To play samples use with a new Tone.Player for one sound or a new Tone.Players for multiple sounds.
This is an example of playing one sound with a Tone.Player object and triggering it to start with a mouseIsPressed function.
The variable baseURL stores the beginning part of the URL which is the same for all of our sound files. We use this variable to make our code shorter and more readable. Inside of the Tone.Player we add baseURL to the rest of the URL to complete our string.
Here’s an example of string adding or concatenation:
"cat" + "dog" = "catdog" "tree" + "hello" = "treehello"
Other things we can do to change how Tone.Player acts are autostart, loop, and playbackRate.
If autostart is set to true then the sound file will play as soon as the page is loaded.
If loop is set to true the sound file will repeat until forever.
playbackRate controls the speed of the sample. Above 1 will sound higher and below 1 will sound lower.
Click on the canvas to play.https://codepen.io/lsuddem/pen/MVQeGQ
We used Tone.Players when we want to collect multiple samples to play.
To define which sounds to play we create an object with multiple file paths, each with a unique name to call the sound up by later. You can think of this name as a type of variable that is inside of an object.
There are multiple ways of triggering and controlling sounds. Below we look at keyIsDown, buttons, and sliders.
Since we have multiple sounds to play now we can use keys on the keyboard to trigger them. To do that we use the p5 function keyIsDown.
To get each specific sound to play we use a special syntax: players.get(‘samplename’). In this case we do either players.get(‘water’) to select the water sound or players.get(‘bees”) to play the bee sound. Then we call .start() to play those sounds.https://codepen.io/lsuddem/pen/qoxRxg
Instead of using keyIsDown we can create buttons to trigger sounds. The below example is the same as the previous one just now we use buttons.
We create a button with the p5 function createButton(). The parameter is a string that decides the button label. Name it something that describes what your button does.
button1.position(x, y) determines the button location.
button1.mousePressed() calls a function that we define below. Inside of this function put any code that you want to run when you click the button.https://codepen.io/lsuddem/pen/zWRNby
To change an aspect of our sound while it is playing we can use a slider. To make a slider in p5.js use createSlider().
To get the current value of the slider: slider.value()
To label the sampler we use the text() function.