increase distortion amount and call it “fuzz”

This commit is contained in:
Eric Rosenbaum 2016-11-02 14:22:34 -04:00
parent d09c95118e
commit f43dd8d14c

View file

@ -14,7 +14,7 @@ function AudioEngine (sounds) {
this.delay = new Tone.FeedbackDelay(0.25, 0.5);
this.panner = new Tone.Panner();
this.reverb = new Tone.Freeverb();
this.distortion = new Tone.Distortion();
this.distortion = new Tone.Distortion(1);
this.pitchEffectValue;
// the effects are chained to an effects node for this clone, then to the master output
@ -175,7 +175,7 @@ AudioEngine.prototype.setEffect = function (effect, value) {
case 'PITCH':
this._setPitchShift(value);
break;
case 'DISTORTION' :
case 'FUZZ' :
this.distortion.wet.value = value / 100;
break;
case 'ROBOTIC' :
@ -201,7 +201,7 @@ AudioEngine.prototype.changeEffect = function (effect, value) {
case 'PITCH':
this._setPitchShift(this.pitchEffectValue + Number(value));
break;
case 'DISTORTION' :
case 'FUZZ' :
this.distortion.wet.value += value / 100;
this.distortion.wet.value = this._clamp(this.distortion.wet.value, 0, 1);
break;