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AnalyserNode: fftSize property - Web APIs

AnalyserNode: fftSize property

Baseline Widely available

The fftSize property of the AnalyserNode interface is an unsigned long value and represents the window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.

Value

An unsigned integer, representing the window size of the FFT, given in number of samples. A higher value will result in more details in the frequency domain but fewer details in the amplitude domain.

Must be a power of 2 between 2^5 and 2^15, so one of: 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, and 32768. Defaults to 2048.

Exceptions
IndexSizeError DOMException

Thrown if the value set is not a power of 2, or is outside the allowed range.

Examples

The following example shows basic usage of an AudioContext to create an AnalyserNode, then requestAnimationFrame and <canvas> to collect time domain data repeatedly and draw an "oscilloscope style" output of the current audio input. For more complete applied examples/information, check out our Voice-change-O-matic demo (see app.js lines 108–193 for relevant code).

const audioCtx = new AudioContext();
const analyser = audioCtx.createAnalyser();

// …

analyser.fftSize = 2048;
const bufferLength = analyser.frequencyBinCount;
const dataArray = new Uint8Array(bufferLength);
analyser.getByteTimeDomainData(dataArray);

// draw an oscilloscope of the current audio source

function draw() {
  drawVisual = requestAnimationFrame(draw);

  analyser.getByteTimeDomainData(dataArray);

  canvasCtx.fillStyle = "rgb(200 200 200)";
  canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);

  canvasCtx.lineWidth = 2;
  canvasCtx.strokeStyle = "rgb(0 0 0)";

  canvasCtx.beginPath();

  const sliceWidth = (WIDTH * 1.0) / bufferLength;
  let x = 0;

  for (let i = 0; i < bufferLength; i++) {
    const v = dataArray[i] / 128.0;
    const y = (v * HEIGHT) / 2;

    if (i === 0) {
      canvasCtx.moveTo(x, y);
    } else {
      canvasCtx.lineTo(x, y);
    }

    x += sliceWidth;
  }

  canvasCtx.lineTo(canvas.width, canvas.height / 2);
  canvasCtx.stroke();
}

draw();
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