Skip to main content
💻⚡🏗️🧪📄communitySource: tonejs.github.ioeveryone

Tone.js

8 min read1,583 words

Tone.js #

codecov

Tone.js is a Web Audio framework for creating interactive music in the browser. The architecture of Tone.js aims to be familiar to both musicians and audio programmers creating web-based audio applications. On the high-level, Tone offers common DAW (digital audio workstation) features like a global transport for synchronizing and scheduling events as well as prebuilt synths and effects. Additionally, Tone provides high-performance building blocks to create your own synthesizers, effects, and complex control signals.

Installation #

There are two ways to incorporate Tone.js into a project. First, it can be installed locally into a project using npm:

text
npm install tone      // Install the latest stable version
npm install tone@next // Or, alternatively, use the 'next' version

Add Tone.js to a project using the JavaScript import syntax:

text
import  as Tone from "tone";

Tone.js is also hosted at unpkg.com. It can be added directly within an HTML document, as long as it precedes any project scripts. See the example here ↗ for more details.

text
<script src="http://unpkg.com/tone"></script>

Hello Tone #

text
//create a synth and connect it to the main output (your speakers)
const synth = new Tone.Synth().toDestination();

//play a middle 'C' for the duration of an 8th note synth.triggerAttackRelease("C4", "8n");

Tone.Synth #

Tone.Synth is a basic synthesizer with a single oscillator and an ADSR envelope.

triggerAttack / triggerRelease #

triggerAttack starts the note (the amplitude is rising), and triggerRelease is when the amplitude is going back to 0 (i.e. note off).

text
const synth = new Tone.Synth().toDestination();
const now = Tone.now();
// trigger the attack immediately
synth.triggerAttack("C4", now);
// wait one second before triggering the release
synth.triggerRelease(now + 1);

triggerAttackRelease #

triggerAttackRelease is a combination of triggerAttack and triggerRelease

The first argument to the note which can either be a frequency in hertz (like 440) or as “pitch-octave” notation (like "D#2").

The second argument is the duration that the note is held. This value can either be in seconds, or as a tempo-relative value ↗.

The third (optional) argument of triggerAttackRelease is when along the AudioContext time the note should play. It can be used to schedule events in the future.

text
const synth = new Tone.Synth().toDestination();
const now = Tone.now();
synth.triggerAttackRelease("C4", "8n", now);
synth.triggerAttackRelease("E4", "8n", now + 0.5);
synth.triggerAttackRelease("G4", "8n", now + 1);

Time #

Web Audio has advanced, sample accurate scheduling capabilities. The AudioContext time is what the Web Audio API uses to schedule events, starts at 0 when the page loads and counts up in seconds.

Tone.now() gets the current time of the AudioContext.

text
setInterval(() => console.log(Tone.now()), 100);

Tone.js abstracts away the AudioContext time. Instead of defining all values in seconds, any method which takes time as an argument can accept a number or a string. For example "4n" is a quarter-note, "8t" is an eighth-note triplet, and "1m" is one measure.

Read about Time encodings ↗.

Starting Audio #

IMPORTANT: Browsers will not play any audio until a user clicks something (like a play button). Run your Tone.js code only after calling Tone.start() from a event listener which is triggered by a user action such as “click” or “keydown”.

Tone.start() returns a promise, the audio will be ready only after that promise is resolved. Scheduling or playing audio before the AudioContext is running will result in silence or incorrect scheduling.

text
//attach a click listener to a play button
document.querySelector("button")?.addEventListener("click", async () => {
	await Tone.start();
	console.log("audio is ready");
});

Scheduling #

Transport #

Tone.getTransport() returns the main timekeeper. Unlike the AudioContext clock, it can be started, stopped, looped and adjusted on the fly. You can think of it like the arrangement view in a Digital Audio Workstation.

Multiple events and parts can be arranged and synchronized along the Transport. Tone.Loop is a simple way to create a looped callback that can be scheduled to start and stop.

text
// create two monophonic synths
const synthA = new Tone.FMSynth().toDestination();
const synthB = new Tone.AMSynth().toDestination();
//play a note every quarter-note
const loopA = new Tone.Loop((time) => {
	synthA.triggerAttackRelease("C2", "8n", time);
}, "4n").start(0);
//play another note every off quarter-note, by starting it "8n"
const loopB = new Tone.Loop((time) => {
	synthB.triggerAttackRelease("C4", "8n", time);
}, "4n").start("8n");
// all loops start when the Transport is started
Tone.getTransport().start();
// ramp up to 800 bpm over 10 seconds
Tone.getTransport().bpm.rampTo(800, 10);

Since Javascript callbacks are not precisely timed, the sample-accurate time of the event is passed into the callback function. Use this time value to schedule the events.

Instruments #

There are numerous synths to choose from including Tone.FMSynth, Tone.AMSynth and Tone.NoiseSynth.

All of these instruments are monophonic (single voice) which means that they can only play one note at a time.

To create a polyphonic synthesizer, use Tone.PolySynth, which accepts a monophonic synth as its first parameter and automatically handles the note allocation so you can pass in multiple notes. The API is similar to the monophonic synths, except triggerRelease must be given a note or array of notes.

text
const synth = new Tone.PolySynth(Tone.Synth).toDestination();
const now = Tone.now();
synth.triggerAttack("D4", now);
synth.triggerAttack("F4", now + 0.5);
synth.triggerAttack("A4", now + 1);
synth.triggerAttack("C5", now + 1.5);
synth.triggerAttack("E5", now + 2);
synth.triggerRelease(["D4", "F4", "A4", "C5", "E5"], now + 4);

Samples #

Sound generation is not limited to synthesized sounds. You can also load a sample and play that back in a number of ways. Tone.Player is one way to load and play back an audio file.

text
const player = new Tone.Player(
	"https://tonejs.github.io/audio/berklee/gong1.mp3"
).toDestination();
Tone.loaded().then(() => {
	player.start();
});

Tone.loaded() returns a promise which resolves when all audio files are loaded. It’s a helpful shorthand instead of waiting on each individual audio buffer’s onload event to resolve.

Tone.Sampler #

Multiple samples can also be combined into an instrument. If you have audio files organized by note, Tone.Sampler will pitch shift the samples to fill in gaps between notes. So for example, if you only have every 3rd note on a piano sampled, you could turn that into a full piano sample.

Unlike the other synths, Tone.Sampler is polyphonic so doesn’t need to be passed into Tone.PolySynth

text
const sampler = new Tone.Sampler({
	urls: {
		C4: "C4.mp3",
		"D#4": "Ds4.mp3",
		"F#4": "Fs4.mp3",
		A4: "A4.mp3",
	},
	release: 1,
	baseUrl: "https://tonejs.github.io/audio/salamander/",
}).toDestination();

Tone.loaded().then(() => { sampler.triggerAttackRelease(["Eb4", "G4", "Bb4"], 4); });

Effects #

In the above examples, the sources were always connected directly to the Destination, but the output of the synth could also be routed through one (or more) effects before going to the speakers.

text
const player = new Tone.Player({
	url: "https://tonejs.github.io/audio/berklee/gurglingtheremin1.mp3",
	loop: true,
	autostart: true,
});
//create a distortion effect
const distortion = new Tone.Distortion(0.4).toDestination();
//connect a player to the distortion
player.connect(distortion);

The connection routing is flexible, connections can run serially or in parallel.

text
const player = new Tone.Player({
	url: "https://tonejs.github.io/audio/drum-samples/loops/ominous.mp3",
	autostart: true,
});
const filter = new Tone.Filter(400, "lowpass").toDestination();
const feedbackDelay = new Tone.FeedbackDelay(0.125, 0.5).toDestination();

// connect the player to the feedback delay and filter in parallel player.connect(filter); player.connect(feedbackDelay);

Multiple nodes can be connected to the same input enabling sources to share effects. Tone.Gain is useful utility node for creating complex routing.

Signals #

Like the underlying Web Audio API, Tone.js is built with audio-rate signal control over nearly everything. This is a powerful feature which allows for sample-accurate synchronization and scheduling of parameters.

Signal properties have a few built in methods for creating automation curves.

For example, the frequency parameter on Oscillator is a Signal so you can create a smooth ramp from one frequency to another.

text
const osc = new Tone.Oscillator().toDestination();
// start at "C4"
osc.frequency.value = "C4";
// ramp to "C2" over 2 seconds
osc.frequency.rampTo("C2", 2);
// start the oscillator for 2 seconds
osc.start().stop("+3");

AudioContext #

Tone.js creates an AudioContext when it loads and shims it for maximum browser compatibility using standardized-audio-context ↗. The AudioContext can be accessed at Tone.getContext. Or set your own AudioContext using Tone.setContext(audioContext).

MIDI #

To use MIDI files, you’ll first need to convert them into a JSON format which Tone.js can understand using Midi ↗.

Performance #

Tone.js makes extensive use of the native Web Audio Nodes such as the GainNode and WaveShaperNode for all signal processing, which enables Tone.js to work well on both desktop and mobile browsers.

This wiki ↗ article has some suggestions related to performance for best practices.

Testing #

Tone.js runs an extensive test suite using mocha ↗ and chai ↗ with nearly 100% coverage. Passing builds on the ‘dev’ branch are published on npm as tone@next.

Contributing #

There are many ways to contribute to Tone.js. Check out this wiki ↗ if you’re interested.

References and Inspiration #


Source: tonejs.github.io ↗

Source Attribution
OpenDocs keeps source fields explicit. Unknown values are labeled instead of invented.

Source domain

tonejs.github.io

Author

Unknown

Publisher

tonejs.github.io

License / usage

Unknown. Review the original source terms before republishing beyond public-safe excerpts.

Score
Version docs-phase3-2026-05-20
90

Overall quality score, confidence 81%

Source credibility90
Freshness96
Completeness100
Extraction quality85
Attribution confidence90
Readability
standard | grade 11 | format 90

64 sentences, 21 headings, 8 list items.

Keep source attribution visible in the rendered document.

Search Appearance
canonical document page
OpenDocs keeps inspected URLs, canonical URLs, snippets, and rich-result signals explicit; Search Console metrics are not treated as visits.
Social Card
Tone.js
codecov https://codecov. js is a Web Audio framework for creating interactive music in the browser.
Duplicate State
No duplicate is asserted on this page without a matching canonical URL or content hash cluster.
Trace
docs-score-a2cb30c01c239acb52e4074e
Export
Use public export endpoints for Markdown/JSON. Protected publishing still requires PLATPHORM_API_KEY.

Related Documentation

👥

Chert | iMessage Infrastructure for Reaching People at Scale

Skip to main content https://docs.platphormnews.com/docs/chert imessage infrastructure for reaching people at scale main content Back to docs https://docs.platphormnews.com/docs Skip to content ↗ https://www.trychert.com

7 min read

👥

SEO Starter Guide: The Basics | Google Search Central | Documentation | Google for Developers

Skip to main content https://developers.google.com/search/docs/fundamentals/seo starter guide main content Google Search Central English Deutsch Español Español – América Latina Français Indonesia Italiano Polski Portugu

22 min read

👥

Chert | iMessage Infrastructure for Reaching People at Scale

Skip to content https://www.trychert.com/ main content New Chert is now live on Hacker News Check it out → https://www.trychert.com/agent Chert https://www.trychert.com/ Home https://www.trychert.com/ Blog https://www.tr

5 min read

🚀🧪📖🔍❌

Three Inverse Laws of AI - Susam Pal

9 min read

🔒🏗️📄✨🔄

GameStop Proposes to Acquire eBay at $125.00 Per Share | GameStop Corp.

GameStop Corp. (NYSE: GME) today submitted a non-binding proposal to acquire 100% of eBay Inc. (NASDAQ: EBAY) at $125.00 per share in cash and stock. The offer represents a 46% premium to eBay’s unaffected closing price on February 4, 2026, the day GameStop started accumulating its position in eBay. GameStop has built a 5% economic stake in eBay through derivatives and beneficial ownership of common stock. GameStop is filing a Schedule 13D and HSR notification tomorrow. The full proposal letter and accompanying materials are available at investor.gamestop.com/ebay . The proposed offer is $125.00 per share, comprising 50% cash and 50% GameStop common stock, with full shareholder election rights as to consideration type and pro-rata allocation. Aggregate undiluted equity value is approximately $55.5 billion, based on eBay’s most recently disclosed undiluted share count, representing a 27% premium to the 30-day VWAP and a 36% premium to the 90-day VWAP. The transaction is conditioned on

11 min read