function AudioLocal () { this.tone = new Tone(); // effects setup this.delay = new Tone.FeedbackDelay(0.25, 0.5); this.delay.wet.value = 0; this.pitchShift = new Tone.PitchShift(); this.panner = new Tone.Panner(); this.reverb = new Tone.Freeverb(); this.reverb.wet.value = 0; Tone.Master.chain(this.delay, this.pitchShift, this.panner, this.reverb); // synth setup for play note block this.synth = new Tone.PolySynth(6, Tone.Synth).toMaster(); // drum sounds var drumFileNames = ['high_conga', 'small_cowbell', 'snare_drum', 'splash cymbal']; this.drumSamplers = this._loadSoundFiles(drumFileNames); // sound files var soundFileNames = ['meow','boing','this_is_a_test','who_put_the_bomp','cave','drip_drop','drum_machine','eggs','zoop']; this.soundSamplers = this._loadSoundFiles(soundFileNames); } AudioLocal.prototype.helloWorld = function () { console.log('it lives'); }; AudioLocal.prototype._loadSoundFiles = function(filenames) { var samplers = []; for (var name of filenames) { // create an array of samplers for each sound (a hack to get polyphony for each sound) var myVoices = []; for (var i=0; i<6; i++) { var p = new Tone.Sampler('sounds/' + name + '.mp3').toMaster(); myVoices.push(p); } var polySampler = { voices : myVoices, currentVoice : 0, nextVoice : function() {return this.voices[this.currentVoice++ % this.voices.length];}, stopAllVoices : function() {for (var i=0;i