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Top 10 Examples of "tone in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'tone' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

componentDidMount () {
    // synth.triggerAttackRelease('E4', 3.5, 0)
    // synth.triggerAttackRelease('E4', 0.5, 1)
    // synth.triggerAttackRelease('G4', 0.5, 2)
    // synth.triggerAttackRelease('B4', 0.5, 3)
    console.log(`componentDidMount ${this.uuid}`)
    Tone.Transport.start('+0.1')
    this.rs()
    window.Tone = Tone
    // this.s(2)
    // this.s(4)
    // this.s(6)
    Tone.Transport.loopEnd = '1m'
    Tone.Transport.loop = true


    // TONE
    // Tone.Transport.bpm.value = 120
    // Tone.Transport.loopEnd = '4m'
    // Tone.Transport.loop = true
    // Tone.Transport.start('+0.1')
    // window.Tone = Tone

  }
const loadSoundFonts = async () => {
      const sendReverbGain = new Tone.Gain(0.3);
      const sendReverb = new Tone.Freeverb(0.7, 1000); // Tone.JCReverb();

      const melodyEQ = new Tone.EQ3(0, -5, 0);
      const melodyGain = new Tone.Gain(0.6);
      const melodySound = await Soundfont.instrument(
        ac,
        "acoustic_grand_piano",
        {
          soundfont: "MusyngKite",
          destination: melodyEQ,
          adsr: [0.02, 0.3, 0.9, 1.5]
        }
      );

      melodyEQ.chain(melodyGain, sendReverb, sendReverbGain, Master);
      melodyEQ.chain(melodyGain, Master);
      console.log("Melody sounds loaded!");
export default () => {
  var cutoffPos = 500;
  //// AUDIO MASTER
  var filter1 = new Tone.Filter(1000, "lowpass", -24).toMaster();
  var reverb = new Tone.JCReverb(0.5).connect(filter1);
  var delay = new Tone.FeedbackDelay(0.25, 0).connect(reverb);
  //// FX PARAMS
  filter1.Q.value = 0.3;
  filter1.gain.value = 0.35;
  reverb.wet.value = 0.5;

console.log("initial freq :"+ filter1.frequency.value);

  var lfo2Range = 500;
  var lfo2 = new Tone.LFO("4hz", cutoffPos, lfo2Range).stop();
  lfo2.connect(filter1.frequency);
  Tone.context.latencyHint = "playback";  // "balanced" "playback" "interactive"

  // GUI
this.sequence = new Sequence((time, col) => {
      this.beat = col;
      setCurrentBeat(this.beat);

      // 16 columns, each column: ex. [1, 0, 0, 0, 1, 1, 0, 1]
      const column = this.matrix[col];
      const nowPlayingAni = [];
      for (let i = 0; i < this.notes.length; i += 1) {
        if (col === 0 && i === 0 && this.checkStart === false && this.recording === true) {
          this.checkStart = true;
          this.startTime = now();
        }
        // make sure no play while loading
        if (column[i] === 1 && !this.loadingSamples) {
          const vel = (Math.random() * 0.5) + 0.5;
          // convert velocity(gain) to volume
          this.samples.volume.value = 10 * Math.log10(vel);
          // console.log('nowTime: ', now());
          // console.log('Transport.seconds: ', Transport.seconds);
          // console.log('time: ', time);
          // this.samples._players[this.notes[i]].start(time, 0, 0.5);
          this.samples._players[this.notes[i]].start(time);
          nowPlayingAni.push(i);
        }
      }
      playDrumAni(nowPlayingAni);
export class Channel {
  public static create(num: number) {
    const channel = new Channel();
    channel.number = num;
    channel.name = `Channel ${num}`;
    return channel;
  }

  @autoserialize public number!: number;
  @autoserialize public name!: string;
  @autoserializeAs(Effect) public effects: AnyEffect[] = [];
  public left = new Tone.Meter();
  public right = new Tone.Meter();
  public split = new Tone.Split();
  private panner = new Tone.Panner().toMaster().connect(this.split);
  private gain = new Tone.Gain().connect(this.panner);
  // tslint:disable-next-line:member-ordering
  public destination = this.gain;
  private connected = true;
  private muted = false;

  constructor() {
    this.split.left.connect(this.left);
    this.split.right.connect(this.right);
  }

  @autoserialize
  get pan() {
    return this.panner.pan.value;
  }
  set pan(pan: number) {
    this.panner.pan.value = pan;
public effects: AnyEffect[];
  public id: string;

  public left = new Tone.Meter();
  public right = new Tone.Meter();
  public split = new Tone.Split();

  private pannerNode = new Tone.Panner().toMaster().connect(this.split);

  /**
   * The panner for the channel.
   */
  // tslint:disable-next-line:member-ordering
  public panner = new Audio.Signal(this.pannerNode.pan, -1, 1);

  private gainNode = new Tone.Gain().connect(this.pannerNode);

  /**
   * The volume for the channel.
   */
  // tslint:disable-next-line:member-ordering
  public volume = new Audio.Signal(this.gainNode.gain, 0, 1);

  // tslint:disable-next-line:member-ordering
  public destination = this.gainNode;
  private connected = true;
  private muted: boolean;

  constructor(i: IChannel) {
    this.number = i.number;
    this.name = i.name;
    this.id = i.id;
this.loadingStatus += 1;
        console.log(`finish...${this.loadingStatus}/9: ${drumUrls[i]}`);
        if (this.loadingStatus === 9) {
          this.loading = false;
        }
      }).toMaster();
      this.samples[i].volume.value = mixing[i];
    }

    this.comp = new Tone.PolySynth(6, Tone.Synth, {
      "oscillator": {
        "partials": [0, 2, 3, 4],
      }
    }).toMaster();

    this.synth = new Tone.PolySynth(3, Tone.Synth, {
      "oscillator": {
        // "type": "fatsawtooth",
        "type": "triangle8",
        // "type": "square",
        "count": 1,
        "spread": 30,
      },
      "envelope": {
        "attack": 0.01,
        "decay": 0.1,
        "sustain": 0.5,
        "release": 0.4,
        "attackCurve": "exponential"
      },
    }).toMaster();
initSounds() {

    for (let i = 0; i < 9; i += 1) {
      this.loadingStatus = 0;
      this.samples[i] = new Player(drumUrls[i], () => {
        this.loadingStatus += 1;
        console.log(`finish...${this.loadingStatus}/9: ${drumUrls[i]}`);
        if (this.loadingStatus === 9) {
          this.loading = false;
        }
      }).toMaster();
      this.samples[i].volume.value = mixing[i];
    }

    this.comp = new Tone.PolySynth(6, Tone.Synth, {
      "oscillator": {
        "partials": [0, 2, 3, 4],
      }
    }).toMaster();

    this.synth = new Tone.PolySynth(3, Tone.Synth, {
      "oscillator": {
        // "type": "fatsawtooth",
        "type": "triangle8",
        // "type": "square",
        "count": 1,
        "spread": 30,
      },
      "envelope": {
        "attack": 0.01,
        "decay": 0.1,
Tone.context.resume().then(() => {
            if (!(LinkClient.isEnabled())) {
                // start the normal way
                Tone.Transport.start("+0.2");
                resolve();
            }
            else {
                log.info('LINK: Waiting for `downbeat` message...');
                // wait for Link-socket to give downbeat signal
                LinkClient.once('downbeat', () => {
                    downbeatStartCallback();
                    log.info('LINK: Received `downbeat` message, starting playback');
                    resolve();
                });
            }
        })
    })
export function toTickTime(time: number) {
  // FIXME(3) is ceil right?
  return `${Math.ceil(time * Tone.Transport.PPQ)}i`;
}

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