Comments (4)
Please disregard, I got one to work. Strangely still can't get it to work in a super basic - touch the canvas to make a sound scenario -- an oscillator into an amp envelope into a filter, with a scalable envelope controlling the filter, works fine but sub in the MonoSynth and there's no mobile output. It's working in a more complicated little sketch though so I'm thinking it must be something on my end. Sorry for the false alarm.
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Ah figured it out - on mobile the synth triggerAttack alone doesn't unmute the output (it has oscillator start as part of the method so I'm not sure why that is), if you include an oscillator and .start() it alongside the synth that can unmute the output and you're good to go. So you can add an oscillator at -99 volume and that will open things up without intruding on your sounds.
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That's what i thought was the problem, but i didn't get a chance to test it out. I've included a helper method Tone.startMobile()
which does exactly what you describe. It creates and oscillator and plays it. You have to bind that method to a touchstart
event for mobile devices to start making sound.
I don't know why that got lost from the examples. I will be sure to fix that in the next release. Good catch.
from tone.js.
Got it, thanks - I saw the Tone.startMobile()
method as I was combing through the library trying to figure out what was going on, I tried to utilize it but I was just doing it wrong - and I thought triggerAttack()
would unmute things anyway if it was tied to a touchstart
event -- all squared now though thank you!
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Related Issues (20)
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