Open Johnrobmiller opened 1 week ago
As it turns out, the players need to have a sync()
method called manually before their times are correct.
I'm reading through the docs -- to know about this, one would have had to read through all the methods in the docs for player
until they come across the sync()
method and read what it does.
I think there are such things as usability "bugs", and this would be one of them.
Please consider:
Player
class, they ought to be taught how to use the class, and this includes all the gotchas and assumptions like this.
As the title says, the Tone.Player audio sometimes gets out of sync with the Tone.Transport timers. This could happen when:
Tone.Transport.loopEnd
is not equal to the duration of the player's audio buffer.There ought to be a way to perfectly synchonize the looping in
Tone.Transport
with the audio player source. I thought about forking Tone.js and seeing if I can add anonended
event listener to the original audio source, but I thought I might make this issue first.