Baseline Widely available
The getChannelData()
method of the AudioBuffer
Interface returns a Float32Array
containing the PCM data associated with the channel, defined by the channel parameter (with 0 representing the first channel).
channel
The channel property is an index representing the particular channel to get data for. An index value of 0 represents the first channel. If the channel
index value is greater than of equal to AudioBuffer.numberOfChannels
, an INDEX_SIZE_ERR
exception will be thrown.
A Float32Array
.
In the following 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. You can also run the code live, or view the source.
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(2, 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();
};
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3.2
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UTF-8
| Version:
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