the All Munkis audio engine, taken out of the game so you can poke it
↯ HARMONY (master bar) is the built-in version of the accidental two-tab effect — but you can still open this in two tabs for double trouble.
ch = channel: tap to cycle Main → Harmony → Both. Harmony bus = detuned + offset + reverb (set via the FX tab).
Ambient layer = Tone.js (MIT, v14.8.49, self-hosted — no network calls).
Toggle Harmony in the master bar. A full second instance of the engine, time-offset + detuned — the Bala’s-Song-Layering lab for All Munkis v1.1.
⚠ THIS IS A TOY — these will break the sound on purpose. PANIC is your kill switch.
TAPE STOP & HOLD are momentary — hold the button (or focus it and hold Space/Enter). RANDOMIZE re-rolls voices, tempo, filter & harmony. INVERT flips every voice on/off.
A genuine second AudioContext runs an independent copy of the engine on its own hardware clock. The two clocks drift a few parts-per-million forever, so the phase relationship never stops moving — exactly like opening the page in two tabs, because that's literally what this is. No detune, no fixed offset: the drift does it all. Tempo / voice toggles are mirrored from the HARMONY tab; the twin runs the raw engine (no Tone ambient, no master FX) — same as a fresh tab.
twin idle — press PLAY
SHUFFLE ROLES re-deals voices between players each round. PLAY starts the backing bed; the pads make sound even with the bed stopped.