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Arpeggiator
In this example, we'll create an arpeggiator which plays the next note in a series on every beat.
Tone.js has a number of instruments, each with nearly the same interface for triggering attacks and releases. Here we'll use Tone.Synth, but you can easily swap the SimpleSynth for any of the other instruments without changing any other code.
var synth = new Tone.Synth();
We'll also connect our synth to the Destination (formerly known as Master) so that we can hear it.
synth.toDestination();
We can trigger the synth to start the attack portion of the note using triggerAttack
-- this method takes a note and a time as arguments. To start the release portion of the note, call triggerRelease
. Read more about using envelopes here.
Let's trigger the note "C4"
then trigger the release a quarter second later (all values are in seconds):
synth.triggerAttack("C4", time);
synth.triggerRelease(time + 0.25);
These two methods are combined into a single call to triggerAttackRelease
which takes the note as the first argument, the duration as the second, and the start time as the third argument.
synth.triggerAttackRelease("C4", 0.25, time);
Next let's pick a set of notes to arpeggiate over, like a C pentatonic scale. We'll set an interval and get the next note from the array on every loop. If the last argument of triggerAttackRelease
is omitted, it defaults to the current time.
var pattern = new Tone.Pattern(function(time, note){
synth.triggerAttackRelease(note, 0.25);
}, ["C4", "D4", "E4", "G4", "A4"]);
Tone.Pattern will arpeggiate over the given array in a number of different ways ("up"
, "down"
, "upDown"
, "downUp"
, "random"
and more). By default the pattern will iterate upward and then loop back to the beginning.
As with all Event classes, time
is passed in as the first argument. This is very important because native Javascript timing is pretty loose. Callbacks scheduled with setInterval
for example, will happen around the given time, but there is no guarantee on precision; that's not good enough for musical events.
The last thing to do is to start the pattern from the beginning of the Transport timeline.
// begin at the beginning
pattern.start(0);
And start the Transport to get the clock going.
Tone.Transport.start();
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