Isochronic Tone Generator
One tone, switched on and off at a steady rate. See the actual gate you are hearing — pulse width, gap and ramp, drawn live. No headphones required.
Listen safely. Volume starts at 20 % on purpose. Turn your system volume down before pressing Play, then raise it slowly. A repeating tone is fatiguing; keep sessions moderate and take breaks. Do not use this while driving or operating machinery, and stop if it becomes uncomfortable. This applies to every mode here, including the sequencer, the session ramp and the listening game.
Photosensitivity. Nothing here flashes the screen. The sequencer’s moving step highlight is a soft outline, it is switched off automatically above 12 Hz, and it never runs when your system asks for reduced motion — a step number is shown as text instead. The drawings are line graphics, not strobes. If you have epilepsy, a seizure disorder or any medical concern, talk to a clinician before using pulsing audio or pulsing visuals.
What an isochronic tone is
A single carrier tone is gated on and off at a regular rate — for example 10 times a second. The pulsing is physically present in the sound wave itself, so it works on a laptop speaker, a phone or one earbud. A binaural beat is different: it plays two slightly different frequencies, one in each ear, and the "beat" only appears if you wear headphones so the ears stay separated. Isochronic tones need no headphones; binaural beats do.
Duty cycle
Duty cycle is the share of each cycle in which the tone is on. At a 100 ms period, 50 % duty is 50 ms on and 50 ms off; 20 % duty is 20 ms on and 80 ms off. Low duty gives short, dry ticks with lots of silence. High duty gives a nearly continuous tone with a shallow throb. The formulas used here are period = 1 / rate, on = duty × period, off = (1 − duty) × period.
Why the ramp matters
A hard square gate jumps the amplitude from 0 to full instantly. That step contains a burst of broadband energy and you hear it as a click on every pulse. Giving the edges a short attack and release — a few milliseconds is enough — removes the click and leaves a clean pulse. Use the Hard gate / Smooth ramp A/B buttons while the tone is playing to hear the difference, and watch the corners of the drawn gate square off or round over. At fast rates with a low duty cycle the on-time is very short, so the ramp is automatically limited to fit inside it; the widget tells you when that happens.
Hz and BPM are the same number
A pulse rate is a tempo. One pulse per second is 60 beats per minute, so BPM = Hz × 60 and Hz = BPM ÷ 60. That makes 10 Hz exactly 600 BPM, 2 Hz exactly 120 BPM, and 0.5 Hz exactly 30 BPM. Both numbers are shown at all times and either field drives the other; the widget’s 0.5–40 Hz span is 30–2400 BPM. Tap tempo lets you tap a pulse in with the mouse, the keyboard or a finger: it averages your last taps and sets the rate. If you are thinking in musical terms, remember that a 600 BPM pulse is the same thing as 150 BPM in sixteenth notes.
Accent and grouping
Set grouping to 2, 3, 4, 6 or 8 and the first pulse of every group is played at full level while the rest are pulled down by the accent depth. The timing does not change at all — every pulse still lands exactly on the grid — only the peak gain of the scheduled gate changes, so 12 Hz in groups of 3 reads as a fast waltz rather than a flat stream. The drawing shows the taller accented pulses and a dashed line marking the unaccented level.
Pattern sequencer
Switch the sequencer on and the pulse train stops being uniform: a pattern of 8, 12 or 16 steps loops at the chosen rate, and each step is one pulse period. Tap a step to cycle it through three states — off (silent, the gap simply continues), on (unaccented) and accent (full level). The written pattern is shown underneath in the form X.X.XX.., where X is an accent, x is a normal pulse and . is a rest.
Nothing about the timing loosens when the sequencer runs. Each step is still scheduled on the audio clock by the same lookahead scheduler, so a 16-step pattern at 10 Hz repeats every 1.6000 s indefinitely without drifting. A rest is not a shortened cycle; it is a cycle in which the gate is simply never opened. The preset buttons fill the grid with a few starting points, including the X.X.XX.. from the label and a random fill.
Session ramp
The ramp schedules the pulse rate to glide from one value to another over a chosen number of minutes — for instance 20 Hz down to 6 Hz over 10 minutes — and draws a progress track while it runs. The glide is logarithmic, so equal stretches of time cover equal musical ratios and the movement sounds even rather than rushing at one end.
Be clear about what this is. It is a scheduled frequency ramp and nothing more: at every moment the widget works out the rate from the elapsed audio time and schedules the next pulse at that rate. It is not a programme, a protocol or a treatment, and no effect on the listener is claimed or implied. Moving your controls by hand cancels the ramp.
Listening game
How fast is it? plays a mystery pulse rate and offers four answers in Hz and BPM. Getting one right raises your score and your streak; getting one wrong resets the streak and shows the true rate. It is a decent ear trainer: most people are much better at ranking rates than at naming them.
Flutter → tone is the interesting one. It ramps the pulse rate upward from around 4 Hz and you press the button at the moment you stop hearing separate events and start hearing one rough, buzzy pitch. Somewhere in the region of roughly 15–25 Hz a rhythm turns into a timbre: the individual pulses fuse, the repetition rate becomes a perceived low pitch, and what was tempo becomes tone colour. Where exactly that happens depends on you, on the duty cycle, on the carrier and on your speakers, so there is no single correct number and the game does not score you — it just reports where you pressed. It is a listening curiosity, not a test of anything.
Second carrier and noise
The carrier does not have to be one bare sine. Add a second carrier at a musical interval above the first — minor third, major third, fourth, fifth or octave — and both tones are gated by the same envelope, so the rhythm is identical while the texture becomes a chord. The interval tracks the carrier: move the carrier and the second voice follows it. The noise blend crossfades the carrier towards white or pink noise; at 100 % the pulsing is carried entirely by noise, which sounds like a soft shaker or a rhythmic wash and removes pitch from the equation completely. Pink noise has less high-frequency energy than white and is easier on the ears.
Mouse
- Pulse rate slider — drag to sweep 0.5–40 Hz. The scale is logarithmic so the slow end stays controllable. The readout shows rate in Hz and the period in ms.
- BPM field — the same rate in beats per minute, 30–2400. Type a tempo and press Enter, or nudge by ±1 and ±10 BPM. Tap tempo averages your taps; Clear taps starts the averaging again.
- Grouping — Off, 2, 3, 4, 6 or 8 pulses per accented group. Accent depth sets how much quieter the unaccented pulses are.
- Sequencer — the on/off button arms it, 8 / 12 / 16 sets the pattern length, and each step button cycles rest → pulse → accent. Presets fill the grid; Shift-clicking a step clears it straight back to a rest.
- Session ramp — type a From and To rate in Hz, choose a length in minutes, press Start ramp. The track fills as it runs and the caption shows the live rate; the preset buttons load common band-to-band moves.
- Listening game — pick a mode, press the big button, then answer. Score, current streak and best streak are kept for the session only, in memory, and are lost when the page is closed.
- Second carrier — Off, m3, M3, P4, P5 or 8ve above the carrier. Noise blend mixes the carrier towards noise; White / Pink choose the colour.
- Rate field — type an exact rate and press Enter. −1 / −0.1 / +0.1 / +1 Hz are fine nudges.
- Duty cycle — 10–90 %. Changes the sound and the drawn envelope immediately.
- Attack / release — 2–50 ms edge smoothing. Disabled while Hard gate is selected, because a hard gate has no ramp.
- Gate shape — Hard gate (instant, clicks) versus Smooth ramp. Auto A/B alternates between them every two seconds so you can compare hands-free.
- Carrier — 100–1000 Hz slider plus an exact field and ±1 / ±10 Hz nudges. Four waveforms: sine, triangle, square, sawtooth. Sine is the least harsh.
- Bands — each button sets the pulse rate to a value inside that band. The band containing the current rate is outlined even if you set the rate by hand.
- Volume — 0–60 %. Fade timer — pick a duration; the countdown runs while playing and the last 8 seconds fade out smoothly before the tone stops.
- Reset — returns every control to its default and stops the tone.
Touch
- Drag any slider thumb; every button is at least 40 px tall and every grid — including the 16-step sequencer — is fully visible and wraps rather than scrolling.
- Tap a band or waveform button to select it; the selected one fills with the accent colour.
- Tap a sequencer step repeatedly to cycle rest → pulse → accent. Tap Tap tempo in time with a beat to set the rate by feel.
Keyboard
- Space start / stop.
- ← → pulse rate −/+ 0.5 Hz (hold Shift for 0.1 Hz).
- ↑ ↓ duty cycle +/− 5 % (hold Shift for 1 %).
- [ ] carrier −/+ 10 Hz · , . ramp −/+ 2 ms.
- 1–4 waveform · 5–9 Delta, Theta, Alpha, Beta, Gamma.
- G toggle hard / smooth gate · R reset.
- S sequencer on / off · A cycle the accent grouping · T tap tempo.
- Shortcuts are ignored while a slider or a number field has focus, so native slider and typing behaviour still work. Click the widget background first.
About the band names
Delta, Theta, Alpha, Beta and Gamma are simply the conventional frequency ranges electroencephalography uses to describe brain activity: Delta 0.5–4 Hz, Theta 4–8 Hz, Alpha 8–13 Hz, Beta 13–30 Hz, Gamma 30–100 Hz. Here they are only shortcuts for setting the pulse rate. The evidence on whether listening to a pulsing tone shifts brain rhythms, mood, focus or sleep is mixed and far from settled — studies are small, results are inconsistent, and this widget makes no health, therapeutic or medical claim of any kind. Treat it as a sound tool, not a treatment. Anyone with epilepsy, a seizure disorder or any medical concern should talk to a clinician before using audio like this.
The same applies without exception to every mode added here. The session ramp is a scheduled frequency glide, the sequencer is a rhythm pattern, the grouping control is a gain accent and the game is a listening exercise. None of them is a protocol, a programme or a treatment, and no health, therapeutic or medical benefit is claimed for any of them.
Tips
- Find where rhythm becomes pitch. Open the listening game, choose Flutter → tone and press start. Listen for the moment the ticking fuses into one buzzing note. Then set the rate by hand a couple of Hz either side of your answer and switch back and forth — the boundary is surprisingly sharp once you know where it is, and it moves if you change the duty cycle.
- Make it musical. Set 8 Hz (480 BPM), turn the sequencer on at 16 steps and load the X.X.XX.. preset. Add a fifth on the second carrier, push the noise blend to about 35 % and drop the duty to 20 %. That is a usable percussive pattern, not a wellness demo — and it is still the same gate scheduled on the same clock.
- Watch a ramp cross a band edge. Load the 20 Hz → 6 Hz preset over 5 minutes and leave the band buttons in view: the outline moves from Beta to Alpha to Theta as the rate passes 13 and 8 Hz. The bands are just labels on a number line, and seeing the ramp cross them makes that obvious.
- Hear the click, then kill it. Set rate 10 Hz, duty 50 %, carrier 200 Hz, press Play, then hit Auto A/B. The hard gate ticks on every edge; the smooth ramp does not. Then drop the ramp to 2 ms and back up to 30 ms to hear how soft the pulse can get.
- Duty cycle is the character control. Keep the rate fixed and sweep duty from 15 % to 85 %: the same 10 Hz goes from a dry stutter to a gentle tremolo without the tempo changing at all. Watch the ON and OFF numbers track it.
Pulse train — gate envelope with the carrier inside it.
One cycle, to scale, with the leading edge magnified.
BPM = Hz × 60. 10 Hz is exactly 600 BPM; 2 Hz is exactly 120 BPM.
Pulse pattern sequencer
Pattern X.x.xx..X.x.xx.. — X accent, x pulse, . rest.
Off — every pulse plays. Turn it on to loop the pattern above; each step is one pulse period, scheduled on the audio clock.
Gate shape
50 % on, 50 % off each cycle.
Rounds the gate corners so the pulse does not click.
A/B them while playing: the hard gate ticks on every edge.
Carrier tone
Waveform
Square and saw are much brighter; their level is trimmed to match the sine.
Second carrier
A second voice above the carrier, gated by the same envelope. The rhythm does not change.
0 % is pure tone. At 100 % the pulse is carried entirely by noise — a rhythmic wash with no pitch.
Accent & grouping
Off — every pulse is the same level.
How far the unaccented pulses drop below the accent. Timing is untouched — only the gate peak changes.
Session ramp
Over
Idle — 20.0 Hz to 6.0 Hz over 10 minutes.
Honestly: this is only a scheduled frequency ramp, logarithmic in rate. No effect on the listener is claimed. Moving a control by hand cancels it.
Listening game
Press start and a mystery pulse rate plays. Pick the one you think it is.
Score 0 · streak 0 · best 0
A listening exercise only. Scores live in memory for this session and are not stored anywhere.
Frequency bands
Conventional EEG range labels, used here only as rate shortcuts. This generator stops at 40 Hz, so Gamma is set to the low end of its range. Evidence that pulsing audio changes brain rhythms is mixed; no health claim is made.
Output
Fade timer
No timer. The last 8 seconds always fade out smoothly.
How it works: the carriers run continuously into a gain node whose value is scheduled ahead of time against the audio clock, so the pulse train stays locked and does not drift. Accents, sequencer rests and the session ramp all change what is scheduled, never how it is timed. period = 1 / rate, on = duty × period, off = (1 − duty) × period, BPM = rate × 60. Informational sound tool only — not a medical or therapeutic device, and no health claim is made for any mode.
This is a pulse tone generator that allows you to create your own textures, wave forms and rhythms. This instrument can be controlled by your computer keyboard (faster), or by the mouse. It’s not quite an instrument in the conventional sense of the word because it doesn’t play notes but continuous pulses instead. Consider it a combination drum machine / synthesiser that fit into a single easy-to-use interface.
To start the pulses, click the Play button. It will stop whenever you like, just click it again. Alternatively, use your space bar to toggle play/pause.
How to Use the Pulse Tone Generator
When the sound is playing, a representation of one cycle and the pulse train will appear on canvas. As you adjust the settings, this graphic will update in real-time. This way you’ll be able to see what’s going on with the sound in terms of shape and timing.
The rate slider uses Hertz, which is the number of times per second the pulses appears. There’s also a text entry box where you can type in an exact figure. The BPM input lets you choose a speed based off a tempo in beats per minute instead. It links to the Rate slider: change either and the other will update accordingly.
Tap the button. Click this button as many times as you like to adjust the rate by feel. The widget will then average the taps to arrive at a setting. Click the reset arrow beside the Tap button to clear the taps.
The Duty slider adjusts the width of the individual pulse. If you enter a low percentage, then it will produce a short burst of sound followed by longer periods of silence. If you increase the percentage, you’ll get a wider tone with reduced amounts of silence. You can see this relation clearly in the Cycle view. On time refers to how long the tone is played for and the Off time refers to the silence between pulses.
This is called the Ramp slider. It determines how gradually the tone begins and ends. Setting it lower results in a sharper clicky edge, whereas increasing it will round out the corner into a softer sound.
To hear this easily try hitting the Auto A/B button. It automatically changes the ramp setting every two seconds so you can easily hear the difference between a soft and hard edge together. Alternatively, the G key on your keyboard toggles the gate hardness.
You can change the pitch of the tone using the Carrier slider. The higher the value, the higher the pitch. You select the type of carrier wave with the Wave buttons. Square is buzzy and hollow. Sawtooth is rich and bright. Sine is pure and smooth, while triangle is slightly brighter. The carrier frequency goes up and down using the brackets keys on your keyboard.
Introducing some element of noise will add texture. Using the Noise slider, you can blend pink or white noise into the tone. Pink is softer, deeper; white is sharper and brighter.
With the Second Voice buttons you can bring a second oscillator that sits on top of the main carrier. This adds a richer and more complex sound but does not alter the rhythm.
Patterns can be created using the Sequencer. Switch it on and enter in a sequence of steps which loops around. Tap on each step to assign it as an accent, pulse or rest. Use the length buttons to determine how long the pattern is. Then use the accent level slider to adjust how loud the accented pulses are relative to the quieter unaccented pulses.
Without using the sequencer you can use the Group buttons to highlight every Nth pulse giving a regular rhythmic feel.
The Fade setting lets you use this timer for longer periods by selecting a way for the sound to fade away smoothly after a set amount of time. It avoids any jarring stop in the music. Use the fade buttons to determine how many minutes you want.
Use glide controls to gradually move from one rate to another over a set amount of time. These are useful if you’re interested in experimenting with the effects of rhythm and pitch change over time.
There are two versions of the game: in Guess mode, the widget plays a mystery rate, and you must select the correct one from four options. In Flutter mode the rate increases gradually, then when the individual pulses merge into a single buzzing tone, you tap the button at that point. It is a way to understand what makes pitch different than rhythm.
Most controls are available instantly via your computer keyboard. Rate and duty cycle are adjusted with the arrow keys. Smaller adjustments are made by holding down the Shift key as you use the arrow keys. Waveform is selected with the number keys 1-4. Jumping to common rates is done with the number keys 5-9. The A key cycles through grouping options, and the S key turns the sequencer on/off. Resetting everything to default happens either from the reset button or by hitting the R key.
To get rid of distractions, click the Fullscreen button, which will expand the widget. When you’re ready to focus on playing, hide the help panel to reduce the interface. Hit the Help button to open a short guide to the controls.
Begin by hearing the pulses as a slow sine wave. Slowly raise the rate until you can hear it become a pitch. Vary the duty cycle to alter the sound’s character. Create simple patterns using the sequencer for rhythms, and add accents to create structure. Add some noise into the mix to texture a clean tone. Tweak the ramp to soften any harsh clicks. You can use the keyboard shortcuts to listen while tweaking value changes. Try all of the available waveforms to find one that fits your mood. Spend time getting familiar with each control and its interactions. Begin playing around and see what catches your ear.