From d189fb79a9d70850ef436d092be360727329c130 Mon Sep 17 00:00:00 2001 From: Nisarg Jasani Date: Thu, 30 Jul 2026 17:29:26 -0400 Subject: [PATCH] docs: update remaining loadSound examples to use async/await Panner, Panner3D, Amplitude, and Gain still documented loadSound() being called from preload(), which is stale now that loadSound() uses an async/await pattern (see 86c3bcf). Refs #106 --- src/analysis/Amplitude.js | 11 ++++------- src/effects/Gain.js | 9 +++------ src/effects/Panner.js | 18 ++++++------------ src/effects/Panner3D.js | 9 +++------ 4 files changed, 16 insertions(+), 31 deletions(-) diff --git a/src/analysis/Amplitude.js b/src/analysis/Amplitude.js index 8cf220d4..4a48e934 100644 --- a/src/analysis/Amplitude.js +++ b/src/analysis/Amplitude.js @@ -19,17 +19,14 @@ import { p5soundNode } from "../core/p5soundNode.js"; *
* * let sound, amp, cnv; - * - * function preload() { - * //replace this sound with something local with rights to distribute - * sound = loadSound('/assets/Damscray_DancingTiger.mp3'); - * } - * - * function setup() { + * + * async function setup() { * cnv = createCanvas(100, 100); * cnv.mousePressed(playSound); * textAlign(CENTER); * fill(255); + * //replace this sound with something local with rights to distribute + * sound = await loadSound('/assets/Damscray_DancingTiger.mp3'); * amp = new p5.Amplitude(); * sound.connect(amp); * } diff --git a/src/effects/Gain.js b/src/effects/Gain.js index 39acd73e..2b9b9470 100644 --- a/src/effects/Gain.js +++ b/src/effects/Gain.js @@ -16,15 +16,12 @@ import { p5soundNode } from "../core/p5soundNode.js"; *
* * let cnv, soundFile, osc, gain; - * - * function preload() { - * soundFile = loadSound('assets/Damscray_DancingTiger.mp3'); - * } - * - * function setup() { + * + * async function setup() { * cnv = createCanvas(100, 100); * cnv.mousePressed(playSound); * background(220); + * soundFile = await loadSound('assets/Damscray_DancingTiger.mp3'); * gain = new p5.Gain(0.74); * osc = new p5.Oscillator(); * osc.amp(0.74); diff --git a/src/effects/Panner.js b/src/effects/Panner.js index f949a422..ee70b1ed 100644 --- a/src/effects/Panner.js +++ b/src/effects/Panner.js @@ -18,15 +18,12 @@ *
* * let panner, lfo, soundfile, cnv; - * - * function preload() { - * soundfile = loadSound('/assets/beat.mp3'); - * } - * - * function setup() { + * + * async function setup() { * createCanvas(100, 100); * describe("a sketch that pans a sound source to the left speaker channel") * background(220); + * soundfile = await loadSound('/assets/beat.mp3'); * panner = new p5.Panner(-1); * soundfile.loop(); * soundfile.disconnect(); @@ -58,15 +55,12 @@ *
* * let panner, lfo, soundfile, cnv; - * - * function preload() { - * soundfile = loadSound('/assets/beat.mp3'); - * } - * - * function setup() { + * + * async function setup() { * createCanvas(100, 100); * describe("a sketch that pans a sound source between the left and right speaker channels"); * background(220); + * soundfile = await loadSound('/assets/beat.mp3'); * panner = new p5.Panner(); * lfo = new p5.Oscillator(1); * //disconnect lfo from speakers because we don't want to hear it! diff --git a/src/effects/Panner3D.js b/src/effects/Panner3D.js index 2cc9faa4..b3e9ad44 100644 --- a/src/effects/Panner3D.js +++ b/src/effects/Panner3D.js @@ -28,16 +28,13 @@ import { p5soundNode } from "../core/p5soundNode.js"; * let vY; * let vZ; * - * function preload() { - * soundSource = loadSound('/assets/beat.mp3'); - * font = loadFont('/assets/SourceSansPro-Regular.otf'); - * } - * - * function setup() { + * async function setup() { * describe( * 'A 3D shape with a sound source attached to it. The sound source is spatialized using the Panner3D class. Click to play the sound.' * ); * cnv = createCanvas(100, 100, WEBGL); + * soundSource = await loadSound('/assets/beat.mp3'); + * font = await loadFont('/assets/SourceSansPro-Regular.otf'); * cnv.mousePressed(playSound); * * camera(0, 0, 0, 0, 0, 1);