 
   @_frequenciesBase = 1.07
 
-  @frequencies = for index in [0..99]
-    24000 / Math.pow @_frequenciesBase, 99 - index
+  @frequencies = for index in [0..100]
+    24000 / Math.pow @_frequenciesBase, 101 - index
 
   @_frequencies = new Float32Array @frequencies
-  @_magnitudeResponse = new Float32Array 100
-  @_phaseResponse = new Float32Array 100
+  @_magnitudeResponse = new Float32Array 101
+  @_phaseResponse = new Float32Array 101
 
   constructor: (@node) ->
     super arguments...

        detune = audioNode.readParameter 'detune'

        effectiveFrequency = frequency * Math.pow 2, detune / 1200
        x = 99.5 - Math.floor Math.log(24000 / effectiveFrequency) / Math.log @constructor._frequenciesBase

        context.strokeStyle = "#8c58b8"
        context.beginPath()

        for value, index in @constructor._phaseResponse
          context.lineTo index, 25.5 + value * 5

      context.stroke()

      # Draw magnitude response.
      context.strokeStyle = "#7c8ce0"
      context.beginPath()

      context.moveTo 0, 50.5

      if biquadFilterNode
        for value, index in @constructor._magnitudeResponse
          context.lineTo index, (1 - value * 0.5) * 50.5

      context.stroke()

      if audioNode
