Adding Audio Effects to the Signal Path

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Connections

  • more info
  • .connect() connects two nodes together, usually something that makes sound to something that manipulates it
    • ex: sampler -> distortion
  • Connections are directional, order matters
    • ex: source.connect(effect) can be thought of as source -> effect

Connect effect

  • Build our chosen audio effect, assign it to a variable, and connect its output to the speakers (using the .toDestination( ) method)
  • the effect needs to get created first before you can send a sound through it
var effect = new Tone.FeedbackDelay().toDestination();
  • Build our sound source, assign it to a variable, and connect its output to our audio effect (using a new method called .connect( )
var multiplayer = new Tone.Players({...}).connect(effect);

Changing effects parameters for signals

example: FeedBack Delay Docs

see signal wiki

Delay example

starter

Other Effects examples

Reverb

  • the persistance of a sound that continues after the original sound has ceased
  • many echos bouncing off the walls, think the sound clapping in a cathedral or cave
  • all spaces produce reverb
  • Tone’s two types:
    • JCReverb - a simple Schroeder Reverberator tuned by John Chowning in 1970 - cheap but artificial sounding
    • Reverb - convolution, more expensive than the JCReverb but more natural

starter

Let’s build a serial effects chain - pick three effects;

How do we build this?

More examples

here