text: define(["../core/Tone", "../component/CrossFade", "../core/AudioNode"], function(Tone){
  
  	"use strict";
  
  	/**
  	 * 	@class  Tone.Effect is the base class for effects. Connect the effect between
  	 * 	        the effectSend and effectReturn GainNodes, then control the amount of
  	 * 	        effect which goes to the output using the wet control.
  	 *
  	 *  @constructor
  	 *  @extends {Tone.AudioNode}
  	 *  @param {NormalRange|Object} [wet] The starting wet value.
  	 */
  	Tone.Effect = function(){
  
  		var options = Tone.defaults(arguments, ["wet"], Tone.Effect);
  		Tone.AudioNode.call(this);
  		this.createInsOuts(1, 1);
  
  		/**
  		 *  the drywet knob to control the amount of effect
  		 *  @type {Tone.CrossFade}
  		 *  @private
  		 */
  		this._dryWet = new Tone.CrossFade(options.wet);
  
  		/**
  		 *  The wet control is how much of the effected
  		 *  will pass through to the output. 1 = 100% effected
  		 *  signal, 0 = 100% dry signal.
  		 *  @type {NormalRange}
  		 *  @signal
  		 */
  		this.wet = this._dryWet.fade;
  
  		/**
  		 *  connect the effectSend to the input of hte effect
  		 *  @type {Tone.Gain}
  		 *  @private
  		 */
  		this.effectSend = new Tone.Gain();
  
  		/**
  		 *  connect the output of the effect to the effectReturn
  		 *  @type {Tone.Gain}
  		 *  @private
  		 */
  		this.effectReturn = new Tone.Gain();
  
  		//connections
  		this.input.connect(this._dryWet.a);
  		this.input.connect(this.effectSend);
  		this.effectReturn.connect(this._dryWet.b);
  		this._dryWet.connect(this.output);
  		this._readOnly(["wet"]);
  	};
  
  	Tone.extend(Tone.Effect, Tone.AudioNode);
  
  	/**
  	 *  @static
  	 *  @type {Object}
  	 */
  	Tone.Effect.defaults = {
  		"wet" : 1
  	};
  
  	/**
  	 *  chains the effect in between the effectSend and effectReturn
  	 *  @param  {Tone} effect
  	 *  @private
  	 *  @returns {Tone.Effect} this
  	 */
  	Tone.Effect.prototype.connectEffect = function(effect){
  		this.effectSend.chain(effect, this.effectReturn);
  		return this;
  	};
  
  	/**
  	 *  Clean up.
  	 *  @returns {Tone.Effect} this
  	 */
  	Tone.Effect.prototype.dispose = function(){
  		Tone.AudioNode.prototype.dispose.call(this);
  		this._dryWet.dispose();
  		this._dryWet = null;
  		this.effectSend.dispose();
  		this.effectSend = null;
  		this.effectReturn.dispose();
  		this.effectReturn = null;
  		this._writable(["wet"]);
  		this.wet = null;
  		return this;
  	};
  
  	return Tone.Effect;
  });
  