BaseAudioContext: createBufferSource() method - Web APIs | MDN
Syntax
Parameters
None.
Return value
Examples
In this example, we create a two second buffer, fill it with white noise, and then play
it via an AudioBufferSourceNode. The comments should clearly explain
what is going on.
js
const audioCtx = new AudioContext();
const button = document.querySelector("button");
const pre = document.querySelector("pre");
const myScript = document.querySelector("script");
pre.textContent = myScript.textContent;
// Stereo
const channels = 2;
// Create an empty two second stereo buffer at the
// sample rate of the AudioContext
const frameCount = audioCtx.sampleRate * 2.0;
const myArrayBuffer = audioCtx.createBuffer(
channels,
frameCount,
audioCtx.sampleRate,
);
button.onclick = () => {
// Fill the buffer with white noise;
// just random values between -1.0 and 1.0
for (let channel = 0; channel < channels; channel++) {
// This gives us the actual ArrayBuffer that contains the data
const nowBuffering = myArrayBuffer.getChannelData(channel);
for (let i = 0; i < frameCount; i++) {
// Math.random() is in [0; 1.0]
// audio needs to be in [-1.0; 1.0]
nowBuffering[i] = Math.random() * 2 - 1;
}
}
// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
const source = audioCtx.createBufferSource();
// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;
// connect the AudioBufferSourceNode to the
// destination so we can hear the sound
source.connect(audioCtx.destination);
// start the source playing
source.start();
};
Specifications
| Specification |
|---|
| Web Audio API # dom-baseaudiocontext-createbuffersource |