {\n\t\t\ttoken = lexer.next();\n\t\t\tvar matching = token.value.match(token.regexp);\n\t\t\treturn token.method.bind(this, matching[1], matching[2], matching[3]);\n\t\t}\n\t\tif (token && token.value === \"(\"){\n\t\t\tlexer.next();\n\t\t\texpr = this._parseBinary(lexer);\n\t\t\ttoken = lexer.next();\n\t\t\tif (!(token && token.value === \")\")) {\n\t\t\t\tthrow new SyntaxError(\"Expected )\");\n\t\t\t}\n\t\t\treturn expr;\n\t\t}\n\t\tthrow new SyntaxError(\"Tone.TimeBase: Cannot process token \" + token.value);\n\t};\n\n\t/**\n\t * Recursively parse the string expression into a syntax tree.\n\t * @param {string} expr \n\t * @return {Function} the bound method to be evaluated later\n\t * @private\n\t */\n\tTone.TimeBase.prototype._parseExprString = function(exprString){\n\t\tif (!this.isString(exprString)){\n\t\t\texprString = exprString.toString();\n\t\t}\n\t\tvar lexer = this._tokenize(exprString);\n\t\tvar tree = this._parseBinary(lexer);\n\t\treturn tree;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tDEFAULTS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * The initial expression value\n\t * @return {Number} The initial value 0\n\t * @private\n\t */\n\tTone.TimeBase.prototype._noOp = function(){\n\t\treturn 0;\n\t};\n\n\t/**\n\t * The default expression value if no arguments are given\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultExpr = function(){\n\t\treturn this._noOp;\n\t};\n\n\t/**\n\t * The default units if none are given.\n\t * @private\n\t */\n\tTone.TimeBase.prototype._defaultUnits = \"s\";\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tUNIT CONVERSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Returns the value of a frequency in the current units\n\t * @param {Frequency} freq\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._frequencyToUnits = function(freq){\n\t\treturn 1/freq;\n\t};\n\n\t/**\n\t * Return the value of the beats in the current units\n\t * @param {Number} beats\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._beatsToUnits = function(beats){\n\t\treturn (60 / Tone.Transport.bpm.value) * beats;\n\t};\n\n\t/**\n\t * Returns the value of a second in the current units\n\t * @param {Seconds} seconds\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._secondsToUnits = function(seconds){\n\t\treturn seconds;\n\t};\n\n\t/**\n\t * Returns the value of a tick in the current time units\n\t * @param {Ticks} ticks\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._ticksToUnits = function(ticks){\n\t\treturn ticks * (this._beatsToUnits(1) / Tone.Transport.PPQ);\n\t};\n\n\t/**\n\t * Return the time signature.\n\t * @return {Number}\n\t * @private\n\t */\n\tTone.TimeBase.prototype._timeSignature = function(){\n\t\treturn Tone.Transport.timeSignature;\n\t};\n\n\t///////////////////////////////////////////////////////////////////////////\n\t//\tEXPRESSIONS\n\t///////////////////////////////////////////////////////////////////////////\n\n\t/**\n\t * Push an expression onto the expression list\n\t * @param {Time} val\n\t * @param {String} type\n\t * @param {String} units\n\t * @return {Tone.TimeBase} \n\t * @private\n\t */\n\tTone.TimeBase.prototype._pushExpr = function(val, name, units){\n\t\t//create the expression\n\t\tif (!(val instanceof Tone.TimeBase)){\n\t\t\tval = new this.constructor(val, units);\n\t\t}\n\t\tthis._expr = this._binaryExpressions[name].method.bind(this, this._expr, val._expr);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Add to the current value.\n\t * @param {Time} val The value to add\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").add(\"1m\"); //\"3m\"\n\t */\n\tTone.TimeBase.prototype.add = function(val, units){\n\t\treturn this._pushExpr(val, \"+\", units);\n\t};\n\n\t/**\n\t * Subtract the value from the current time.\n\t * @param {Time} val The value to subtract\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").sub(\"1m\"); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.sub = function(val, units){\n\t\treturn this._pushExpr(val, \"-\", units);\n\t};\n\n\t/**\n\t * Multiply the current value by the given time.\n\t * @param {Time} val The value to multiply\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").mult(\"2\"); //\"4m\"\n\t */\n\tTone.TimeBase.prototype.mult = function(val, units){\n\t\treturn this._pushExpr(val, \"*\", units);\n\t};\n\n\t/**\n\t * Divide the current value by the given time.\n\t * @param {Time} val The value to divide by\n\t * @param {String=} units Optional units to use with the value.\n\t * @return {Tone.TimeBase} this\n\t * @example\n\t * Tone.TimeBase(\"2m\").div(2); //\"1m\"\n\t */\n\tTone.TimeBase.prototype.div = function(val, units){\n\t\treturn this._pushExpr(val, \"/\", units);\n\t};\n\n\t/**\n\t * Evaluate the time value. Returns the time\n\t * in seconds.\n\t * @return {Seconds} \n\t */\n\tTone.TimeBase.prototype.valueOf = function(){\n\t\treturn this._expr();\n\t};\n\n\t/**\n\t * Clean up\n\t * @return {Tone.TimeBase} this\n\t */\n\tTone.TimeBase.prototype.dispose = function(){\n\t\tthis._expr = null;\n\t};\n\n\treturn Tone.TimeBase;\n});","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Tone.Param wraps the native Web Audio's AudioParam to provide\n\t * additional unit conversion functionality. It also\n\t * serves as a base-class for classes which have a single,\n\t * automatable parameter. \n\t * @extends {Tone}\n\t * @param {AudioParam} param The parameter to wrap.\n\t * @param {Tone.Type} units The units of the audio param.\n\t * @param {Boolean} convert If the param should be converted.\n\t */\n\tTone.Param = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"param\", \"units\", \"convert\"], Tone.Param.defaults);\n\n\t\t/**\n\t\t * The native parameter to control\n\t\t * @type {AudioParam}\n\t\t * @private\n\t\t */\n\t\tthis._param = this.input = options.param;\n\n\t\t/**\n\t\t * The units of the parameter\n\t\t * @type {Tone.Type}\n\t\t */\n\t\tthis.units = options.units;\n\n\t\t/**\n\t\t * If the value should be converted or not\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.convert = options.convert;\n\n\t\t/**\n\t\t * True if the signal value is being overridden by \n\t\t * a connected signal.\n\t\t * @readOnly\n\t\t * @type {boolean}\n\t\t * @private\n\t\t */\n\t\tthis.overridden = false;\n\n\t\t/**\n\t\t * If there is an LFO, this is where it is held.\n\t\t * @type {Tone.LFO}\n\t\t * @private\n\t\t */\n\t\tthis._lfo = null;\n\n\t\tif (this.isObject(options.lfo)){\n\t\t\tthis.value = options.lfo;\n\t\t} else if (!this.isUndef(options.value)){\n\t\t\tthis.value = options.value;\n\t\t}\n\t};\n\n\tTone.extend(Tone.Param);\n\t\n\t/**\n\t * Defaults\n\t * @type {Object}\n\t * @const\n\t */\n\tTone.Param.defaults = {\n\t\t\"units\" : Tone.Type.Default,\n\t\t\"convert\" : true,\n\t\t\"param\" : undefined\n\t};\n\n\t/**\n\t * The current value of the parameter. \n\t * @memberOf Tone.Param#\n\t * @type {Number}\n\t * @name value\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"value\", {\n\t\tget : function(){\n\t\t\treturn this._toUnits(this._param.value);\n\t\t},\n\t\tset : function(value){\n\t\t\tif (this.isObject(value)){\n\t\t\t\t//throw an error if the LFO needs to be included\n\t\t\t\tif (this.isUndef(Tone.LFO)){\n\t\t\t\t\tthrow new Error(\"Include 'Tone.LFO' to use an LFO as a Param value.\");\n\t\t\t\t}\n\t\t\t\t//remove the old one\n\t\t\t\tif (this._lfo){\n\t\t\t\t\tthis._lfo.dispose();\n\t\t\t\t}\n\t\t\t\tthis._lfo = new Tone.LFO(value).start();\n\t\t\t\tthis._lfo.connect(this.input);\n\t\t\t} else {\n\t\t\t\tvar convertedVal = this._fromUnits(value);\n\t\t\t\tthis._param.cancelScheduledValues(0);\n\t\t\t\tthis._param.value = convertedVal;\n\t\t\t}\n\t\t}\n\t});\n\n\t/**\n\t * Convert the given value from the type specified by Tone.Param.units\n\t * into the destination value (such as Gain or Frequency).\n\t * @private\n\t * @param {*} val the value to convert\n\t * @return {number} the number which the value should be set to\n\t */\n\tTone.Param.prototype._fromUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Time: \n\t\t\t\t\treturn this.toSeconds(val);\n\t\t\t\tcase Tone.Type.Frequency: \n\t\t\t\t\treturn this.toFrequency(val);\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.dbToGain(val);\n\t\t\t\tcase Tone.Type.NormalRange: \n\t\t\t\t\treturn Math.min(Math.max(val, 0), 1);\n\t\t\t\tcase Tone.Type.AudioRange: \n\t\t\t\t\treturn Math.min(Math.max(val, -1), 1);\n\t\t\t\tcase Tone.Type.Positive: \n\t\t\t\t\treturn Math.max(val, 0);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * Convert the parameters value into the units specified by Tone.Param.units.\n\t * @private\n\t * @param {number} val the value to convert\n\t * @return {number}\n\t */\n\tTone.Param.prototype._toUnits = function(val){\n\t\tif (this.convert || this.isUndef(this.convert)){\n\t\t\tswitch(this.units){\n\t\t\t\tcase Tone.Type.Decibels: \n\t\t\t\t\treturn this.gainToDb(val);\n\t\t\t\tdefault:\n\t\t\t\t\treturn val;\n\t\t\t}\n\t\t} else {\n\t\t\treturn val;\n\t\t}\n\t};\n\n\t/**\n\t * the minimum output value\n\t * @type {Number}\n\t * @private\n\t */\n\tTone.Param.prototype._minOutput = 0.00001;\n\n\t/**\n\t * Schedules a parameter value change at the given time.\n\t * @param {*}\tvalue The value to set the signal.\n\t * @param {Time} time The time when the change should occur.\n\t * @returns {Tone.Param} this\n\t * @example\n\t * //set the frequency to \"G4\" in exactly 1 second from now. \n\t * freq.setValueAtTime(\"G4\", \"+1\");\n\t */\n\tTone.Param.prototype.setValueAtTime = function(value, time){\n\t\tvalue = this._fromUnits(value);\n\t\ttime = this.toSeconds(time);\n\t\tif (time <= this.now() + this.blockTime){\n\t\t\tthis._param.value = value;\n\t\t} else {\n\t\t\tthis._param.setValueAtTime(value, time);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Creates a schedule point with the current value at the current time.\n\t * This is useful for creating an automation anchor point in order to \n\t * schedule changes from the current value. \n\t *\n\t * @param {number=} now (Optionally) pass the now value in. \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setRampPoint = function(now){\n\t\tnow = this.defaultArg(now, this.now());\n\t\tvar currentVal = this._param.value;\n\t\t// exponentialRampToValueAt cannot ever ramp from or to 0\n\t\t// More info: https://bugzilla.mozilla.org/show_bug.cgi?id=1125600#c2\n\t\tif (currentVal === 0){\n\t\t\tcurrentVal = this._minOutput;\n\t\t}\n\t\tthis._param.setValueAtTime(currentVal, now);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules a linear continuous change in parameter value from the \n\t * previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.linearRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tthis._param.linearRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the previous scheduled parameter value to the given value.\n\t * \n\t * @param {number} value \n\t * @param {Time} endTime \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.exponentialRampToValueAtTime = function(value, endTime){\n\t\tvalue = this._fromUnits(value);\n\t\tvalue = Math.max(this._minOutput, value);\n\t\tthis._param.exponentialRampToValueAtTime(value, this.toSeconds(endTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an exponential continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //exponentially ramp to the value 2 over 4 seconds. \n\t * signal.exponentialRampToValue(2, 4);\n\t */\n\tTone.Param.prototype.exponentialRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.exponentialRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Schedules an linear continuous change in parameter value from \n\t * the current time and current value to the given value over the \n\t * duration of the rampTime.\n\t * \n\t * @param {number} value The value to ramp to.\n\t * @param {Time} rampTime the time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //linearly ramp to the value 4 over 3 seconds. \n\t * signal.linearRampToValue(4, 3);\n\t */\n\tTone.Param.prototype.linearRampToValue = function(value, rampTime, startTime){\n\t\tstartTime = this.toSeconds(startTime);\n\t\tthis.setRampPoint(startTime);\n\t\tthis.linearRampToValueAtTime(value, startTime + this.toSeconds(rampTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Start exponentially approaching the target value at the given time with\n\t * a rate having the given time constant.\n\t * @param {number} value \n\t * @param {Time} startTime \n\t * @param {number} timeConstant \n\t * @returns {Tone.Param} this \n\t */\n\tTone.Param.prototype.setTargetAtTime = function(value, startTime, timeConstant){\n\t\tvalue = this._fromUnits(value);\n\t\t// The value will never be able to approach without timeConstant > 0.\n\t\t// http://www.w3.org/TR/webaudio/#dfn-setTargetAtTime, where the equation\n\t\t// is described. 0 results in a division by 0.\n\t\tvalue = Math.max(this._minOutput, value);\n\t\ttimeConstant = Math.max(this._minOutput, timeConstant);\n\t\tthis._param.setTargetAtTime(value, this.toSeconds(startTime), timeConstant);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Sets an array of arbitrary parameter values starting at the given time\n\t * for the given duration.\n\t * \t\n\t * @param {Array} values \n\t * @param {Time} startTime \n\t * @param {Time} duration \n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.setValueCurveAtTime = function(values, startTime, duration){\n\t\tfor (var i = 0; i < values.length; i++){\n\t\t\tvalues[i] = this._fromUnits(values[i]);\n\t\t}\n\t\tthis._param.setValueCurveAtTime(values, this.toSeconds(startTime), this.toSeconds(duration));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancels all scheduled parameter changes with times greater than or \n\t * equal to startTime.\n\t * \n\t * @param {Time} startTime\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.cancelScheduledValues = function(startTime){\n\t\tthis._param.cancelScheduledValues(this.toSeconds(startTime));\n\t\treturn this;\n\t};\n\n\t/**\n\t * Ramps to the given value over the duration of the rampTime. \n\t * Automatically selects the best ramp type (exponential or linear)\n\t * depending on the `units` of the signal\n\t * \n\t * @param {number} value \n\t * @param {Time} rampTime \tThe time that it takes the \n\t * value to ramp from it's current value\n\t * @param {Time}\t[startTime=now] \tWhen the ramp should start. \n\t * @returns {Tone.Param} this\n\t * @example\n\t * //ramp to the value either linearly or exponentially \n\t * //depending on the \"units\" value of the signal\n\t * signal.rampTo(0, 10);\n\t * @example\n\t * //schedule it to ramp starting at a specific time\n\t * signal.rampTo(0, 10, 5)\n\t */\n\tTone.Param.prototype.rampTo = function(value, rampTime, startTime){\n\t\trampTime = this.defaultArg(rampTime, 0);\n\t\tif (this.units === Tone.Type.Frequency || this.units === Tone.Type.BPM || this.units === Tone.Type.Decibels){\n\t\t\tthis.exponentialRampToValue(value, rampTime, startTime);\n\t\t} else {\n\t\t\tthis.linearRampToValue(value, rampTime, startTime);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * The LFO created by the signal instance. If none\n\t * was created, this is null.\n\t * @type {Tone.LFO}\n\t * @readOnly\n\t * @memberOf Tone.Param#\n\t * @name lfo\n\t */\n\tObject.defineProperty(Tone.Param.prototype, \"lfo\", {\n\t\tget : function(){\n\t\t\treturn this._lfo;\n\t\t}\n\t});\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Param} this\n\t */\n\tTone.Param.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._param = null;\n\t\tif (this._lfo){\n\t\t\tthis._lfo.dispose();\n\t\t\tthis._lfo = null;\n\t\t}\n\t\treturn this;\n\t};\n\n\treturn Tone.Param;\n});","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n var Add = require('Tone/signal/Add');\n var Mult = require('Tone/signal/Multiply');\n var Scale = require('Tone/signal/Scale');\n\n /**\n * Creates a signal that oscillates between -1.0 and 1.0.\n * By default, the oscillation takes the form of a sinusoidal\n * shape ('sine'). Additional types include 'triangle',\n * 'sawtooth' and 'square'. The frequency defaults to\n * 440 oscillations per second (440Hz, equal to the pitch of an\n * 'A' note).
\n *\n *Set the type of oscillation with setType(), or by instantiating a\n * specific oscillator: p5.SinOsc, p5.TriOsc, p5.SqrOsc, or p5.SawOsc.\n *
\n *\n * @class p5.Oscillator\n * @constructor\n * @param {Number} [freq] frequency defaults to 440Hz\n * @param {String} [type] type of oscillator. Options:\n * 'sine' (default), 'triangle',\n * 'sawtooth', 'square'\n * @example\n *\n * let osc, playing, freq, amp;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator('sine');\n * }\n *\n * function draw() {\n * background(220)\n * freq = constrain(map(mouseX, 0, width, 100, 500), 100, 500);\n * amp = constrain(map(mouseY, height, 0, 0, 1), 0, 1);\n *\n * text('tap to play', 20, 20);\n * text('freq: ' + freq, 20, 40);\n * text('amp: ' + amp, 20, 60);\n *\n * if (playing) {\n * // smooth the transitions by 0.1 seconds\n * osc.freq(freq, 0.1);\n * osc.amp(amp, 0.1);\n * }\n * }\n *\n * function playOscillator() {\n * // starting an oscillator on a user gesture will enable audio\n * // in browsers that have a strict autoplay policy.\n * // See also: userStartAudio();\n * osc.start();\n * playing = true;\n * }\n *\n * function mouseReleased() {\n * // ramp amplitude to 0 over 0.5 seconds\n * osc.amp(0, 0.5);\n * playing = false;\n * }\n * \n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playOscillator);\n * osc = new p5.Oscillator(300);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playOscillator() {\n * osc.start();\n * osc.amp(0.5);\n * // start at 700Hz\n * osc.freq(700);\n * // ramp to 60Hz over 0.7 seconds\n * osc.freq(60, 0.7);\n * osc.amp(0, 0.1, 0.7);\n * }\n * new p5.SinOsc().\n * This creates a Sine Wave Oscillator and is\n * equivalent to new p5.Oscillator('sine')\n * or creating a p5.Oscillator and then calling\n * its method setType('sine').\n * See p5.Oscillator for methods.\n *\n * @class p5.SinOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SinOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sine');\n };\n\n p5.SinOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.TriOsc().\n * This creates a Triangle Wave Oscillator and is\n * equivalent to new p5.Oscillator('triangle')\n * or creating a p5.Oscillator and then calling\n * its method setType('triangle').\n * See p5.Oscillator for methods.\n *\n * @class p5.TriOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.TriOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'triangle');\n };\n\n p5.TriOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SawOsc().\n * This creates a SawTooth Wave Oscillator and is\n * equivalent to new p5.Oscillator('sawtooth')\n * or creating a p5.Oscillator and then calling\n * its method setType('sawtooth').\n * See p5.Oscillator for methods.\n *\n * @class p5.SawOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SawOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'sawtooth');\n };\n\n p5.SawOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n /**\n * Constructor: new p5.SqrOsc().\n * This creates a Square Wave Oscillator and is\n * equivalent to new p5.Oscillator('square')\n * or creating a p5.Oscillator and then calling\n * its method setType('square').\n * See p5.Oscillator for methods.\n *\n * @class p5.SqrOsc\n * @constructor\n * @extends p5.Oscillator\n * @param {Number} [freq] Set the frequency\n */\n p5.SqrOsc = function(freq) {\n p5.Oscillator.call(this, freq, 'square');\n };\n\n p5.SqrOsc.prototype = Object.create(p5.Oscillator.prototype);\n\n});\n","define([\"Tone/core/Tone\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline class for scheduling and maintaining state\n\t * along a timeline. All events must have a \"time\" property. \n\t * Internally, events are stored in time order for fast \n\t * retrieval.\n\t * @extends {Tone}\n\t * @param {Positive} [memory=Infinity] The number of previous events that are retained.\n\t */\n\tTone.Timeline = function(){\n\n\t\tvar options = this.optionsObject(arguments, [\"memory\"], Tone.Timeline.defaults);\n\n\t\t/**\n\t\t * The array of scheduled timeline events\n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._timeline = [];\n\n\t\t/**\n\t\t * An array of items to remove from the list. \n\t\t * @type {Array}\n\t\t * @private\n\t\t */\n\t\tthis._toRemove = [];\n\n\t\t/**\n\t\t * Flag if the tieline is mid iteration\n\t\t * @private\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis._iterating = false;\n\n\t\t/**\n\t\t * The memory of the timeline, i.e.\n\t\t * how many events in the past it will retain\n\t\t * @type {Positive}\n\t\t */\n\t\tthis.memory = options.memory;\n\t};\n\n\tTone.extend(Tone.Timeline);\n\n\t/**\n\t * the default parameters\n\t * @static\n\t * @const\n\t */\n\tTone.Timeline.defaults = {\n\t\t\"memory\" : Infinity\n\t};\n\n\t/**\n\t * The number of items in the timeline.\n\t * @type {Number}\n\t * @memberOf Tone.Timeline#\n\t * @name length\n\t * @readOnly\n\t */\n\tObject.defineProperty(Tone.Timeline.prototype, \"length\", {\n\t\tget : function(){\n\t\t\treturn this._timeline.length;\n\t\t}\n\t});\n\n\t/**\n\t * Insert an event object onto the timeline. Events must have a \"time\" attribute.\n\t * @param {Object} event The event object to insert into the \n\t * timeline. \n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.add = function(event){\n\t\t//the event needs to have a time attribute\n\t\tif (this.isUndef(event.time)){\n\t\t\tthrow new Error(\"Tone.Timeline: events must have a time attribute\");\n\t\t}\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(event.time);\n\t\t\tthis._timeline.splice(index + 1, 0, event);\n\t\t} else {\n\t\t\tthis._timeline.push(event);\t\t\t\n\t\t}\n\t\t//if the length is more than the memory, remove the previous ones\n\t\tif (this.length > this.memory){\n\t\t\tvar diff = this.length - this.memory;\n\t\t\tthis._timeline.splice(0, diff);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Remove an event from the timeline.\n\t * @param {Object} event The event object to remove from the list.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.remove = function(event){\n\t\tif (this._iterating){\n\t\t\tthis._toRemove.push(event);\n\t\t} else {\n\t\t\tvar index = this._timeline.indexOf(event);\n\t\t\tif (index !== -1){\n\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Get the nearest event whose time is less than or equal to the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object set after that time.\n\t */\n\tTone.Timeline.prototype.get = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index !== -1){\n\t\t\treturn this._timeline[index];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Return the first event in the timeline without removing it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.peek = function(){\n\t\treturn this._timeline[0];\n\t};\n\n\t/**\n\t * Return the first event in the timeline and remove it\n\t * @returns {Object} The first event object\n\t */\n\tTone.Timeline.prototype.shift = function(){\n\t\treturn this._timeline.shift();\n\t};\n\n\t/**\n\t * Get the event which is scheduled after the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object after the given time\n\t */\n\tTone.Timeline.prototype.getAfter = function(time){\n\t\tvar index = this._search(time);\n\t\tif (index + 1 < this._timeline.length){\n\t\t\treturn this._timeline[index + 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Get the event before the event at the given time.\n\t * @param {Number} time The time to query.\n\t * @returns {Object} The event object before the given time\n\t */\n\tTone.Timeline.prototype.getBefore = function(time){\n\t\tvar len = this._timeline.length;\n\t\t//if it's after the last item, return the last item\n\t\tif (len > 0 && this._timeline[len - 1].time < time){\n\t\t\treturn this._timeline[len - 1];\n\t\t}\n\t\tvar index = this._search(time);\n\t\tif (index - 1 >= 0){\n\t\t\treturn this._timeline[index - 1];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t};\n\n\t/**\n\t * Cancel events after the given time\n\t * @param {Number} time The time to query.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancel = function(after){\n\t\tif (this._timeline.length > 1){\n\t\t\tvar index = this._search(after);\n\t\t\tif (index >= 0){\n\t\t\t\tif (this._timeline[index].time === after){\n\t\t\t\t\t//get the first item with that time\n\t\t\t\t\tfor (var i = index; i >= 0; i--){\n\t\t\t\t\t\tif (this._timeline[i].time === after){\n\t\t\t\t\t\t\tindex = i;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index);\n\t\t\t\t} else {\n\t\t\t\t\tthis._timeline = this._timeline.slice(0, index + 1);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t} else if (this._timeline.length === 1){\n\t\t\t//the first item's time\n\t\t\tif (this._timeline[0].time >= after){\n\t\t\t\tthis._timeline = [];\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Cancel events before or equal to the given time.\n\t * @param {Number} time The time to cancel before.\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.cancelBefore = function(time){\n\t\tif (this._timeline.length){\n\t\t\tvar index = this._search(time);\n\t\t\tif (index >= 0){\n\t\t\t\tthis._timeline = this._timeline.slice(index + 1);\n\t\t\t}\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Does a binary serach on the timeline array and returns the \n\t * nearest event index whose time is after or equal to the given time.\n\t * If a time is searched before the first index in the timeline, -1 is returned.\n\t * If the time is after the end, the index of the last item is returned.\n\t * @param {Number} time \n\t * @return {Number} the index in the timeline array \n\t * @private\n\t */\n\tTone.Timeline.prototype._search = function(time){\n\t\tvar beginning = 0;\n\t\tvar len = this._timeline.length;\n\t\tvar end = len;\n\t\tif (len > 0 && this._timeline[len - 1].time <= time){\n\t\t\treturn len - 1;\n\t\t}\n\t\twhile (beginning < end){\n\t\t\t// calculate the midpoint for roughly equal partition\n\t\t\tvar midPoint = Math.floor(beginning + (end - beginning) / 2);\n\t\t\tvar event = this._timeline[midPoint];\n\t\t\tvar nextEvent = this._timeline[midPoint + 1];\n\t\t\tif (event.time === time){\n\t\t\t\t//choose the last one that has the same time\n\t\t\t\tfor (var i = midPoint; i < this._timeline.length; i++){\n\t\t\t\t\tvar testEvent = this._timeline[i];\n\t\t\t\t\tif (testEvent.time === time){\n\t\t\t\t\t\tmidPoint = i;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time < time && nextEvent.time > time){\n\t\t\t\treturn midPoint;\n\t\t\t} else if (event.time > time){\n\t\t\t\t//search lower\n\t\t\t\tend = midPoint;\n\t\t\t} else if (event.time < time){\n\t\t\t\t//search upper\n\t\t\t\tbeginning = midPoint + 1;\n\t\t\t} \n\t\t}\n\t\treturn -1;\n\t};\n\n\t/**\n\t * Internal iterator. Applies extra safety checks for \n\t * removing items from the array. \n\t * @param {Function} callback \n\t * @param {Number=} lowerBound \n\t * @param {Number=} upperBound \n\t * @private\n\t */\n\tTone.Timeline.prototype._iterate = function(callback, lowerBound, upperBound){\n\t\tthis._iterating = true;\n\t\tlowerBound = this.defaultArg(lowerBound, 0);\n\t\tupperBound = this.defaultArg(upperBound, this._timeline.length - 1);\n\t\tfor (var i = lowerBound; i <= upperBound; i++){\n\t\t\tcallback(this._timeline[i]);\n\t\t}\n\t\tthis._iterating = false;\n\t\tif (this._toRemove.length > 0){\n\t\t\tfor (var j = 0; j < this._toRemove.length; j++){\n\t\t\t\tvar index = this._timeline.indexOf(this._toRemove[j]);\n\t\t\t\tif (index !== -1){\n\t\t\t\t\tthis._timeline.splice(index, 1);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis._toRemove = [];\n\t\t}\n\t};\n\n\t/**\n\t * Iterate over everything in the array\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEach = function(callback){\n\t\tthis._iterate(callback);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or before the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachBefore = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(callback, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array after the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAfter = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at or after the given time. Similar to \n\t * forEachAfter, but includes the item(s) at the given time.\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachFrom = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar lowerBound = this._search(time);\n\t\t//work backwards until the event time is less than time\n\t\twhile (lowerBound >= 0 && this._timeline[lowerBound].time >= time){\n\t\t\tlowerBound--;\n\t\t}\n\t\tthis._iterate(callback, lowerBound + 1);\n\t\treturn this;\n\t};\n\n\t/**\n\t * Iterate over everything in the array at the given time\n\t * @param {Number} time The time to check if items are before\n\t * @param {Function} callback The callback to invoke with every item\n\t * @returns {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.forEachAtTime = function(time, callback){\n\t\t//iterate over the items in reverse so that removing an item doesn't break things\n\t\tvar upperBound = this._search(time);\n\t\tif (upperBound !== -1){\n\t\t\tthis._iterate(function(event){\n\t\t\t\tif (event.time === time){\n\t\t\t\t\tcallback(event);\n\t\t\t\t} \n\t\t\t}, 0, upperBound);\n\t\t}\n\t\treturn this;\n\t};\n\n\t/**\n\t * Clean up.\n\t * @return {Tone.Timeline} this\n\t */\n\tTone.Timeline.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._timeline = null;\n\t\tthis._toRemove = null;\n\t};\n\n\treturn Tone.Timeline;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Multiply\", \"Tone/signal/Signal\"], function(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Negate the incoming signal. i.e. an input signal of 10 will output -10\n\t *\n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var neg = new Tone.Negate();\n\t * var sig = new Tone.Signal(-2).connect(neg);\n\t * //output of neg is positive 2. \n\t */\n\tTone.Negate = function(){\n\t\t/**\n\t\t * negation is done by multiplying by -1\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._multiply = this.input = this.output = new Tone.Multiply(-1);\n\t};\n\n\tTone.extend(Tone.Negate, Tone.SignalBase);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.Negate} this\n\t */\n\tTone.Negate.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._multiply.dispose();\n\t\tthis._multiply = null;\n\t\treturn this;\n\t}; \n\n\treturn Tone.Negate;\n});","define([\"Tone/core/Tone\", \"Tone/signal/Signal\", \"Tone/signal/Multiply\", \"Tone/signal/WaveShaper\"], \nfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class GreaterThanZero outputs 1 when the input is strictly greater than zero\n\t * \n\t * @constructor\n\t * @extends {Tone.SignalBase}\n\t * @example\n\t * var gt0 = new Tone.GreaterThanZero();\n\t * var sig = new Tone.Signal(0.01).connect(gt0);\n\t * //the output of gt0 is 1. \n\t * sig.value = 0;\n\t * //the output of gt0 is 0. \n\t */\n\tTone.GreaterThanZero = function(){\n\t\t\n\t\t/**\n\t\t * @type {Tone.WaveShaper}\n\t\t * @private\n\t\t */\n\t\tthis._thresh = this.output = new Tone.WaveShaper(function(val){\n\t\t\tif (val <= 0){\n\t\t\t\treturn 0;\n\t\t\t} else {\n\t\t\t\treturn 1;\n\t\t\t}\n\t\t}, 127);\n\n\t\t/**\n\t\t * scale the first thresholded signal by a large value.\n\t\t * this will help with values which are very close to 0\n\t\t * @type {Tone.Multiply}\n\t\t * @private\n\t\t */\n\t\tthis._scale = this.input = new Tone.Multiply(10000);\n\n\t\t//connections\n\t\tthis._scale.connect(this._thresh);\n\t};\n\n\tTone.extend(Tone.GreaterThanZero, Tone.SignalBase);\n\n\t/**\n\t * dispose method\n\t * @returns {Tone.GreaterThanZero} this\n\t */\n\tTone.GreaterThanZero.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._scale.dispose();\n\t\tthis._scale = null;\n\t\tthis._thresh.dispose();\n\t\tthis._thresh = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.GreaterThanZero;\n});","define([\"Tone/core/Tone\", \"Tone/signal/TimelineSignal\", \"Tone/core/TimelineState\", \n\t\"Tone/core/Emitter\", \"Tone/core/Context\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A sample accurate clock which provides a callback at the given rate. \n\t * While the callback is not sample-accurate (it is still susceptible to\n\t * loose JS timing), the time passed in as the argument to the callback\n\t * is precise. For most applications, it is better to use Tone.Transport\n\t * instead of the Clock by itself since you can synchronize multiple callbacks.\n\t *\n\t * \t@constructor\n\t * @extends {Tone.Emitter}\n\t * \t@param {function} callback The callback to be invoked with the time of the audio event\n\t * \t@param {Frequency} frequency The rate of the callback\n\t * \t@example\n\t * //the callback will be invoked approximately once a second\n\t * //and will print the time exactly once a second apart.\n\t * var clock = new Tone.Clock(function(time){\n\t * \tconsole.log(time);\n\t * }, 1);\n\t */\n\tTone.Clock = function(){\n\n\t\tTone.Emitter.call(this);\n\n\t\tvar options = this.optionsObject(arguments, [\"callback\", \"frequency\"], Tone.Clock.defaults);\n\n\t\t/**\n\t\t * The callback function to invoke at the scheduled tick.\n\t\t * @type {Function}\n\t\t */\n\t\tthis.callback = options.callback;\n\n\t\t/**\n\t\t * The next time the callback is scheduled.\n\t\t * @type {Number}\n\t\t * @private\n\t\t */\n\t\tthis._nextTick = 0;\n\n\t\t/**\n\t\t * The last state of the clock.\n\t\t * @type {State}\n\t\t * @private\n\t\t */\n\t\tthis._lastState = Tone.State.Stopped;\n\n\t\t/**\n\t\t * The rate the callback function should be invoked. \n\t\t * @type {BPM}\n\t\t * @signal\n\t\t */\n\t\tthis.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);\n\t\tthis._readOnly(\"frequency\");\n\n\t\t/**\n\t\t * The number of times the callback was invoked. Starts counting at 0\n\t\t * and increments after the callback was invoked. \n\t\t * @type {Ticks}\n\t\t * @readOnly\n\t\t */\n\t\tthis.ticks = 0;\n\n\t\t/**\n\t\t * The state timeline\n\t\t * @type {Tone.TimelineState}\n\t\t * @private\n\t\t */\n\t\tthis._state = new Tone.TimelineState(Tone.State.Stopped);\n\n\t\t/**\n\t\t * The loop function bound to its context. \n\t\t * This is necessary to remove the event in the end.\n\t\t * @type {Function}\n\t\t * @private\n\t\t */\n\t\tthis._boundLoop = this._loop.bind(this);\n\n\t\t//bind a callback to the worker thread\n \tthis.context.on(\"tick\", this._boundLoop);\n\t};\n\n\tTone.extend(Tone.Clock, Tone.Emitter);\n\n\t/**\n\t * The defaults\n\t * @const\n\t * @type {Object}\n\t */\n\tTone.Clock.defaults = {\n\t\t\"callback\" : Tone.noOp,\n\t\t\"frequency\" : 1,\n\t\t\"lookAhead\" : \"auto\",\n\t};\n\n\t/**\n\t * Returns the playback state of the source, either \"started\", \"stopped\" or \"paused\".\n\t * @type {Tone.State}\n\t * @readOnly\n\t * @memberOf Tone.Clock#\n\t * @name state\n\t */\n\tObject.defineProperty(Tone.Clock.prototype, \"state\", {\n\t\tget : function(){\n\t\t\treturn this._state.getValueAtTime(this.now());\n\t\t}\n\t});\n\n\t/**\n\t * Start the clock at the given time. Optionally pass in an offset\n\t * of where to start the tick counter from.\n\t * @param {Time} time The time the clock should start\n\t * @param {Ticks=} offset Where the tick counter starts counting from.\n\t * @return {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.start = function(time, offset){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) !== Tone.State.Started){\n\t\t\tthis._state.add({\n\t\t\t\t\"state\" : Tone.State.Started, \n\t\t\t\t\"time\" : time,\n\t\t\t\t\"offset\" : offset\n\t\t\t});\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * Stop the clock. Stopping the clock resets the tick counter to 0.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t * @example\n\t * clock.stop();\n\t */\n\tTone.Clock.prototype.stop = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tthis._state.cancel(time);\n\t\tthis._state.setStateAtTime(Tone.State.Stopped, time);\n\t\treturn this;\t\n\t};\n\n\n\t/**\n\t * Pause the clock. Pausing does not reset the tick counter.\n\t * @param {Time} [time=now] The time when the clock should stop.\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.pause = function(time){\n\t\ttime = this.toSeconds(time);\n\t\tif (this._state.getValueAtTime(time) === Tone.State.Started){\n\t\t\tthis._state.setStateAtTime(Tone.State.Paused, time);\n\t\t}\n\t\treturn this;\t\n\t};\n\n\t/**\n\t * The scheduling loop.\n\t * @param {Number} time The current page time starting from 0\n\t * when the page was loaded.\n\t * @private\n\t */\n\tTone.Clock.prototype._loop = function(){\n\t\t//get the frequency value to compute the value of the next loop\n\t\tvar now = this.now();\n\t\t//if it's started\n\t\tvar lookAhead = this.context.lookAhead;\n\t\tvar updateInterval = this.context.updateInterval;\n\t\tvar lagCompensation = this.context.lag * 2;\n\t\tvar loopInterval = now + lookAhead + updateInterval + lagCompensation;\n\t\twhile (loopInterval > this._nextTick && this._state){\n\t\t\tvar currentState = this._state.getValueAtTime(this._nextTick);\n\t\t\tif (currentState !== this._lastState){\n\t\t\t\tthis._lastState = currentState;\n\t\t\t\tvar event = this._state.get(this._nextTick);\n\t\t\t\t// emit an event\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\t//correct the time\n\t\t\t\t\tthis._nextTick = event.time;\n\t\t\t\t\tif (!this.isUndef(event.offset)){\n\t\t\t\t\t\tthis.ticks = event.offset;\n\t\t\t\t\t}\n\t\t\t\t\tthis.emit(\"start\", event.time, this.ticks);\n\t\t\t\t} else if (currentState === Tone.State.Stopped){\n\t\t\t\t\tthis.ticks = 0;\n\n\t\t\t\t\tthis.emit(\"stop\", event.time);\n\t\t\t\t} else if (currentState === Tone.State.Paused){\n\t\t\t\t\tthis.emit(\"pause\", event.time);\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar tickTime = this._nextTick;\n\t\t\tif (this.frequency){\n\t\t\t\tthis._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);\n\t\t\t\tif (currentState === Tone.State.Started){\n\t\t\t\t\tthis.callback(tickTime);\n\t\t\t\t\tthis.ticks++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state at the given time.\n\t * @param {Time} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t * @example\n\t * clock.start(\"+0.1\");\n\t * clock.getStateAtTime(\"+0.1\"); //returns \"started\"\n\t */\n\tTone.Clock.prototype.getStateAtTime = function(time){\n\t\ttime = this.toSeconds(time);\n\t\treturn this._state.getValueAtTime(time);\n\t};\n\n\t/**\n\t * Clean up\n\t * @returns {Tone.Clock} this\n\t */\n\tTone.Clock.prototype.dispose = function(){\n\t\tTone.Emitter.prototype.dispose.call(this);\n\t\tthis.context.off(\"tick\", this._boundLoop);\n\t\tthis._writable(\"frequency\");\n\t\tthis.frequency.dispose();\n\t\tthis.frequency = null;\n\t\tthis._boundLoop = null;\n\t\tthis._nextTick = Infinity;\n\t\tthis.callback = null;\n\t\tthis._state.dispose();\n\t\tthis._state = null;\n\t};\n\n\treturn Tone.Clock;\n});","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var AudioVoice = require('audioVoice');\n var noteToFreq = require('helpers').noteToFreq;\n\n var DEFAULT_SUSTAIN = 0.15;\n\n /**\n * A MonoSynth is used as a single voice for sound synthesis.\n * This is a class to be used in conjunction with the PolySynth\n * class. Custom synthetisers should be built inheriting from\n * this class.\n *\n * @class p5.MonoSynth\n * @constructor\n * @example\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * let note = random(['Fb4', 'G4']);\n * // note velocity (volume, from 0 to 1)\n * let velocity = random();\n * // time from now (in seconds)\n * let time = 0;\n * // note duration (in seconds)\n * let dur = 1/6;\n *\n * monoSynth.play(note, velocity, time, dur);\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * \n * let monoSynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(triggerAttack);\n * background(220);\n * text('tap here for attack, let go to release', 5, 20, width - 20);\n * monoSynth = new p5.MonoSynth();\n * }\n *\n * function triggerAttack() {\n * userStartAudio();\n *\n * monoSynth.triggerAttack(\"E3\");\n * }\n *\n * function mouseReleased() {\n * monoSynth.triggerRelease();\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n */\n p5.MonoSynth.prototype.setADSR = function (attack,decay,sustain,release) {\n this.env.setADSR(attack, decay, sustain, release);\n };\n\n\n /**\n * Getters and Setters\n * @property {Number} attack\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} decay\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} sustain\n * @for p5.MonoSynth\n */\n /**\n * @property {Number} release\n * @for p5.MonoSynth\n */\n Object.defineProperties(p5.MonoSynth.prototype, {\n 'attack': {\n get : function() {\n return this.env.aTime;\n },\n set : function(attack) {\n this.env.setADSR(attack, this.env.dTime,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'decay': {\n get : function() {\n return this.env.dTime;\n },\n set : function(decay) {\n this.env.setADSR(this.env.aTime, decay,\n this.env.sPercent, this.env.rTime);\n }\n },\n 'sustain': {\n get : function() {\n return this.env.sPercent;\n },\n set : function(sustain) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n sustain, this.env.rTime);\n }\n },\n 'release': {\n get : function() {\n return this.env.rTime;\n },\n set : function(release) {\n this.env.setADSR(this.env.aTime, this.env.dTime,\n this.env.sPercent, release);\n }\n },\n });\n\n\n /**\n * MonoSynth amp\n * @method amp\n * @for p5.MonoSynth\n * @param {Number} vol desired volume\n * @param {Number} [rampTime] Time to reach new volume\n * @return {Number} new volume value\n */\n p5.MonoSynth.prototype.amp = function(vol, rampTime) {\n var t = rampTime || 0;\n if (typeof vol !== 'undefined') {\n this.oscillator.amp(vol, t);\n }\n return this.oscillator.amp().value;\n };\n\n /**\n * Connect to a p5.sound / Web Audio object.\n *\n * @method connect\n * @for p5.MonoSynth\n * @param {Object} unit A p5.sound or Web Audio object\n */\n\n p5.MonoSynth.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect all outputs\n *\n * @method disconnect\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.disconnect = function() {\n if (this.output) {\n this.output.disconnect();\n }\n };\n\n\n /**\n * Get rid of the MonoSynth and free up its resources / memory.\n *\n * @method dispose\n * @for p5.MonoSynth\n */\n p5.MonoSynth.prototype.dispose = function() {\n AudioVoice.prototype.dispose.apply(this);\n\n if (this.env) {\n this.env.dispose();\n }\n if (this.oscillator) {\n this.oscillator.dispose();\n }\n };\n\n});\n","'use strict';\ndefine(function() {\n var p5sound = require('master');\n\n /**\n * Base class for monophonic synthesizers. Any extensions of this class\n * should follow the API and implement the methods below in order to\n * remain compatible with p5.PolySynth();\n *\n * @class p5.AudioVoice\n * @constructor\n */\n p5.AudioVoice = function () {\n\t this.ac = p5sound.audiocontext;\n\t this.output = this.ac.createGain();\n\t this.connect();\n\t p5sound.soundArray.push(this);\n };\n\n p5.AudioVoice.prototype.play = function (note, velocity, secondsFromNow, sustime) {\n };\n\n p5.AudioVoice.prototype.triggerAttack = function (note, velocity, secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.triggerRelease = function (secondsFromNow) {\n };\n\n p5.AudioVoice.prototype.amp = function(vol, rampTime) {\n };\n\n /**\n * Connect to p5 objects or Web Audio Nodes\n * @method connect\n * @for p5.AudioVoice\n * @param {Object} unit\n */\n p5.AudioVoice.prototype.connect = function(unit) {\n var u = unit || p5sound.input;\n this.output.connect(u.input ? u.input : u);\n };\n\n /**\n * Disconnect from soundOut\n * @method disconnect\n * @for p5.AudioVoice\n */\n p5.AudioVoice.prototype.disconnect = function() {\n this.output.disconnect();\n };\n\n p5.AudioVoice.prototype.dispose = function() {\n if (this.output) {\n this.output.disconnect();\n delete this.output;\n }\n };\n\n return p5.AudioVoice;\n});\n","'use strict';\ndefine(function (require) {\n\n var p5sound = require('master');\n var TimelineSignal = require('Tone/signal/TimelineSignal');\n var noteToFreq = require('helpers').noteToFreq;\n\n /**\n * An AudioVoice is used as a single voice for sound synthesis.\n * The PolySynth class holds an array of AudioVoice, and deals\n * with voices allocations, with setting notes to be played, and\n * parameters to be set.\n *\n * @class p5.PolySynth\n * @constructor\n *\n * @param {Number} [synthVoice] A monophonic synth voice inheriting\n * the AudioVoice class. Defaults to p5.MonoSynth\n * @param {Number} [maxVoices] Number of voices, defaults to 8;\n * @example\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * \n * let polySynth;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSynth);\n * background(220);\n * text('click to play', 20, 20);\n *\n * polySynth = new p5.PolySynth();\n * }\n *\n * function playSynth() {\n * userStartAudio();\n *\n * // note duration (in seconds)\n * let dur = 1.5;\n *\n * // time from now (in seconds)\n * let time = 0;\n *\n * // velocity (volume, from 0 to 1)\n * let vel = 0.1;\n *\n * // notes can overlap with each other\n * polySynth.play('G2', vel, 0, dur);\n * polySynth.play('C3', vel, time += 1/3, dur);\n * polySynth.play('G3', vel, time += 1/3, dur);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n\n p5.PolySynth.prototype.noteADSR = function (note,a,d,s,r,timeFromNow) {\n var now = p5sound.audiocontext.currentTime;\n var timeFromNow = timeFromNow || 0;\n var t = now + timeFromNow\n this.audiovoices[ this.notes[note].getValueAtTime(t) ].setADSR(a,d,s,r);\n };\n\n\n /**\n * Set the PolySynths global envelope. This method modifies the envelopes of each\n * monosynth so that all notes are played with this envelope.\n *\n * @method setADSR\n * @for p5.PolySynth\n * @param {Number} [attackTime] Time (in seconds before envelope\n * reaches Attack Level\n * @param {Number} [decayTime] Time (in seconds) before envelope\n * reaches Decay/Sustain Level\n * @param {Number} [susRatio] Ratio between attackLevel and releaseLevel, on a scale from 0 to 1,\n * where 1.0 = attackLevel, 0.0 = releaseLevel.\n * The susRatio determines the decayLevel and the level at which the\n * sustain portion of the envelope will sustain.\n * For example, if attackLevel is 0.4, releaseLevel is 0,\n * and susAmt is 0.5, the decayLevel would be 0.2. If attackLevel is\n * increased to 1.0 (using setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n **/\n p5.PolySynth.prototype.setADSR = function(a,d,s,r) {\n this.audiovoices.forEach(function(voice) {\n voice.setADSR(a,d,s,r);\n });\n };\n\n /**\n * Trigger the Attack, and Decay portion of a MonoSynth.\n * Similar to holding down a key on a piano, but it will\n * hold the sustain level until you let go.\n *\n * @method noteAttack\n * @for p5.PolySynth\n * @param {Number} [note] midi note on which attack should be triggered.\n * @param {Number} [velocity] velocity of the note to play (ranging from 0 to 1)/\n * @param {Number} [secondsFromNow] time from now (in seconds)\n * @example\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * \n * let polySynth = new p5.PolySynth();\n * let pitches = ['G', 'D', 'G', 'C'];\n * let octaves = [2, 3, 4];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playChord);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function playChord() {\n * userStartAudio();\n *\n * // play a chord: multiple notes at the same time\n * for (let i = 0; i < 4; i++) {\n * let note = random(pitches) + random(octaves);\n * polySynth.noteAttack(note, 0.1);\n * }\n * }\n *\n * function mouseReleased() {\n * // release all voices\n * polySynth.noteRelease();\n * }\n * SoundFile object with a path to a file.
\n *\n *The p5.SoundFile may not be available immediately because\n * it loads the file information asynchronously.
\n *\n *To do something with the sound as soon as it loads\n * pass the name of a function as the second parameter.
\n *\n *Only one file path is required. However, audio file formats\n * (i.e. mp3, ogg, wav and m4a/aac) are not supported by all\n * web browsers. If you want to ensure compatability, instead of a single\n * file path, you may include an Array of filepaths, and the browser will\n * choose a format that works.
\n *\n * @class p5.SoundFile\n * @constructor\n * @param {String|Array} path path to a sound file (String). Optionally,\n * you may include multiple file formats in\n * an array. Alternately, accepts an object\n * from the HTML5 File API, or a p5.File.\n * @param {Function} [successCallback] Name of a function to call once file loads\n * @param {Function} [errorCallback] Name of a function to call if file fails to\n * load. This function will receive an error or\n * XMLHttpRequest object with information\n * about what went wrong.\n * @param {Function} [whileLoadingCallback] Name of a function to call while file\n * is loading. That function will\n * receive progress of the request to\n * load the sound file\n * (between 0 and 1) as its first\n * parameter. This progress\n * does not account for the additional\n * time needed to decode the audio data.\n *\n * @example\n *\n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * mySound = loadSound('assets/doorbell');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap here to play', 10, 20);\n * }\n *\n * function canvasPressed() {\n * // playing a sound file on a user gesture\n * // is equivalent to `userStartAudio()`\n * mySound.play();\n * }\n * restart and\n * sustain. Play Mode determines what happens to a\n * p5.SoundFile if it is triggered while in the middle of playback.\n * In sustain mode, playback will continue simultaneous to the\n * new playback. In restart mode, play() will stop playback\n * and start over. With untilDone, a sound will play only if it's\n * not already playing. Sustain is the default mode.\n *\n * @method playMode\n * @for p5.SoundFile\n * @param {String} str 'restart' or 'sustain' or 'untilDone'\n * @example\n * \n * let mySound;\n * function preload(){\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * noFill();\n * rect(0, height/2, width - 1, height/2 - 1);\n * rect(0, 0, width - 1, height/2);\n * textAlign(CENTER, CENTER);\n * fill(20);\n * text('restart', width/2, 1 * height/4);\n * text('sustain', width/2, 3 * height/4);\n * }\n * function canvasPressed() {\n * if (mouseX < height/2) {\n * mySound.playMode('restart');\n * } else {\n * mySound.playMode('sustain');\n * }\n * mySound.play();\n * }\n *\n * \n * let soundFile;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * \n * let soundFile;\n * let loopStart = 0.5;\n * let loopDuration = 0.2;\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play, release to pause', 10, 20, width - 20);\n * }\n * function canvasPressed() {\n * soundFile.loop();\n * background(0, 200, 50);\n * }\n * function mouseReleased() {\n * soundFile.pause();\n * background(220);\n * }\n * \n * rampTime parameter. For more\n * complex fades, see the Envelope class.\n *\n * Alternately, you can pass in a signal source such as an\n * oscillator to modulate the amplitude with an audio signal.\n *\n * @method setVolume\n * @for p5.SoundFile\n * @param {Number|Object} volume Volume (amplitude) between 0.0\n * and 1.0 or modulating signal/oscillator\n * @param {Number} [rampTime] Fade for t seconds\n * @param {Number} [timeFromNow] Schedule this event to happen at\n * t seconds in the future\n */\n p5.SoundFile.prototype.setVolume = function(vol, _rampTime, _tFromNow) {\n if (typeof vol === 'number') {\n var rampTime = _rampTime || 0;\n var tFromNow = _tFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n var currentVol = this.output.gain.value;\n this.output.gain.cancelScheduledValues(now + tFromNow);\n this.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);\n this.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);\n }\n else if (vol) {\n vol.connect(this.output.gain);\n } else {\n // return the Gain Node\n return this.output.gain;\n }\n };\n\n // same as setVolume, to match Processing Sound\n p5.SoundFile.prototype.amp = p5.SoundFile.prototype.setVolume;\n\n // these are the same thing\n p5.SoundFile.prototype.fade = p5.SoundFile.prototype.setVolume;\n\n p5.SoundFile.prototype.getVolume = function() {\n return this.output.gain.value;\n };\n\n /**\n * Set the stereo panning of a p5.sound object to\n * a floating point number between -1.0 (left) and 1.0 (right).\n * Default is 0.0 (center).\n *\n * @method pan\n * @for p5.SoundFile\n * @param {Number} [panValue] Set the stereo panner\n * @param {Number} [timeFromNow] schedule this event to happen\n * seconds from now\n * @example\n * \n * let ballX = 0;\n * let soundFile;\n *\n * function preload() {\n * soundFormats('ogg', 'mp3');\n * soundFile = loadSound('assets/beatbox.mp3');\n * }\n *\n * function draw() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * ballX = constrain(mouseX, 0, width);\n * ellipse(ballX, height/2, 20, 20);\n * }\n *\n * function canvasPressed(){\n * // map the ball's x location to a panning degree\n * // between -1.0 (left) and 1.0 (right)\n * let panning = map(ballX, 0., width,-1.0, 1.0);\n * soundFile.pan(panning);\n * soundFile.play();\n * }\n * \n * let mySound;\n *\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * }\n * function canvasPressed() {\n * mySound.loop();\n * }\n * function mouseReleased() {\n * mySound.pause();\n * }\n * function draw() {\n * background(220);\n *\n * // Set the rate to a range between 0.1 and 4\n * // Changing the rate also alters the pitch\n * let playbackRate = map(mouseY, 0.1, height, 2, 0);\n * playbackRate = constrain(playbackRate, 0.01, 4);\n * mySound.rate(playbackRate);\n *\n * line(0, mouseY, width, mouseY);\n * text('rate: ' + round(playbackRate * 100) + '%', 10, 20);\n * }\n *\n * \n * \n * let drum;\n * function preload() {\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n * }\n *\n * function canvasPressed() {\n * drum.stop();\n * drum.reverseBuffer();\n * drum.play();\n * }\n * \n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 10, 20);\n *\n * // schedule calls to changeText\n * mySound.addCue(0, changeText, \"hello\" );\n * mySound.addCue(0.5, changeText, \"hello,\" );\n * mySound.addCue(1, changeText, \"hello, p5!\");\n * mySound.addCue(1.5, changeText, \"hello, p5!!\");\n * mySound.addCue(2, changeText, \"hello, p5!!!!!\");\n * }\n *\n * function changeText(val) {\n * background(220);\n * text(val, 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.play();\n * }\n * \n * let mySound;\n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to download', 10, 20);\n * }\n *\n * function canvasPressed() {\n * mySound.save('my cool filename');\n * }\n * \n * function preload() {\n * mySound = loadSound('assets/doorbell.mp3');\n * }\n *\n * function setup() {\n * noCanvas();\n * let soundBlob = mySound.getBlob();\n *\n * // Now we can send the blob to a server...\n * let serverUrl = 'https://jsonplaceholder.typicode.com/posts';\n * let httpRequestOptions = {\n * method: 'POST',\n * body: new FormData().append('soundBlob', soundBlob),\n * headers: new Headers({\n * 'Content-Type': 'multipart/form-data'\n * })\n * };\n * httpDo(serverUrl, httpRequestOptions);\n *\n * // We can also create an `ObjectURL` pointing to the Blob\n * let blobUrl = URL.createObjectURL(soundBlob);\n *\n * // The `\n * let sound, amplitude;\n *\n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n * function setup() {\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound() {\n * if (sound.isPlaying() ){\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n *\n * \n * function preload(){\n * sound1 = loadSound('assets/beat.mp3');\n * sound2 = loadSound('assets/drum.mp3');\n * }\n * function setup(){\n * cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n *\n * amplitude = new p5.Amplitude();\n * amplitude.setInput(sound2);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap to play', 20, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound1.isPlaying() && sound2.isPlaying()) {\n * sound1.stop();\n * sound2.stop();\n * } else {\n * sound1.play();\n * sound2.play();\n * }\n * }\n * \n * function preload(){\n * sound = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mouseClicked(toggleSound);\n * amplitude = new p5.Amplitude();\n * }\n *\n * function draw() {\n * background(220, 150);\n * textAlign(CENTER);\n * text('tap to play', width/2, 20);\n *\n * let level = amplitude.getLevel();\n * let size = map(level, 0, 1, 0, 200);\n * ellipse(width/2, height/2, size, size);\n * }\n *\n * function toggleSound(){\n * if (sound.isPlaying()) {\n * sound.stop();\n * } else {\n * sound.play();\n * }\n * }\n * FFT (Fast Fourier Transform) is an analysis algorithm that\n * isolates individual\n * \n * audio frequencies within a waveform.
\n *\n *Once instantiated, a p5.FFT object can return an array based on\n * two types of analyses:
• FFT.waveform() computes\n * amplitude values along the time domain. The array indices correspond\n * to samples across a brief moment in time. Each value represents\n * amplitude of the waveform at that sample of time.
\n * • FFT.analyze() computes amplitude values along the\n * frequency domain. The array indices correspond to frequencies (i.e.\n * pitches), from the lowest to the highest that humans can hear. Each\n * value represents amplitude at that slice of the frequency spectrum.\n * Use with getEnergy() to measure amplitude at specific\n * frequencies, or within a range of frequencies.
FFT analyzes a very short snapshot of sound called a sample\n * buffer. It returns an array of amplitude measurements, referred\n * to as bins. The array is 1024 bins long by default.\n * You can change the bin array length, but it must be a power of 2\n * between 16 and 1024 in order for the FFT algorithm to function\n * correctly. The actual size of the FFT buffer is twice the\n * number of bins, so given a standard sample rate, the buffer is\n * 2048/44100 seconds long.
\n * function preload(){\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mouseClicked(togglePlay);\n * fft = new p5.FFT();\n * sound.amp(0.2);\n * }\n *\n * function draw(){\n * background(220);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h )\n * }\n *\n * let waveform = fft.waveform();\n * noFill();\n * beginShape();\n * stroke(20);\n * for (let i = 0; i < waveform.length; i++){\n * let x = map(i, 0, waveform.length, 0, width);\n * let y = map( waveform[i], -1, 1, 0, height);\n * vertex(x,y);\n * }\n * endShape();\n *\n * text('tap to play', 20, 20);\n * }\n *\n * function togglePlay() {\n * if (sound.isPlaying()) {\n * sound.pause();\n * } else {\n * sound.loop();\n * }\n * }\n * getEnergy().\n *\n * @method analyze\n * @for p5.FFT\n * @param {Number} [bins] Must be a power of two between\n * 16 and 1024. Defaults to 1024.\n * @param {Number} [scale] If \"dB,\" returns decibel\n * float measurements between\n * -140 and 0 (max).\n * Otherwise returns integers from 0-255.\n * @return {Array} spectrum Array of energy (amplitude/volume)\n * values across the frequency spectrum.\n * Lowest energy (silence) = 0, highest\n * possible is 255.\n * @example\n * \n * let osc, fft;\n *\n * function setup(){\n * let cnv = createCanvas(100,100);\n * cnv.mousePressed(startSound);\n * osc = new p5.Oscillator();\n * osc.amp(0);\n * fft = new p5.FFT();\n * }\n *\n * function draw(){\n * background(220);\n *\n * let freq = map(mouseX, 0, windowWidth, 20, 10000);\n * freq = constrain(freq, 1, 20000);\n * osc.freq(freq);\n *\n * let spectrum = fft.analyze();\n * noStroke();\n * fill(255, 0, 255);\n * for (let i = 0; i< spectrum.length; i++){\n * let x = map(i, 0, spectrum.length, 0, width);\n * let h = -height + map(spectrum[i], 0, 255, height, 0);\n * rect(x, height, width / spectrum.length, h );\n * }\n *\n * stroke(255);\n * if (!osc.started) {\n * text('tap here and drag to change frequency', 10, 20, width - 20);\n * } else {\n * text(round(freq)+'Hz', 10, 20);\n * }\n * }\n *\n * function startSound() {\n * osc.start();\n * osc.amp(0.5, 0.2);\n * }\n *\n * function mouseReleased() {\n * osc.amp(0, 0.2);\n * }\n * \n * function setup(){\n * cnv = createCanvas(100,100);\n * cnv.mousePressed(userStartAudio);\n * sound = new p5.AudioIn();\n * sound.start();\n * fft = new p5.FFT();\n * sound.connect(fft);\n *}\n *\n *function draw() {\n * if (getAudioContext().state !== 'running') {\n * background(220);\n * text('tap here and enable mic to begin', 10, 20, width - 20);\n * return;\n * }\n * let centroidplot = 0.0;\n * let spectralCentroid = 0;\n *\n * background(0);\n * stroke(0,255,0);\n * let spectrum = fft.analyze();\n * fill(0,255,0); // spectrum is green\n *\n * //draw the spectrum\n * for (let i = 0; i < spectrum.length; i++){\n * let x = map(log(i), 0, log(spectrum.length), 0, width);\n * let h = map(spectrum[i], 0, 255, 0, height);\n * let rectangle_width = (log(i+1)-log(i))*(width/log(spectrum.length));\n * rect(x, height, rectangle_width, -h )\n * }\n * let nyquist = 22050;\n *\n * // get the centroid\n * spectralCentroid = fft.getCentroid();\n *\n * // the mean_freq_index calculation is for the display.\n * let mean_freq_index = spectralCentroid/(nyquist/spectrum.length);\n *\n * centroidplot = map(log(mean_freq_index), 0, log(spectrum.length), 0, width);\n *\n * stroke(255,0,0); // the line showing where the centroid is will be red\n *\n * rect(centroidplot, 0, width / spectrum.length, height)\n * noStroke();\n * fill(255,255,255); // text is white\n * text('centroid: ', 10, 20);\n * text(round(spectralCentroid)+' Hz', 10, 40);\n *}\n * p5.Signal is a constant audio-rate signal used by p5.Oscillator\n * and p5.Envelope for modulation math.
\n *\n *This is necessary because Web Audio is processed on a seprate clock.\n * For example, the p5 draw loop runs about 60 times per second. But\n * the audio clock must process samples 44100 times per second. If we\n * want to add a value to each of those samples, we can't do it in the\n * draw loop, but we can do it by adding a constant-rate audio signal.This class mostly functions behind the scenes in p5.sound, and returns\n * a Tone.Signal from the Tone.js library by Yotam Mann.\n * If you want to work directly with audio signals for modular\n * synthesis, check out\n * tone.js.
\n *\n * @class p5.Signal\n * @constructor\n * @return {Tone.Signal} A Signal object from the Tone.js library\n * @example\n *\n * let carrier, modulator;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * carrier = new p5.Oscillator('sine');\n * carrier.start();\n * carrier.amp(1); // set amplitude\n * carrier.freq(220); // set frequency\n *\n * modulator = new p5.Oscillator('sawtooth');\n * modulator.disconnect();\n * modulator.start();\n * modulator.amp(1);\n * modulator.freq(4);\n *\n * // Modulator's default amplitude range is -1 to 1.\n * // Multiply it by -200, so the range is -200 to 200\n * // then add 220 so the range is 20 to 420\n * carrier.freq( modulator.mult(-400).add(220) );\n * }\n *\n * function canvasPressed() {\n * userStartAudio();\n * carrier.amp(1.0);\n * }\n *\n * function mouseReleased() {\n * carrier.amp(0);\n * }\n * Envelopes are pre-defined amplitude distribution over time.\n * Typically, envelopes are used to control the output volume\n * of an object, a series of fades referred to as Attack, Decay,\n * Sustain and Release (\n * ADSR\n * ). Envelopes can also control other Web Audio Parameters—for example, a p5.Envelope can\n * control an Oscillator's frequency like this: osc.freq(env).
Use setRange to change the attack/release level.\n * Use setADSR to change attackTime, decayTime, sustainPercent and releaseTime.
Use the play method to play the entire envelope,\n * the ramp method for a pingable trigger,\n * or triggerAttack/\n * triggerRelease to trigger noteOn/noteOff.
\n * let t1 = 0.1; // attack time in seconds\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n *\n * let env;\n * let triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * text('tap to play', 20, 20);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope(t1, l1, t2, l2);\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function playSound() {\n * // starting the oscillator ensures that audio is enabled.\n * triOsc.start();\n * env.play(triOsc);\n * }\n * \n * let attackTime;\n * let l1 = 0.7; // attack level 0.0 to 1.0\n * let t2 = 0.3; // decay time in seconds\n * let l2 = 0.1; // decay level 0.0 to 1.0\n * let l3 = 0.2; // release time in seconds\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n *\n * attackTime = map(mouseX, 0, width, 0.0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 20);\n * }\n *\n * // mouseClick triggers envelope if over canvas\n * function playSound() {\n * env.set(attackTime, l1, t2, l2, l3);\n *\n * triOsc.start();\n * env.play(triOsc);\n * }\n * setRange),\n * then decayLevel would increase proportionally, to become 0.5.\n * @param {Number} [releaseTime] Time in seconds from now (defaults to 0)\n * @example\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * triOsc.start();\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackLevel = 1.0;\n * let releaseLevel = 0;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.2;\n * let releaseTime = 0.5;\n *\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playEnv);\n *\n * env = new p5.Envelope();\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.amp(env);\n * triOsc.freq(220);\n * triOsc.start();\n * }\n *\n * function draw() {\n * background(220);\n * text('tap here to play', 5, 20);\n * attackTime = map(mouseX, 0, width, 0, 1.0);\n * attackLevel = map(mouseY, height, 0, 0, 1.0);\n * text('attack time: ' + attackTime, 5, height - 40);\n * text('attack level: ' + attackLevel, 5, height - 20);\n * }\n *\n * function playEnv() {\n * // ensure that audio is enabled\n * userStartAudio();\n *\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(attackLevel, releaseLevel);\n * env.play();\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * \n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let susPercent = 0.3;\n * let releaseTime = 0.4;\n * let env, triOsc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * textSize(10);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime, susPercent, releaseTime);\n * env.setRange(1.0, 0.0);\n * triOsc = new p5.Oscillator('triangle');\n * triOsc.freq(220);\n *\n * cnv.mousePressed(envAttack);\n * }\n *\n * function envAttack() {\n * background(0, 255, 255);\n * text('release to release', width/2, height/2);\n *\n * // ensures audio is enabled. See also: `userStartAudio`\n * triOsc.start();\n *\n * env.triggerAttack(triOsc);\n * }\n *\n * function mouseReleased() {\n * background(220);\n * text('tap to triggerAttack', width/2, height/2);\n *\n * env.triggerRelease(triOsc);\n * }\n * setADSR(attackTime, decayTime)\n * as \n * time constants for simple exponential ramps.\n * If the value is higher than current value, it uses attackTime,\n * while a decrease uses decayTime.\n *\n * @method ramp\n * @for p5.Envelope\n * @param {Object} unit p5.sound Object or Web Audio Param\n * @param {Number} secondsFromNow When to trigger the ramp\n * @param {Number} v Target value\n * @param {Number} [v2] Second target value (optional)\n * @example\n * \n * let env, osc, amp;\n *\n * let attackTime = 0.001;\n * let decayTime = 0.2;\n * let attackLevel = 1;\n * let decayLevel = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * fill(0,255,0);\n * noStroke();\n *\n * env = new p5.Envelope();\n * env.setADSR(attackTime, decayTime);\n * osc = new p5.Oscillator();\n * osc.amp(env);\n * amp = new p5.Amplitude();\n *\n * cnv.mousePressed(triggerRamp);\n * }\n *\n * function triggerRamp() {\n * // ensures audio is enabled. See also: `userStartAudio`\n * osc.start();\n *\n * env.ramp(osc, 0, attackLevel, decayLevel);\n * }\n *\n * function draw() {\n * background(20);\n * text('tap to play', 10, 20);\n * let h = map(amp.getLevel(), 0, 0.4, 0, height);;\n * rect(0, height, width, -h);\n * }\n * p5.Oscillator for a full list of methods.\n *\n * @class p5.Pulse\n * @extends p5.Oscillator\n * @constructor\n * @param {Number} [freq] Frequency in oscillations per second (Hz)\n * @param {Number} [w] Width between the pulses (0 to 1.0,\n * defaults to 0)\n * @example\n * \n * let pulse;\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startPulse);\n * background(220);\n *\n * pulse = new p5.Pulse();\n * pulse.amp(0.5);\n * pulse.freq(220);\n * }\n * function startPulse() {\n * pulse.start();\n * pulse.amp(0.5, 0.02);\n * }\n * function mouseReleased() {\n * pulse.amp(0, 0.2);\n * }\n * function draw() {\n * background(220);\n * text('tap to play', 5, 20, width - 20);\n * let w = map(mouseX, 0, width, 0, 1);\n * w = constrain(w, 0, 1);\n * pulse.width(w);\n * text('pulse width: ' + w, 5, height - 20);\n * }\n * Get audio from an input, i.e. your computer's microphone.
\n *\n *Turn the mic on/off with the start() and stop() methods. When the mic\n * is on, its volume can be measured with getLevel or by connecting an\n * FFT object.
\n *\n *If you want to hear the AudioIn, use the .connect() method.\n * AudioIn does not connect to p5.sound output by default to prevent\n * feedback.
\n *\n *Note: This uses the getUserMedia/\n * Stream API, which is not supported by certain browsers. Access in Chrome browser\n * is limited to localhost and https, but access over http may be limited.
\n *\n * @class p5.AudioIn\n * @constructor\n * @param {Function} [errorCallback] A function to call if there is an error\n * accessing the AudioIn. For example,\n * Safari and iOS devices do not\n * currently allow microphone access.\n * @example\n *\n * let mic;\n *\n * function setup(){\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(userStartAudio);\n * textAlign(CENTER);\n * mic = new p5.AudioIn();\n * mic.start();\n * }\n *\n * function draw(){\n * background(0);\n * fill(255);\n * text('tap to start', width/2, 20);\n *\n * micLevel = mic.getLevel();\n * let y = height - micLevel * height;\n * ellipse(width/2, y, 10, 10);\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * \n * let audioIn;\n *\n * function setup(){\n * text('getting sources...', 0, 20);\n * audioIn = new p5.AudioIn();\n * audioIn.getSources(gotSources);\n * }\n *\n * function gotSources(deviceList) {\n * if (deviceList.length > 0) {\n * //set the source to the first item in the deviceList array\n * audioIn.setSource(0);\n * let currentSource = deviceList[audioIn.currentSource];\n * text('set source to: ' + currentSource.deviceId, 5, 20, width);\n * }\n * }\n * input[0]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.a = this.input[0] = new Tone.Gain();\n\n\t\t/**\n\t\t * Alias for input[1]. \n\t\t * @type {Tone.Gain}\n\t\t */\n\t\tthis.b = this.input[1] = new Tone.Gain();\n\n\t\t/**\n\t\t * \tThe mix between the two inputs. A fade value of 0\n\t\t * \twill output 100% input[0] and \n\t\t * \ta value of 1 will output 100% input[1]. \n\t\t * @type {NormalRange}\n\t\t * @signal\n\t\t */\n\t\tthis.fade = new Tone.Signal(this.defaultArg(initialFade, 0.5), Tone.Type.NormalRange);\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerA = new Tone.EqualPowerGain();\n\n\t\t/**\n\t\t * equal power gain cross fade\n\t\t * @private\n\t\t * @type {Tone.EqualPowerGain}\n\t\t */\n\t\tthis._equalPowerB = new Tone.EqualPowerGain();\n\t\t\n\t\t/**\n\t\t * invert the incoming signal\n\t\t * @private\n\t\t * @type {Tone}\n\t\t */\n\t\tthis._invert = new Tone.Expr(\"1 - $0\");\n\n\t\t//connections\n\t\tthis.a.connect(this.output);\n\t\tthis.b.connect(this.output);\n\t\tthis.fade.chain(this._equalPowerB, this.b.gain);\n\t\tthis.fade.chain(this._invert, this._equalPowerA, this.a.gain);\n\t\tthis._readOnly(\"fade\");\n\t};\n\n\tTone.extend(Tone.CrossFade);\n\n\t/**\n\t * clean up\n\t * @returns {Tone.CrossFade} this\n\t */\n\tTone.CrossFade.prototype.dispose = function(){\n\t\tTone.prototype.dispose.call(this);\n\t\tthis._writable(\"fade\");\n\t\tthis._equalPowerA.dispose();\n\t\tthis._equalPowerA = null;\n\t\tthis._equalPowerB.dispose();\n\t\tthis._equalPowerB = null;\n\t\tthis.fade.dispose();\n\t\tthis.fade = null;\n\t\tthis._invert.dispose();\n\t\tthis._invert = null;\n\t\tthis.a.dispose();\n\t\tthis.a = null;\n\t\tthis.b.dispose();\n\t\tthis.b = null;\n\t\treturn this;\n\t};\n\n\treturn Tone.CrossFade;\n});\n","define([\"Tone/core/Tone\", \"Tone/signal/Add\", \"Tone/signal/Subtract\", \"Tone/signal/Multiply\", \n\t\"Tone/signal/GreaterThan\", \"Tone/signal/GreaterThanZero\", \"Tone/signal/Abs\", \"Tone/signal/Negate\", \n\t\"Tone/signal/Modulo\", \"Tone/signal/Pow\", \"Tone/signal/AudioToGain\"], \n\tfunction(Tone){\n\n\t\"use strict\";\n\n\t/**\n\t * @class Evaluate an expression at audio rate. \n * let eq, soundFile\n * let eqBandIndex = 0;\n * let eqBandNames = ['lows', 'mids', 'highs'];\n *\n * function preload() {\n * soundFormats('mp3', 'ogg');\n * soundFile = loadSound('assets/beat');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(toggleSound);\n *\n * eq = new p5.EQ(eqBandNames.length);\n * soundFile.disconnect();\n * eq.process(soundFile);\n * }\n *\n * function draw() {\n * background(30);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n * text('filtering ', 50, 25);\n *\n * fill(255, 40, 255);\n * textSize(26);\n * text(eqBandNames[eqBandIndex], 50, 55);\n *\n * fill(255);\n * textSize(9);\n *\n * if (!soundFile.isPlaying()) {\n * text('tap to play', 50, 80);\n * } else {\n * text('tap to filter next band', 50, 80)\n * }\n * }\n *\n * function toggleSound() {\n * if (!soundFile.isPlaying()) {\n * soundFile.play();\n * } else {\n * eqBandIndex = (eqBandIndex + 1) % eq.bands.length;\n * }\n *\n * for (let i = 0; i < eq.bands.length; i++) {\n * eq.bands[i].gain(0);\n * }\n * // filter the band we want to filter\n * eq.bands[eqBandIndex].gain(-40);\n * }\n * p5.soundOut.audiocontext.listener\n *\n *\n * @class p5.Panner3D\n * @constructor\n */\n\tp5.Panner3D = function() {\n Effect.call(this);\n\n /**\n * \n * Web Audio Spatial Panner Node\n *\n * Properties include\n * - panningModel: \"equal power\" or \"HRTF\"\n * - distanceModel: \"linear\", \"inverse\", or \"exponential\"\n *\n * @property {AudioNode} panner\n *\n */\n this.panner = this.ac.createPanner();\n this.panner.panningModel = 'HRTF';\n this.panner.distanceModel = 'linear';\n this.panner.connect(this.output);\n this.input.connect(this.panner);\n\t};\n\n p5.Panner3D.prototype = Object.create(Effect.prototype);\n\n\n /**\n * Connect an audio sorce\n *\n * @method process\n * @for p5.Panner3D\n * @param {Object} src Input source\n */\n p5.Panner3D.prototype.process = function(src) {\n src.connect(this.input);\n }\n /**\n * Set the X,Y,Z position of the Panner\n * @method set\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.set = function(xVal, yVal, zVal, time) {\n this.positionX(xVal,time);\n this.positionY(yVal,time);\n this.positionZ(zVal,time);\n return [this.panner.positionX.value,\n this.panner.positionY.value,\n this.panner.positionZ.value];\n };\n\n /**\n * Getter and setter methods for position coordinates\n * @method positionX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for position coordinates\n * @method positionZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.positionX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.positionX.value = xVal;\n this.panner.positionX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.positionX);\n }\n return this.panner.positionX.value;\n };\n p5.Panner3D.prototype.positionY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.positionY.value = yVal;\n this.panner.positionY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.positionY);\n }\n return this.panner.positionY.value;\n };\n p5.Panner3D.prototype.positionZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.positionZ.value = zVal;\n this.panner.positionZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.positionZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.positionZ);\n }\n return this.panner.positionZ.value;\n };\n\n /**\n * Set the X,Y,Z position of the Panner\n * @method orient\n * @for p5.Panner3D\n * @param {Number} xVal\n * @param {Number} yVal\n * @param {Number} zVal\n * @param {Number} time\n * @return {Array} Updated x, y, z values as an array\n */\n p5.Panner3D.prototype.orient = function(xVal, yVal, zVal, time) {\n this.orientX(xVal,time);\n this.orientY(yVal,time);\n this.orientZ(zVal,time);\n return [this.panner.orientationX.value,\n this.panner.orientationY.value,\n this.panner.orientationZ.value];\n };\n\n /**\n * Getter and setter methods for orient coordinates\n * @method orientX\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientY\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n /**\n * Getter and setter methods for orient coordinates\n * @method orientZ\n * @for p5.Panner3D\n * @return {Number} updated coordinate value\n */\n p5.Panner3D.prototype.orientX = function(xVal, time) {\n var t = time || 0;\n if (typeof xVal === 'number') {\n this.panner.orientationX.value = xVal;\n this.panner.orientationX.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationX.linearRampToValueAtTime(xVal, this.ac.currentTime + 0.02 + t);\n } else if (xVal) {\n xVal.connect(this.panner.orientationX);\n }\n return this.panner.orientationX.value;\n };\n p5.Panner3D.prototype.orientY = function(yVal, time) {\n var t = time || 0;\n if (typeof yVal === 'number') {\n this.panner.orientationY.value = yVal;\n this.panner.orientationY.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationY.linearRampToValueAtTime(yVal, this.ac.currentTime + 0.02 + t);\n } else if (yVal) {\n yVal.connect(this.panner.orientationY);\n }\n return this.panner.orientationY.value;\n };\n p5.Panner3D.prototype.orientZ = function(zVal, time) {\n var t = time || 0;\n if (typeof zVal === 'number') {\n this.panner.orientationZ.value = zVal;\n this.panner.orientationZ.cancelScheduledValues(this.ac.currentTime + 0.01 + t);\n this.panner.orientationZ.linearRampToValueAtTime(zVal, this.ac.currentTime + 0.02 + t);\n } else if (zVal) {\n zVal.connect(this.panner.orientationZ);\n }\n return this.panner.orientationZ.value;\n };\n\n /**\n * Set the rolloff factor and max distance\n * @method setFalloff\n * @for p5.Panner3D\n * @param {Number} [maxDistance]\n * @param {Number} [rolloffFactor]\n */\n p5.Panner3D.prototype.setFalloff = function(maxDistance, rolloffFactor) {\n this.maxDist(maxDistance);\n this.rolloff(rolloffFactor);\n };\n /**\n * Maxium distance between the source and the listener\n * @method maxDist\n * @for p5.Panner3D\n * @param {Number} maxDistance\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.maxDist = function(maxDistance){\n if (typeof maxDistance === 'number') {\n this.panner.maxDistance = maxDistance;\n }\n return this.panner.maxDistance;\n };\n\n /**\n * How quickly the volume is reduced as the source moves away from the listener\n * @method rollof\n * @for p5.Panner3D\n * @param {Number} rolloffFactor\n * @return {Number} updated value\n */\n p5.Panner3D.prototype.rolloff = function(rolloffFactor){\n if (typeof rolloffFactor === 'number') {\n this.panner.rolloffFactor = rolloffFactor;\n }\n return this.panner.rolloffFactor;\n };\n\n p5.Panner3D.dispose = function() {\n Effect.prototype.dispose.apply(this);\n if (this.panner) {\n this.panner.disconnect();\n delete this.panner;\n }\n };\n\n return p5.Panner3D;\n\n});\n","'use strict'\n\ndefine(function (require) {\n var p5sound = require('master');\n var Effect = require('effect');\n\n// /**\n// * listener is a class that can construct both a Spatial Panner\n// * and a Spatial Listener. The panner is based on the \n// * Web Audio Spatial Panner Node\n// * https://www.w3.org/TR/webaudio/#the-listenernode-interface\n// * This panner is a spatial processing node that allows audio to be positioned\n// * and oriented in 3D space. \n// *\n// * The Listener modifies the properties of the Audio Context Listener. \n// * Both objects types use the same methods. The default is a spatial panner.\n// *\n// * p5.Panner3D - Constructs a Spatial Pannerp5.Listener3D - Constructs a Spatial Listener\n * let osc;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * background(220);\n * textAlign(CENTER);\n * text('tap to play', width/2, height/2);\n *\n * osc = new p5.Oscillator('square');\n * osc.amp(0.5);\n * delay = new p5.Delay();\n *\n * // delay.process() accepts 4 parameters:\n * // source, delayTime (in seconds), feedback, filter frequency\n * delay.process(osc, 0.12, .7, 2300);\n *\n * cnv.mousePressed(oscStart);\n * }\n *\n * function oscStart() {\n * osc.start();\n * }\n *\n * function mouseReleased() {\n * osc.stop();\n * }\n * \n * let soundFile, reverb;\n * function preload() {\n * soundFile = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n *\n * reverb = new p5.Reverb();\n * soundFile.disconnect(); // so we'll only hear reverb...\n *\n * // connect soundFile to reverb, process w/\n * // 3 second reverbTime, decayRate of 2%\n * reverb.process(soundFile, 3, 2);\n * }\n *\n * function draw() {\n * let dryWet = constrain(map(mouseX, 0, width, 0, 1), 0, 1);\n * // 1 = all reverb, 0 = no reverb\n * reverb.drywet(dryWet);\n *\n * background(220);\n * text('tap to play', 10, 20);\n * text('dry/wet: ' + round(dryWet * 100) + '%', 10, height - 20);\n * }\n *\n * function playSound() {\n * soundFile.play();\n * }\n * p5.Convolver extends p5.Reverb. It can emulate the sound of real\n * physical spaces through a process called \n * convolution.
\n *\n *Convolution multiplies any audio input by an \"impulse response\"\n * to simulate the dispersion of sound over time. The impulse response is\n * generated from an audio file that you provide. One way to\n * generate an impulse response is to pop a balloon in a reverberant space\n * and record the echo. Convolution can also be used to experiment with\n * sound.
\n *\n *Use the method createConvolution(path) to instantiate a\n * p5.Convolver with a path to your impulse response audio file.
\n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n * \n * let cVerb, sound;\n * function preload() {\n * // We have both MP3 and OGG versions of all sound assets\n * soundFormats('ogg', 'mp3');\n *\n * // Try replacing 'bx-spring' with other soundfiles like\n * // 'concrete-tunnel' 'small-plate' 'drum' 'beatbox'\n * cVerb = createConvolver('assets/bx-spring.mp3');\n *\n * // Try replacing 'Damscray_DancingTiger' with\n * // 'beat', 'doorbell', lucky_dragons_-_power_melody'\n * sound = loadSound('assets/Damscray_DancingTiger.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playSound);\n * background(220);\n * text('tap to play', 20, 20);\n *\n * // disconnect from master output...\n * sound.disconnect();\n *\n * // ...and process with cVerb\n * // so that we only hear the convolution\n * cVerb.process(sound);\n * }\n *\n * function playSound() {\n * sound.play();\n * }\n *\n * toggleImpulse(id) method.\n *\n * @property {Array} impulses\n * @for p5.Convolver\n */\n p5.Convolver.prototype.impulses = [];\n\n /**\n * Load and assign a new Impulse Response to the p5.Convolver.\n * The impulse is added to the .impulses array. Previous\n * impulses can be accessed with the .toggleImpulse(id)\n * method.\n *\n * @method addImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.addImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * Similar to .addImpulse, except that the .impulses\n * Array is reset to save memory. A new .impulses\n * array is created with this impulse as the only item.\n *\n * @method resetImpulse\n * @for p5.Convolver\n * @param {String} path path to a sound file\n * @param {Function} callback function (optional)\n * @param {Function} errorCallback function (optional)\n */\n p5.Convolver.prototype.resetImpulse = function(path, callback, errorCallback) {\n // if loading locally without a server\n if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {\n alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');\n }\n this.impulses = [];\n this._loadBuffer(path, callback, errorCallback);\n };\n\n /**\n * If you have used .addImpulse() to add multiple impulses\n * to a p5.Convolver, then you can use this method to toggle between\n * the items in the .impulses Array. Accepts a parameter\n * to identify which impulse you wish to use, identified either by its\n * original filename (String) or by its position in the .impulses\n * Array (Number)..audioBuffer (type:\n * Web Audio \n * AudioBuffer) and a .name, a String that corresponds\n * with the original filename.\n *\n * @method toggleImpulse\n * @for p5.Convolver\n * @param {String|Number} id Identify the impulse by its original filename\n * (String), or by its position in the\n * .impulses Array (Number).\n */\n p5.Convolver.prototype.toggleImpulse = function(id) {\n if (typeof id === 'number' && id < this.impulses.length) {\n this._setBuffer(this.impulses[id].audioBuffer);\n }\n if (typeof id === 'string') {\n for (var i = 0; i < this.impulses.length; i++) {\n if (this.impulses[i].name === id) {\n this._setBuffer(this.impulses[i].audioBuffer);\n break;\n }\n }\n }\n };\n\n p5.Convolver.prototype.dispose = function() {\n p5.Reverb.prototype.dispose.apply(this);\n\n // remove all the Impulse Response buffers\n for (var i in this.impulses) {\n if (this.impulses[i]) {\n this.impulses[i] = null;\n }\n }\n };\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n\n // requires the Tone.js library's Clock (MIT license, Yotam Mann)\n // https://github.com/TONEnoTONE/Tone.js/\n var Clock = require('Tone/core/Clock');\n\n p5.Metro = function() {\n this.clock = new Clock({\n 'callback': this.ontick.bind(this)\n });\n this.syncedParts = [];\n this.bpm = 120; // gets overridden by p5.Part\n this._init();\n\n this.prevTick = 0;\n this.tatumTime = 0;\n\n this.tickCallback = function() {};\n };\n\n p5.Metro.prototype.ontick = function(tickTime) {\n var elapsedTime = tickTime - this.prevTick;\n var secondsFromNow = tickTime - p5sound.audiocontext.currentTime;\n if (elapsedTime - this.tatumTime <= -0.02) {\n return;\n } else {\n // console.log('ok', this.syncedParts[0].phrases[0].name);\n this.prevTick = tickTime;\n\n // for all of the active things on the metro:\n var self = this;\n this.syncedParts.forEach(function(thisPart) {\n if (!thisPart.isPlaying) return;\n thisPart.incrementStep(secondsFromNow);\n // each synced source keeps track of its own beat number\n thisPart.phrases.forEach(function(thisPhrase) {\n var phraseArray = thisPhrase.sequence;\n var bNum = self.metroTicks % phraseArray.length;\n if (phraseArray[bNum] !== 0 && (self.metroTicks < phraseArray.length || !thisPhrase.looping) ) {\n thisPhrase.callback(secondsFromNow, phraseArray[bNum]);\n }\n });\n });\n this.metroTicks += 1;\n this.tickCallback(secondsFromNow);\n }\n };\n\n p5.Metro.prototype.setBPM = function(bpm, rampTime) {\n var beatTime = 60 / (bpm*this.tatums);\n var now = p5sound.audiocontext.currentTime;\n this.tatumTime = beatTime;\n\n var rampTime = rampTime || 0;\n this.clock.frequency.setValueAtTime(this.clock.frequency.value, now);\n this.clock.frequency.linearRampToValueAtTime(bpm, now + rampTime);\n this.bpm = bpm;\n };\n\n p5.Metro.prototype.getBPM = function() {\n return this.clock.getRate() / this.tatums * 60;\n };\n\n p5.Metro.prototype._init = function() {\n this.metroTicks = 0;\n // this.setBPM(120);\n };\n\n // clear existing synced parts, add only this one\n p5.Metro.prototype.resetSync = function(part) {\n this.syncedParts = [part];\n };\n\n // push a new synced part to the array\n p5.Metro.prototype.pushSync = function(part) {\n this.syncedParts.push(part);\n };\n\n p5.Metro.prototype.start = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.start(now + t);\n this.setBPM(this.bpm);\n };\n\n p5.Metro.prototype.stop = function(timeFromNow) {\n var t = timeFromNow || 0;\n var now = p5sound.audiocontext.currentTime;\n this.clock.stop(now + t);\n };\n\n p5.Metro.prototype.beatLength = function(tatums) {\n this.tatums = 1/tatums / 4; // lowest possible division of a beat\n };\n\n});\n","define([\"Tone/core/Tone\", \"Tone/core/Timeline\", \"Tone/type/Type\"], function (Tone) {\n\n\t\"use strict\";\n\n\t/**\n\t * @class A Timeline State. Provides the methods: setStateAtTime(\"state\", time)\n\t * and getValueAtTime(time).\n\t *\n\t * @extends {Tone.Timeline}\n\t * @param {String} initial The initial state of the TimelineState. \n\t * Defaults to undefined\n\t */\n\tTone.TimelineState = function(initial){\n\n\t\tTone.Timeline.call(this);\n\n\t\t/**\n\t\t * The initial state\n\t\t * @private\n\t\t * @type {String}\n\t\t */\n\t\tthis._initial = initial;\n\t};\n\n\tTone.extend(Tone.TimelineState, Tone.Timeline);\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {Number} time The time to query.\n\t * @return {String} The name of the state input in setStateAtTime.\n\t */\n\tTone.TimelineState.prototype.getValueAtTime = function(time){\n\t\tvar event = this.get(time);\n\t\tif (event !== null){\n\t\t\treturn event.state;\n\t\t} else {\n\t\t\treturn this._initial;\n\t\t}\n\t};\n\n\t/**\n\t * Returns the scheduled state scheduled before or at\n\t * the given time.\n\t * @param {String} state The name of the state to set.\n\t * @param {Number} time The time to query.\n\t */\n\tTone.TimelineState.prototype.setStateAtTime = function(state, time){\n\t\tthis.add({\n\t\t\t\"state\" : state,\n\t\t\t\"time\" : time\n\t\t});\n\t};\n\n\treturn Tone.TimelineState;\n});","'use strict';\n\ndefine(function(require) {\n var p5sound = require('master');\n\n var BPM = 120;\n\n /**\n * Set the global tempo, in beats per minute, for all\n * p5.Parts. This method will impact all active p5.Parts.\n *\n * @method setBPM\n * @for p5\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.prototype.setBPM = function(bpm, rampTime) {\n BPM = bpm;\n for (var i in p5sound.parts) {\n if (p5sound.parts[i]) {\n p5sound.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n /**\n * A phrase is a pattern of musical events over time, i.e.\n * a series of notes and rests.
\n *\n *Phrases must be added to a p5.Part for playback, and\n * each part can play multiple phrases at the same time.\n * For example, one Phrase might be a kick drum, another\n * could be a snare, and another could be the bassline.
\n *\n *The first parameter is a name so that the phrase can be\n * modified or deleted later. The callback is a a function that\n * this phrase will call at every step—for example it might be\n * called playNote(value){}. The array determines\n * which value is passed into the callback at each step of the\n * phrase. It can be numbers, an object with multiple numbers,\n * or a zero (0) indicates a rest so the callback won't be called).
\n * let mySound, myPhrase, myPart;\n * let pattern = [1,0,0,2,0,2,0,0];\n *\n * function preload() {\n * mySound = loadSound('assets/beatbox.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * text('tap to play', width/2, height/2);\n * textAlign(CENTER, CENTER);\n *\n * myPhrase = new p5.Phrase('bbox', onEachStep, pattern);\n * myPart = new p5.Part();\n * myPart.addPhrase(myPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function onEachStep(time, playbackRate) {\n * mySound.rate(playbackRate);\n * mySound.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n * myPart.start();\n * }\n * A p5.Part plays back one or more p5.Phrases. Instantiate a part\n * with steps and tatums. By default, each step represents a 1/16th note.
\n *\n *See p5.Phrase for more about musical timing.
\n *\n * @class p5.Part\n * @constructor\n * @param {Number} [steps] Steps in the part\n * @param {Number} [tatums] Divisions of a beat, e.g. use 1/4, or 0.25 for a quater note (default is 1/16, a sixteenth note)\n * @example\n *\n * let box, drum, myPart;\n * let boxPat = [1,0,0,2,0,2,0,0];\n * let drumPat = [0,1,1,0,2,0,1,0];\n *\n * function preload() {\n * box = loadSound('assets/beatbox.mp3');\n * drum = loadSound('assets/drum.mp3');\n * }\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(playMyPart);\n * background(220);\n * textAlign(CENTER, CENTER);\n * text('tap to play', width/2, height/2);\n *\n * let boxPhrase = new p5.Phrase('box', playBox, boxPat);\n * let drumPhrase = new p5.Phrase('drum', playDrum, drumPat);\n * myPart = new p5.Part();\n * myPart.addPhrase(boxPhrase);\n * myPart.addPhrase(drumPhrase);\n * myPart.setBPM(60);\n * }\n *\n * function playBox(time, playbackRate) {\n * box.rate(playbackRate);\n * box.play(time);\n * }\n *\n * function playDrum(time, playbackRate) {\n * drum.rate(playbackRate);\n * drum.play(time);\n * }\n *\n * function playMyPart() {\n * userStartAudio();\n *\n * myPart.start();\n * }\n * new p5.Score(a, a, b, a, c)\n *\n * @class p5.Score\n * @constructor\n * @param {p5.Part} [...parts] One or multiple parts, to be played in sequence.\n */\n p5.Score = function() {\n // for all of the arguments\n this.parts = [];\n this.currentPart = 0;\n\n var thisScore = this;\n for (var i in arguments) {\n if (arguments[i] && this.parts[i]) {\n this.parts[i] = arguments[i];\n this.parts[i].nextPart = this.parts[i + 1];\n this.parts[i].onended = function() {\n thisScore.resetPart(i);\n playNextPart(thisScore);\n };\n }\n }\n this.looping = false;\n };\n\n p5.Score.prototype.onended = function() {\n if (this.looping) {\n // this.resetParts();\n this.parts[0].start();\n } else {\n this.parts[this.parts.length - 1].onended = function() {\n this.stop();\n this.resetParts();\n };\n }\n this.currentPart = 0;\n };\n\n /**\n * Start playback of the score.\n *\n * @method start\n * @for p5.Score\n */\n p5.Score.prototype.start = function() {\n this.parts[this.currentPart].start();\n this.scoreStep = 0;\n };\n\n /**\n * Stop playback of the score.\n *\n * @method stop\n * @for p5.Score\n */\n p5.Score.prototype.stop = function() {\n this.parts[this.currentPart].stop();\n this.currentPart = 0;\n this.scoreStep = 0;\n };\n\n /**\n * Pause playback of the score.\n *\n * @method pause\n * @for p5.Score\n */\n p5.Score.prototype.pause = function() {\n this.parts[this.currentPart].stop();\n };\n\n /**\n * Loop playback of the score.\n *\n * @method loop\n * @for p5.Score\n */\n p5.Score.prototype.loop = function() {\n this.looping = true;\n this.start();\n };\n\n /**\n * Stop looping playback of the score. If it\n * is currently playing, this will go into effect\n * after the current round of playback completes.\n *\n * @method noLoop\n * @for p5.Score\n */\n p5.Score.prototype.noLoop = function() {\n this.looping = false;\n };\n\n p5.Score.prototype.resetParts = function() {\n var self = this;\n this.parts.forEach(function(part) {\n self.resetParts[part];\n });\n };\n\n p5.Score.prototype.resetPart = function(i) {\n this.parts[i].stop();\n this.parts[i].partStep = 0;\n for (var p in this.parts[i].phrases) {\n if (this.parts[i]) {\n this.parts[i].phrases[p].phraseStep = 0;\n }\n }\n };\n\n /**\n * Set the tempo for all parts in the score\n *\n * @method setBPM\n * @for p5.Score\n * @param {Number} BPM Beats Per Minute\n * @param {Number} rampTime Seconds from now\n */\n p5.Score.prototype.setBPM = function(bpm, rampTime) {\n for (var i in this.parts) {\n if (this.parts[i]) {\n this.parts[i].setBPM(bpm, rampTime);\n }\n }\n };\n\n function playNextPart(aScore) {\n aScore.currentPart++;\n if (aScore.currentPart >= aScore.parts.length) {\n aScore.scoreStep = 0;\n aScore.onended();\n } else {\n aScore.scoreStep = 0;\n aScore.parts[aScore.currentPart - 1].stop();\n aScore.parts[aScore.currentPart].start();\n }\n }\n\n});\n","'use strict';\n\ndefine(function (require) {\n var p5sound = require('master');\n var Clock = require('Tone/core/Clock');\n\n /**\n * SoundLoop\n *\n * @class p5.SoundLoop\n * @constructor\n *\n * @param {Function} callback this function will be called on each iteration of theloop\n * @param {Number|String} [interval] amount of time (if a number) or beats (if a string, following Tone.Time convention) for each iteration of the loop. Defaults to 1 second.\n *\n * @example\n * \n * let synth, soundLoop;\n * let notePattern = [60, 62, 64, 67, 69, 72];\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * colorMode(HSB);\n * background(0, 0, 86);\n * text('tap to start/stop', 10, 20);\n *\n * //the looper's callback is passed the timeFromNow\n * //this value should be used as a reference point from\n * //which to schedule sounds\n * let intervalInSeconds = 0.2;\n * soundLoop = new p5.SoundLoop(onSoundLoop, intervalInSeconds);\n *\n * synth = new p5.MonoSynth();\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * if (soundLoop.isPlaying) {\n * soundLoop.stop();\n * } else {\n * // start the loop\n * soundLoop.start();\n * }\n * }\n *\n * function onSoundLoop(timeFromNow) {\n * let noteIndex = (soundLoop.iterations - 1) % notePattern.length;\n * let note = midiToFreq(notePattern[noteIndex]);\n * synth.play(note, 0.5, timeFromNow);\n * background(noteIndex * 360 / notePattern.length, 50, 100);\n * }\n * Record sounds for playback and/or to save as a .wav file.\n * The p5.SoundRecorder records all sound output from your sketch,\n * or can be assigned a specific source with setInput().
\n *The record() method accepts a p5.SoundFile as a parameter.\n * When playback is stopped (either after the given amount of time,\n * or with the stop() method), the p5.SoundRecorder will send its\n * recording to that p5.SoundFile for playback.
\n *\n * @class p5.SoundRecorder\n * @constructor\n * @example\n *\n * let mic, recorder, soundFile;\n * let state = 0;\n *\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(canvasPressed);\n * background(220);\n * textAlign(CENTER, CENTER);\n *\n * // create an audio in\n * mic = new p5.AudioIn();\n *\n * // prompts user to enable their browser mic\n * mic.start();\n *\n * // create a sound recorder\n * recorder = new p5.SoundRecorder();\n *\n * // connect the mic to the recorder\n * recorder.setInput(mic);\n *\n * // this sound file will be used to\n * // playback & save the recording\n * soundFile = new p5.SoundFile();\n *\n * text('tap to record', width/2, height/2);\n * }\n *\n * function canvasPressed() {\n * // ensure audio is enabled\n * userStartAudio();\n *\n * // make sure user enabled the mic\n * if (state === 0 && mic.enabled) {\n *\n * // record to our p5.SoundFile\n * recorder.record(soundFile);\n *\n * background(255,0,0);\n * text('Recording!', width/2, height/2);\n * state++;\n * }\n * else if (state === 1) {\n * background(0,255,0);\n *\n * // stop recorder and\n * // send result to soundFile\n * recorder.stop();\n *\n * text('Done! Tap to play and download', width/2, height/2, width - 20);\n * state++;\n * }\n *\n * else if (state === 2) {\n * soundFile.play(); // play the result!\n * save(soundFile, 'mySound.wav');\n * state++;\n * }\n * }\n * PeakDetect works in conjunction with p5.FFT to\n * look for onsets in some or all of the frequency spectrum.\n *
\n *\n * To use p5.PeakDetect, call update in the draw loop\n * and pass in a p5.FFT object.\n *
\n * You can listen for a specific part of the frequency spectrum by\n * setting the range between freq1 and freq2.\n *
threshold is the threshold for detecting a peak,\n * scaled between 0 and 1. It is logarithmic, so 0.1 is half as loud\n * as 1.0.
\n * The update method is meant to be run in the draw loop, and\n * frames determines how many loops must pass before\n * another peak can be detected.\n * For example, if the frameRate() = 60, you could detect the beat of a\n * 120 beat-per-minute song with this equation:\n * framesPerPeak = 60 / (estimatedBPM / 60 );\n *
\n * Based on example contribtued by @b2renger, and a simple beat detection\n * explanation by Felix Turner.\n *
\n *\n * @class p5.PeakDetect\n * @constructor\n * @param {Number} [freq1] lowFrequency - defaults to 20Hz\n * @param {Number} [freq2] highFrequency - defaults to 20000 Hz\n * @param {Number} [threshold] Threshold for detecting a beat between 0 and 1\n * scaled logarithmically where 0.1 is 1/2 the loudness\n * of 1.0. Defaults to 0.35.\n * @param {Number} [framesPerPeak] Defaults to 20.\n * @example\n *\n *\n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 10;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * background(0);\n * noStroke();\n * fill(255);\n * textAlign(CENTER);\n *\n * // p5.PeakDetect requires a p5.FFT\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n * }\n *\n * function draw() {\n * background(0);\n * text('click to play/pause', width/2, height/2);\n *\n * // peakDetect accepts an fft post-analysis\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * if ( peakDetect.isDetected ) {\n * ellipseWidth = 50;\n * } else {\n * ellipseWidth *= 0.95;\n * }\n *\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // toggle play/stop when canvas is clicked\n * function mouseClicked() {\n * if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * }\n * }\n * \n * var cnv, soundFile, fft, peakDetect;\n * var ellipseWidth = 0;\n *\n * function preload() {\n * soundFile = loadSound('assets/beat.mp3');\n * }\n *\n * function setup() {\n * cnv = createCanvas(100,100);\n * textAlign(CENTER);\n *\n * fft = new p5.FFT();\n * peakDetect = new p5.PeakDetect();\n *\n * setupSound();\n *\n * // when a beat is detected, call triggerBeat()\n * peakDetect.onPeak(triggerBeat);\n * }\n *\n * function draw() {\n * background(0);\n * fill(255);\n * text('click to play', width/2, height/2);\n *\n * fft.analyze();\n * peakDetect.update(fft);\n *\n * ellipseWidth *= 0.95;\n * ellipse(width/2, height/2, ellipseWidth, ellipseWidth);\n * }\n *\n * // this function is called by peakDetect.onPeak\n * function triggerBeat() {\n * ellipseWidth = 50;\n * }\n *\n * // mouseclick starts/stops sound\n * function setupSound() {\n * cnv.mouseClicked( function() {\n * if (soundFile.isPlaying() ) {\n * soundFile.stop();\n * } else {\n * soundFile.play();\n * }\n * });\n * }\n * \n *\n * // load two soundfile and crossfade beetween them\n * let sound1,sound2;\n * let sound1Gain, sound2Gain, masterGain;\n * function preload(){\n * soundFormats('ogg', 'mp3');\n * sound1 = loadSound('assets/Damscray_-_Dancing_Tiger_01');\n * sound2 = loadSound('assets/beat');\n * }\n * function setup() {\n * let cnv = createCanvas(100, 100);\n * cnv.mousePressed(startSound);\n * // create a 'master' gain to which we will connect both soundfiles\n * masterGain = new p5.Gain();\n * masterGain.connect();\n * sound1.disconnect(); // diconnect from p5 output\n * sound1Gain = new p5.Gain(); // setup a gain node\n * sound1Gain.setInput(sound1); // connect the first sound to its input\n * sound1Gain.connect(masterGain); // connect its output to the 'master'\n * sound2.disconnect();\n * sound2Gain = new p5.Gain();\n * sound2Gain.setInput(sound2);\n * sound2Gain.connect(masterGain);\n * }\n * function startSound() {\n * sound1.loop();\n * sound2.loop();\n * loop();\n * }\n * function mouseReleased() {\n * sound1.stop();\n * sound2.stop();\n * }\n * function draw(){\n * background(220);\n * textAlign(CENTER);\n * textSize(11);\n * fill(0);\n * if (!sound1.isPlaying()) {\n * text('tap and drag to play', width/2, height/2);\n * return;\n * }\n * // map the horizontal position of the mouse to values useable for volume * control of sound1\n * var sound1Volume = constrain(map(mouseX,width,0,0,1), 0, 1);\n * var sound2Volume = 1-sound1Volume;\n * sound1Gain.amp(sound1Volume);\n * sound2Gain.amp(sound2Volume);\n * // map the vertical position of the mouse to values useable for 'master * volume control'\n * var masterVolume = constrain(map(mouseY,height,0,0,1), 0, 1);\n * masterGain.amp(masterVolume);\n * text('master', width/2, height - masterVolume * height * 0.9)\n * fill(255, 0, 255);\n * textAlign(LEFT);\n * text('sound1', 5, height - sound1Volume * height * 0.9);\n * textAlign(RIGHT);\n * text('sound2', width - 5, height - sound2Volume * height * 0.9);\n * }\n *FFT (Fast Fourier Transform) is an analysis algorithm that
@@ -115,7 +116,7 @@ define(function(require) {
// set default smoothing and bins
this.smooth(smoothing);
- this.bins = bins || 1024;
+ this.bins = safeBins(bins) || 1024;
// default connections to p5sound fftMeter
p5sound.fftMeter.connect(this.analyser);
diff --git a/src/helpers.js b/src/helpers.js
index f829e9db..5e581a1d 100644
--- a/src/helpers.js
+++ b/src/helpers.js
@@ -322,7 +322,7 @@ define(function (require) {
}
function safeBufferSize(idealBufferSize) {
- let bufferSize = idealBufferSize;
+ let bufferSize = idealBufferSize;
// if the AudioWorkletNode is actually a ScriptProcessorNode created via polyfill,
// make sure that our chosen buffer size isn't smaller than the buffer size automatically
@@ -337,12 +337,27 @@ define(function (require) {
return bufferSize;
}
+ var safeBins = p5.prototype.safeBins = function(bins) {
+ let safeBins = 1024;
+ if(typeof(bins)==="string"){
+ console.log("the value of bins must be power of two and between 16 and 1024");
+ return safeBins
+ }
+ if(bins && bins>=16 && bins<=1024 && Math.log2(bins)%1===0 )
+ return bins;
+ else {
+ console.log("the value of bins must be power of two and between 16 and 1024");
+ return safeBins
+ }
+
+ }
return {
convertToWav: convertToWav,
midiToFreq: midiToFreq,
noteToFreq: noteToFreq,
- safeBufferSize: safeBufferSize
+ safeBufferSize: safeBufferSize,
+ safeBins:safeBins
};
});
diff --git a/test/test.js b/test/test.js
index 9a5fd4c5..6141c841 100644
--- a/test/test.js
+++ b/test/test.js
@@ -8,6 +8,7 @@ require.config({
});
var allTests = [
+ 'tests/utils/test.helpers',
'tests/p5.SoundFile',
'tests/p5.Amplitude',
'tests/p5.Oscillator',
diff --git a/test/tests/utils/test.helpers.js b/test/tests/utils/test.helpers.js
new file mode 100644
index 00000000..394a0f33
--- /dev/null
+++ b/test/tests/utils/test.helpers.js
@@ -0,0 +1,35 @@
+'use strict';
+
+define(['chai'],(chai)=>{
+ const safeBins = p5.prototype.safeBins;
+ let expect = chai.expect;
+
+ describe('safeBins', ()=>{
+ it('can handle negative input ',()=>{
+ let test =-Math.random()*2;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value less than 16 ',()=>{
+ let test = 10;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value greater than 1024',()=>{
+ let test = 1500;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value other than power 2',()=>{
+ let test = 1500;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle value equal to 0',()=>{
+ let test = 0;
+ expect(safeBins(test)).to.equal(1024);
+ });
+ it('can handle strings',()=>{
+ let test = 'testString';
+ expect(safeBins(test)).to.equal(1024);
+ });
+
+ });
+
+});
\ No newline at end of file
From 14cf56e7c16cb094aa8796dde2c11a6568dc6048 Mon Sep 17 00:00:00 2001
From: DIVYANSHU RAJ <43696525+endurance21@users.noreply.github.com>
Date: Fri, 27 Mar 2020 07:32:57 +0530
Subject: [PATCH 3/5] removed comments
---
src/helpers.js | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/helpers.js b/src/helpers.js
index bc676482..5e581a1d 100644
--- a/src/helpers.js
+++ b/src/helpers.js
@@ -343,7 +343,7 @@ define(function (require) {
console.log("the value of bins must be power of two and between 16 and 1024");
return safeBins
}
- if(bins && bins>=16 && bins<=1024 && Math.log2(bins)%1===0 ) //
+ if(bins && bins>=16 && bins<=1024 && Math.log2(bins)%1===0 )
return bins;
else {
console.log("the value of bins must be power of two and between 16 and 1024");
From 7338f51c33ca84725a72aa057887572aa2a713bc Mon Sep 17 00:00:00 2001
From: Divyanshu Raj