Audio on the web has been fairly primitive up to this point and until very recently has had to be delivered through plugins such as Flash and QuickTime. The introduction of the audio
element in HTML5 is very important, allowing for basic streaming audio playback. But, it is not powerful enough to handle more complex audio applications. For sophisticated web-based games or interactive applications, another solution is required. It is a goal of this specification to include the capabilities found in modern game audio engines as well as some of the mixing, processing, and filtering tasks that are found in modern desktop audio production applications.
The APIs have been designed with a wide variety of use cases [webaudio-usecases] in mind. Ideally, it should be able to support any use case which could reasonably be implemented with an optimized C++ engine controlled via script and run in a browser. That said, modern desktop audio software can have very advanced capabilities, some of which would be difficult or impossible to build with this system. Apple’s Logic Audio is one such application which has support for external MIDI controllers, arbitrary plugin audio effects and synthesizers, highly optimized direct-to-disk audio file reading/writing, tightly integrated time-stretching, and so on. Nevertheless, the proposed system will be quite capable of supporting a large range of reasonably complex games and interactive applications, including musical ones. And it can be a very good complement to the more advanced graphics features offered by WebGL. The API has been designed so that more advanced capabilities can be added at a later time.
FeaturesThe API supports these primary features:
Modular routing for simple or complex mixing/effect architectures.
High dynamic range, using 32-bit floats for internal processing.
Sample-accurate scheduled sound playback with low latency for musical applications requiring a very high degree of rhythmic precision such as drum machines and sequencers. This also includes the possibility of dynamic creation of effects.
Automation of audio parameters for envelopes, fade-ins / fade-outs, granular effects, filter sweeps, LFOs etc.
Flexible handling of channels in an audio stream, allowing them to be split and merged.
Processing of audio sources from an audio
or video
media element
.
Processing live audio input using a MediaStream
from getUserMedia()
.
Integration with WebRTC
Processing audio received from a remote peer using a MediaStreamTrackAudioSourceNode
and [webrtc].
Sending a generated or processed audio stream to a remote peer using a MediaStreamAudioDestinationNode
and [webrtc].
Audio stream synthesis and processing directly using scripts.
Spatialized audio supporting a wide range of 3D games and immersive environments:
Panning models: equalpower, HRTF, pass-through
Distance Attenuation
Sound Cones
Obstruction / Occlusion
Source / Listener based
A convolution engine for a wide range of linear effects, especially very high-quality room effects. Here are some examples of possible effects:
Small / large room
Cathedral
Concert hall
Cave
Tunnel
Hallway
Forest
Amphitheater
Sound of a distant room through a doorway
Extreme filters
Strange backwards effects
Extreme comb filter effects
Dynamics compression for overall control and sweetening of the mix
Efficient real-time time-domain and frequency-domain analysis / music visualizer support.
Efficient biquad filters for lowpass, highpass, and other common filters.
A Waveshaping effect for distortion and other non-linear effects
Oscillators
Modular routing allows arbitrary connections between different AudioNode
objects. Each node can have inputs and/or outputs. A source node has no inputs and a single output. A destination node has one input and no outputs. Other nodes such as filters can be placed between the source and destination nodes. The developer doesn’t have to worry about low-level stream format details when two objects are connected together; the right thing just happens. For example, if a mono audio stream is connected to a stereo input it should just mix to left and right channels appropriately.
In the simplest case, a single source can be routed directly to the output. All routing occurs within an AudioContext
containing a single AudioDestinationNode
:
Illustrating this simple routing, here’s a simple example playing a single sound:
const context = new AudioContext(); function playSound() { const source = context.createBufferSource(); source.buffer = dogBarkingBuffer; source.connect(context.destination); source.start(0); }
Here’s a more complex example with three sources and a convolution reverb send with a dynamics compressor at the final output stage:
A more complex example of modular routing.let context;let compressor;let reverb;let source1, source2, source3;let lowpassFilter;let waveShaper;let panner;let dry1, dry2, dry3;let wet1, wet2, wet3;let mainDry;let mainWet;function setupRoutingGraph () { context = new AudioContext(); // Create the effects nodes. lowpassFilter = context.createBiquadFilter(); waveShaper = context.createWaveShaper(); panner = context.createPanner(); compressor = context.createDynamicsCompressor(); reverb = context.createConvolver(); // Create main wet and dry. mainDry = context.createGain(); mainWet = context.createGain(); // Connect final compressor to final destination. compressor.connect(context.destination); // Connect main dry and wet to compressor. mainDry.connect(compressor); mainWet.connect(compressor); // Connect reverb to main wet. reverb.connect(mainWet); // Create a few sources. source1 = context.createBufferSource(); source2 = context.createBufferSource(); source3 = context.createOscillator(); source1.buffer = manTalkingBuffer; source2.buffer = footstepsBuffer; source3.frequency.value = 440; // Connect source1 dry1 = context.createGain(); wet1 = context.createGain(); source1.connect(lowpassFilter); lowpassFilter.connect(dry1); lowpassFilter.connect(wet1); dry1.connect(mainDry); wet1.connect(reverb); // Connect source2 dry2 = context.createGain(); wet2 = context.createGain(); source2.connect(waveShaper); waveShaper.connect(dry2); waveShaper.connect(wet2); dry2.connect(mainDry); wet2.connect(reverb); // Connect source3 dry3 = context.createGain(); wet3 = context.createGain(); source3.connect(panner); panner.connect(dry3); panner.connect(wet3); dry3.connect(mainDry); wet3.connect(reverb); // Start the sources now. source1.start(0); source2.start(0); source3.start(0);}
Modular routing also permits the output of AudioNode
s to be routed to an AudioParam
parameter that controls the behavior of a different AudioNode
. In this scenario, the output of a node can act as a modulation signal rather than an input signal.
function setupRoutingGraph() { const context = new AudioContext(); // Create the low frequency oscillator that supplies the modulation signal const lfo = context.createOscillator(); lfo.frequency.value = 1.0; // Create the high frequency oscillator to be modulated const hfo = context.createOscillator(); hfo.frequency.value = 440.0; // Create a gain node whose gain determines the amplitude of the modulation signal const modulationGain = context.createGain(); modulationGain.gain.value = 50; // Configure the graph and start the oscillators lfo.connect(modulationGain); modulationGain.connect(hfo.detune); hfo.connect(context.destination); hfo.start(0); lfo.start(0);}API Overview
The interfaces defined are:
An AudioContext interface, which contains an audio signal graph representing connections between AudioNode
s.
An AudioNode
interface, which represents audio sources, audio outputs, and intermediate processing modules. AudioNode
s can be dynamically connected together in a modular fashion. AudioNode
s exist in the context of an AudioContext
.
An AnalyserNode
interface, an AudioNode
for use with music visualizers, or other visualization applications.
An AudioBuffer
interface, for working with memory-resident audio assets. These can represent one-shot sounds, or longer audio clips.
An AudioBufferSourceNode
interface, an AudioNode
which generates audio from an AudioBuffer.
An AudioDestinationNode
interface, an AudioNode
subclass representing the final destination for all rendered audio.
An AudioParam
interface, for controlling an individual aspect of an AudioNode
’s functioning, such as volume.
An AudioListener
interface, which works with a PannerNode
for spatialization.
An AudioWorklet
interface representing a factory for creating custom nodes that can process audio directly using scripts.
An AudioWorkletGlobalScope
interface, the context in which AudioWorkletProcessor processing scripts run.
An AudioWorkletNode
interface, an AudioNode
representing a node processed in an AudioWorkletProcessor.
An AudioWorkletProcessor
interface, representing a single node instance inside an audio worker.
A BiquadFilterNode
interface, an AudioNode
for common low-order filters such as:
Low Pass
High Pass
Band Pass
Low Shelf
High Shelf
Peaking
Notch
Allpass
A ChannelMergerNode
interface, an AudioNode
for combining channels from multiple audio streams into a single audio stream.
A ChannelSplitterNode
interface, an AudioNode
for accessing the individual channels of an audio stream in the routing graph.
A ConstantSourceNode
interface, an AudioNode
for generating a nominally constant output value with an AudioParam
to allow automation of the value.
A ConvolverNode
interface, an AudioNode
for applying a real-time linear effect (such as the sound of a concert hall).
A DelayNode
interface, an AudioNode
which applies a dynamically adjustable variable delay.
A DynamicsCompressorNode
interface, an AudioNode
for dynamics compression.
A GainNode
interface, an AudioNode
for explicit gain control.
An IIRFilterNode
interface, an AudioNode
for a general IIR filter.
A MediaElementAudioSourceNode
interface, an AudioNode
which is the audio source from an audio
, video
, or other media element.
A MediaStreamAudioSourceNode
interface, an AudioNode
which is the audio source from a MediaStream
such as live audio input, or from a remote peer.
A MediaStreamTrackAudioSourceNode
interface, an AudioNode
which is the audio source from a MediaStreamTrack
.
A MediaStreamAudioDestinationNode
interface, an AudioNode
which is the audio destination to a MediaStream
sent to a remote peer.
A PannerNode
interface, an AudioNode
for spatializing / positioning audio in 3D space.
A PeriodicWave
interface for specifying custom periodic waveforms for use by the OscillatorNode
.
An OscillatorNode
interface, an AudioNode
for generating a periodic waveform.
A StereoPannerNode
interface, an AudioNode
for equal-power positioning of audio input in a stereo stream.
A WaveShaperNode
interface, an AudioNode
which applies a non-linear waveshaping effect for distortion and other more subtle warming effects.
There are also several features that have been deprecated from the Web Audio API but not yet removed, pending implementation experience of their replacements:
A ScriptProcessorNode
interface, an AudioNode
for generating or processing audio directly using scripts.
An AudioProcessingEvent
interface, which is an event type used with ScriptProcessorNode
objects.
BaseAudioContext
Interface
This interface represents a set of AudioNode
objects and their connections. It allows for arbitrary routing of signals to an AudioDestinationNode
. Nodes are created from the context and are then connected together.
BaseAudioContext
is not instantiated directly, but is instead extended by the concrete interfaces AudioContext
(for real-time rendering) and OfflineAudioContext
(for offline rendering).
BaseAudioContext
are created with an internal slot [[pending promises]]
that is an initially empty ordered list of promises.
Each BaseAudioContext
has a unique media element event task source. Additionally, a BaseAudioContext
has several private slots [[rendering thread state]]
and [[control thread state]]
that take values from AudioContextState
, and that are both initially set to "suspended"
, [[state before interruption]]
that also take values from AudioContextState
and is initially set to null
and a private slot [[render quantum size]]
that is an unsigned integer.
enum AudioContextState
{
"suspended",
"running",
"closed",
"interrupted"
};
AudioContextState
enumeration description Enum value Description "suspended
" This context is currently suspended (context time is not proceeding, audio hardware may be powered down/released). "running
" Audio is being processed. "closed
" This context has been released, and can no longer be used to process audio. All system audio resources have been released. "interrupted
" This context is currently interrupted and cannot process audio until the interruption ends.
enum AudioContextRenderSizeCategory
{
"default",
"hardware"
};
Enumeration description "default
" The AudioContext’s render quantum size is the default value of 128 frames. "hardware
" The User-Agent picks a render quantum size that is best for the current configuration.
Note: This exposes information about the host and can be used for fingerprinting.
callback DecodeErrorCallback = undefined (DOMException1.1.1. Attributeserror
); callback DecodeSuccessCallback = undefined (AudioBufferdecodedData
); [Exposed=Window] interface BaseAudioContext : EventTarget { readonly attribute AudioDestinationNode destination; readonly attribute float sampleRate; readonly attribute double currentTime; readonly attribute AudioListener listener; readonly attribute AudioContextState state; readonly attribute unsigned long renderQuantumSize; [SameObject, SecureContext] readonly attribute AudioWorklet audioWorklet; attribute EventHandler onstatechange; AnalyserNode createAnalyser (); BiquadFilterNode createBiquadFilter (); AudioBuffer createBuffer (unsigned longnumberOfChannels
, unsigned longlength
, floatsampleRate
); AudioBufferSourceNode createBufferSource (); ChannelMergerNode createChannelMerger (optional unsigned long numberOfInputs = 6); ChannelSplitterNode createChannelSplitter ( optional unsigned long numberOfOutputs = 6); ConstantSourceNode createConstantSource (); ConvolverNode createConvolver (); DelayNode createDelay (optional double maxDelayTime = 1.0); DynamicsCompressorNode createDynamicsCompressor (); GainNode createGain (); IIRFilterNode createIIRFilter (sequence<double>feedforward
, sequence<double>feedback
); OscillatorNode createOscillator (); PannerNode createPanner (); PeriodicWave createPeriodicWave (sequence<float>real
, sequence<float>imag
, optional PeriodicWaveConstraintsconstraints
= {}); ScriptProcessorNode createScriptProcessor( optional unsigned long bufferSize = 0, optional unsigned long numberOfInputChannels = 2, optional unsigned long numberOfOutputChannels = 2); StereoPannerNode createStereoPanner (); WaveShaperNode createWaveShaper (); Promise<AudioBuffer> decodeAudioData ( ArrayBufferaudioData
, optional DecodeSuccessCallback?successCallback
, optional DecodeErrorCallback?errorCallback
); };
audioWorklet
, of type AudioWorklet, readonly
Allows access to the Worklet
object that can import a script containing AudioWorkletProcessor
class definitions via the algorithms defined by [HTML] and AudioWorklet
.
currentTime
, of type double, readonly
This is the time in seconds of the sample frame immediately following the last sample-frame in the block of audio most recently processed by the context’s rendering graph. If the context’s rendering graph has not yet processed a block of audio, then currentTime
has a value of zero.
In the time coordinate system of currentTime
, the value of zero corresponds to the first sample-frame in the first block processed by the graph. Elapsed time in this system corresponds to elapsed time in the audio stream generated by the BaseAudioContext
, which may not be synchronized with other clocks in the system. (For an OfflineAudioContext
, since the stream is not being actively played by any device, there is not even an approximation to real time.)
All scheduled times in the Web Audio API are relative to the value of currentTime
.
When the BaseAudioContext
is in the "running
" state, the value of this attribute is monotonically increasing and is updated by the rendering thread in uniform increments, corresponding to one render quantum. Thus, for a running context, currentTime
increases steadily as the system processes audio blocks, and always represents the time of the start of the next audio block to be processed. It is also the earliest possible time when any change scheduled in the current state might take effect.
currentTime
MUST be read atomically on the control thread before being returned.
destination
, of type AudioDestinationNode, readonly
An AudioDestinationNode
with a single input representing the final destination for all audio. Usually this will represent the actual audio hardware. All AudioNode
s actively rendering audio will directly or indirectly connect to destination
.
listener
, of type AudioListener, readonly
An AudioListener
which is used for 3D spatialization.
onstatechange
, of type EventHandler
A property used to set an event handler for an event that is dispatched to BaseAudioContext
when the state of the AudioContext has changed (i.e. when the corresponding promise would have resolved). The event type of this event handler is statechange
. An event that uses the Event
interface will be dispatched to the event handler, which can query the AudioContext’s state directly. A newly-created AudioContext will always begin in the suspended
state, and a state change event will be fired whenever the state changes to a different state. This event is fired before the complete
event is fired.
sampleRate
, of type float, readonly
The sample rate (in sample-frames per second) at which the BaseAudioContext
handles audio. It is assumed that all AudioNode
s in the context run at this rate. In making this assumption, sample-rate converters or "varispeed" processors are not supported in real-time processing. The Nyquist frequency is half this sample-rate value.
state
, of type AudioContextState, readonly
Describes the current state of the BaseAudioContext
. Getting this attribute returns the contents of the [[control thread state]]
slot.
renderQuantumSize
, of type unsigned long, readonly
Getting this attribute returns the value of [[render quantum size]]
slot.
createAnalyser()
Factory method for an AnalyserNode
.
No parameters.
createBiquadFilter()
Factory method for a BiquadFilterNode
representing a second order filter which can be configured as one of several common filter types.
No parameters.
createBuffer(numberOfChannels, length, sampleRate)
Creates an AudioBuffer of the given size. The audio data in the buffer will be zero-initialized (silent). A NotSupportedError
exception MUST be thrown if any of the arguments is negative, zero, or outside its nominal range.
numberOfChannels
unsigned long
✘ ✘ Determines how many channels the buffer will have. An implementation MUST support at least 32 channels. length
unsigned long
✘ ✘ Determines the size of the buffer in sample-frames. This MUST be at least 1. sampleRate
float
✘ ✘ Describes the sample-rate of the linear PCM audio data in the buffer in sample-frames per second. An implementation MUST support sample rates in at least the range 8000 to 96000.
createBufferSource()
Factory method for a AudioBufferSourceNode
.
No parameters.
createChannelMerger(numberOfInputs)
Factory method for a ChannelMergerNode
representing a channel merger. An IndexSizeError
exception MUST be thrown if numberOfInputs
is less than 1 or is greater than the number of supported channels.
createChannelSplitter(numberOfOutputs)
Factory method for a ChannelSplitterNode
representing a channel splitter. An IndexSizeError
exception MUST be thrown if numberOfOutputs
is less than 1 or is greater than the number of supported channels.
createConstantSource()
Factory method for a ConstantSourceNode
.
No parameters.
createConvolver()
Factory method for a ConvolverNode
.
No parameters.
createDelay(maxDelayTime)
Factory method for a DelayNode
. The initial default delay time will be 0 seconds.
maxDelayTime
double
✘ ✔ Specifies the maximum delay time in seconds allowed for the delay line. If specified, this value MUST be greater than zero and less than three minutes or a NotSupportedError
exception MUST be thrown. If not specified, then 1
will be used.
createDynamicsCompressor()
Factory method for a DynamicsCompressorNode
.
No parameters.
createGain()
Factory method for GainNode
.
No parameters.
createIIRFilter(feedforward, feedback)
feedforward
sequence<double>
✘ ✘ An array of the feedforward (numerator) coefficients for the transfer function of the IIR filter. The maximum length of this array is 20. If all of the values are zero, an InvalidStateError
MUST be thrown. A NotSupportedError
MUST be thrown if the array length is 0 or greater than 20. feedback
sequence<double>
✘ ✘ An array of the feedback (denominator) coefficients for the transfer function of the IIR filter. The maximum length of this array is 20. If the first element of the array is 0, an InvalidStateError
MUST be thrown. A NotSupportedError
MUST be thrown if the array length is 0 or greater than 20.
createOscillator()
Factory method for an OscillatorNode
.
No parameters.
createPanner()
Factory method for a PannerNode
.
No parameters.
createPeriodicWave(real, imag, constraints)
Factory method to create a PeriodicWave
.
When calling this method, execute these steps:
If real
and imag
are not of the same length, an IndexSizeError
MUST be thrown.
Let o be a new object of type PeriodicWaveOptions
.
Respectively set the real
and imag
parameters passed to this factory method to the attributes of the same name on o.
Set the disableNormalization
attribute on o to the value of the disableNormalization
attribute of the constraints
attribute passed to the factory method.
Construct a new PeriodicWave
p, passing the BaseAudioContext
this factory method has been called on as a first argument, and o.
Return p.
real
sequence<float>
✘ ✘ A sequence of cosine parameters. See its real
constructor argument for a more detailed description. imag
sequence<float>
✘ ✘ A sequence of sine parameters. See its imag
constructor argument for a more detailed description. constraints
PeriodicWaveConstraints
✘ ✔ If not given, the waveform is normalized. Otherwise, the waveform is normalized according the value given by constraints
.
createScriptProcessor(bufferSize, numberOfInputChannels, numberOfOutputChannels)
Factory method for a ScriptProcessorNode
. This method is DEPRECATED, as it is intended to be replaced by AudioWorkletNode
. Creates a ScriptProcessorNode
for direct audio processing using scripts. An IndexSizeError
exception MUST be thrown if bufferSize
or numberOfInputChannels
or numberOfOutputChannels
are outside the valid range.
It is invalid for both numberOfInputChannels
and numberOfOutputChannels
to be zero. In this case an IndexSizeError
MUST be thrown.
bufferSize
unsigned long
✘ ✔ The bufferSize
parameter determines the buffer size in units of sample-frames. If it’s not passed in, or if the value is 0, then the implementation will choose the best buffer size for the given environment, which will be constant power of 2 throughout the lifetime of the node. Otherwise if the author explicitly specifies the bufferSize, it MUST be one of the following values: 256, 512, 1024, 2048, 4096, 8192, 16384. This value controls how frequently the audioprocess
event is dispatched and how many sample-frames need to be processed each call. Lower values for bufferSize
will result in a lower (better) latency. Higher values will be necessary to avoid audio breakup and glitches. It is recommended for authors to not specify this buffer size and allow the implementation to pick a good buffer size to balance between latency and audio quality. If the value of this parameter is not one of the allowed power-of-2 values listed above, an IndexSizeError
MUST be thrown. numberOfInputChannels
unsigned long
✘ ✔ This parameter determines the number of channels for this node’s input. The default value is 2. Values of up to 32 must be supported. A NotSupportedError
must be thrown if the number of channels is not supported. numberOfOutputChannels
unsigned long
✘ ✔ This parameter determines the number of channels for this node’s output. The default value is 2. Values of up to 32 must be supported. A NotSupportedError
must be thrown if the number of channels is not supported.
createStereoPanner()
Factory method for a StereoPannerNode
.
No parameters.
createWaveShaper()
Factory method for a WaveShaperNode
representing a non-linear distortion.
No parameters.
decodeAudioData(audioData, successCallback, errorCallback)
Asynchronously decodes the audio file data contained in the ArrayBuffer
. The ArrayBuffer
can, for example, be loaded from an XMLHttpRequest
’s response
attribute after setting the responseType
to "arraybuffer"
. Audio file data can be in any of the formats supported by the audio
element. The buffer passed to decodeAudioData()
has its content-type determined by sniffing, as described in [mimesniff].
Although the primary method of interfacing with this function is via its promise return value, the callback parameters are provided for legacy reasons.
Encourage implementation to warn authors in case of a corrupted file. It isn’t possible to throw because this would be a breaking change.
Note: If the compressed audio data byte-stream is corrupted but the decoding can otherwise proceed, implementations are encouraged to warn authors for example via the developer tools.
When queuing a decoding operation to be performed on another thread, the following steps MUST happen on a thread that is not the
control threadnor the
rendering thread, called the
decoding thread
.
Note: Multiple decoding thread
s can run in parallel to service multiple calls to decodeAudioData
.
Let can decode be a boolean flag, initially set to true.
Attempt to determine the MIME type of audioData
, using MIME Sniffing § 6.2 Matching an audio or video type pattern. If the audio or video type pattern matching algorithm returns undefined
, set can decode to false.
If can decode is true, attempt to decode the encoded audioData
into linear PCM. In case of failure, set can decode to false.
If the media byte-stream contains multiple audio tracks, only decode the first track to linear pcm.
Note: Authors who need more control over the decoding process can use [WEBCODECS].
If can decode is false
, queue a media element task to execute the following steps:
Let error be a DOMException
whose name is EncodingError
.
Reject promise with error, and remove it from [[pending promises]]
.
If errorCallback
is not missing, invoke errorCallback
with error.
Otherwise:
Take the result, representing the decoded linear PCM audio data, and resample it to the sample-rate of the BaseAudioContext
if it is different from the sample-rate of audioData
.
queue a media element task to execute the following steps:
Let buffer be an AudioBuffer
containing the final result (after possibly performing sample-rate conversion).
Resolve promise with buffer.
If successCallback
is not missing, invoke successCallback
with buffer.
audioData
ArrayBuffer
✘ ✘ An ArrayBuffer containing compressed audio data. successCallback
DecodeSuccessCallback?
✔ ✔ A callback function which will be invoked when the decoding is finished. The single argument to this callback is an AudioBuffer representing the decoded PCM audio data. errorCallback
DecodeErrorCallback?
✔ ✔ A callback function which will be invoked if there is an error decoding the audio file.
DecodeSuccessCallback()
Parameters
decodedData
, of type AudioBuffer
The AudioBuffer containing the decoded audio data.
DecodeErrorCallback()
Parameters
error
, of type DOMException
The error that occurred while decoding.
Once created, an AudioContext
will continue to play sound until it has no more sound to play, or the page goes away.
The Web Audio API takes a fire-and-forget approach to audio source scheduling. That is, source nodes are created for each note during the lifetime of the AudioContext
, and never explicitly removed from the graph. This is incompatible with a serialization API, since there is no stable set of nodes that could be serialized.
Moreover, having an introspection API would allow content script to be able to observe garbage collections.
1.1.7. System Resources Associated withBaseAudioContext
Subclasses
The subclasses AudioContext
and OfflineAudioContext
should be considered expensive objects. Creating these objects may involve creating a high-priority thread, or using a low-latency system audio stream, both having an impact on energy consumption. It is usually not necessary to create more than one AudioContext
in a document.
Constructing or resuming a BaseAudioContext
subclass involves acquiring system resources for that context. For AudioContext
, this also requires creation of a system audio stream. These operations return when the context begins generating output from its associated audio graph.
Additionally, a user-agent can have an implementation-defined maximum number of AudioContext
s, after which any attempt to create a new AudioContext
will fail, throwing NotSupportedError
.
suspend
and close
allow authors to release system resources, including threads, processes and audio streams. Suspending a BaseAudioContext
permits implementations to release some of its resources, and allows it to continue to operate later by invoking resume
. Closing an AudioContext
permits implementations to release all of its resources, after which it cannot be used or resumed again.
Note: For example, this can involve waiting for the audio callbacks to fire regularly, or to wait for the hardware to be ready for processing.
1.2. TheAudioContext
Interface
This interface represents an audio graph whose AudioDestinationNode
is routed to a real-time output device that produces a signal directed at the user. In most use cases, only a single AudioContext
is used per document.
enum AudioContextLatencyCategory
{
"balanced",
"interactive",
"playback"
};
AudioContextLatencyCategory
enumeration description Enum value Description "balanced
" Balance audio output latency and power consumption. "interactive
" Provide the lowest audio output latency possible without glitching. This is the default. "playback
" Prioritize sustained playback without interruption over audio output latency. Lowest power consumption.
enum AudioSinkType
{
"none"
};
AudioSinkType
Enumeration description Enum Value Description "none
" The audio graph will be processed without being played through an audio output device.
[Exposed=Window] interface AudioContext : BaseAudioContext { constructor (optional AudioContextOptions contextOptions = {}); readonly attribute double baseLatency; readonly attribute double outputLatency; [SecureContext] readonly attribute (DOMString or AudioSinkInfo) sinkId; attribute EventHandler onsinkchange; attribute EventHandler onerror; AudioTimestamp getOutputTimestamp (); Promise<undefined> resume (); Promise<undefined> suspend (); Promise<undefined> close (); [SecureContext] Promise<undefined>setSinkId
((DOMString or AudioSinkOptions)sinkId
); MediaElementAudioSourceNode createMediaElementSource (HTMLMediaElementmediaElement
); MediaStreamAudioSourceNode createMediaStreamSource (MediaStreammediaStream
); MediaStreamTrackAudioSourceNode createMediaStreamTrackSource ( MediaStreamTrackmediaStreamTrack
); MediaStreamAudioDestinationNode createMediaStreamDestination (); };
An AudioContext
is said to be allowed to start if the user agent allows the context state to transition from "suspended
" to "running
". A user agent may disallow this initial transition, and to allow it only when the AudioContext
’s relevant global object has sticky activation.
AudioContext
has following internal slots:
[[suspended by user]]
A boolean flag representing whether the context is suspended by user code. The initial value is false
.
[[sink ID]]
A DOMString
or an AudioSinkInfo
representing the identifier or the information of the current audio output device respectively. The initial value is ""
, which means the default audio output device.
[[sink ID at construction]]
A DOMString
or an AudioSinkInfo
representing the identifier or the information of the audio output device requested at construction, respectively. The initial value is ""
, which means the default audio output device.
[[pending resume promises]]
An ordered list to store pending Promise
s created by resume()
. It is initially empty.
AudioContext(contextOptions)
If the current settings object’s relevant global object’s associated Document is NOT fully active, throw an "InvalidStateError
" and abort these steps.
AudioContext
, execute these steps:
Let context be a new AudioContext
object.
Set a [[control thread state]]
to suspended
on context.
Set a [[rendering thread state]]
to suspended
on context.
Set [[state before interruption]]
to null
on context.
Let messageChannel be a new MessageChannel
.
Let controlSidePort be the value of messageChannel’s port1
attribute.
Let renderingSidePort be the value of messageChannel’s port2
attribute.
Let serializedRenderingSidePort be the result of StructuredSerializeWithTransfer(renderingSidePort, « renderingSidePort »).
Set this audioWorklet
’s port
to controlSidePort.
Queue a control message to set the MessagePort on the AudioContextGlobalScope, with serializedRenderingSidePort.
If contextOptions
is given, perform the following substeps:
If sinkId
is specified, let sinkId be the value of contextOptions.
and run the following substeps:sinkId
If both sinkId and [[sink ID]]
are a type of DOMString
, and they are equal to each other, abort these substeps.
If sinkId is a type of AudioSinkOptions
and [[sink ID]]
is a type of AudioSinkInfo
, and type
in sinkId and type
in [[sink ID]]
are equal, abort these substeps.
If sinkId is a type of DOMString
, set [[sink ID at construction]]
to sinkId and abort these substeps.
If sinkId is a type of AudioSinkOptions
, set [[sink ID at construction]]
to a new instance of AudioSinkInfo
created with the value of type
of sinkId.
Set the internal latency of context according to contextOptions.
, as described in latencyHint
latencyHint
.
If contextOptions.
is specified, set the sampleRate
sampleRate
of context to this value. Otherwise, follow these substeps:
If sinkId is the empty string or a type of AudioSinkOptions
, use the sample rate of the default output device. Abort these substeps.
If sinkId is a DOMString
, use the sample rate of the output device identified by sinkId. Abort these substeps.
If contextOptions.
differs from the sample rate of the output device, the user agent MUST resample the audio output to match the sample rate of the output device.sampleRate
Note: If resampling is required, the latency of context may be affected, possibly by a large amount.
If context is allowed to start, send a control message to start processing.
Return context.
NOTE: In cases where an AudioContext
is constructed with no arguments and resource acquisition fails, the User-Agent will attempt to silently render the audio graph using a mechanism that emulates an audio output device.
baseLatency
, of type double, readonly
This represents the number of seconds of processing latency incurred by the AudioContext
passing the audio from the AudioDestinationNode
to the audio subsystem. It does not include any additional latency that might be caused by any other processing between the output of the AudioDestinationNode
and the audio hardware and specifically does not include any latency incurred the audio graph itself.
For example, if the audio context is running at 44.1 kHz with default render quantum size, and the AudioDestinationNode
implements double buffering internally and can process and output audio each render quantum, then the processing latency is \((2\cdot128)/44100 = 5.805 \mathrm{ ms}\), approximately.
outputLatency
, of type double, readonly
The estimation in seconds of audio output latency, i.e., the interval between the time the UA requests the host system to play a buffer and the time at which the first sample in the buffer is actually processed by the audio output device. For devices such as speakers or headphones that produce an acoustic signal, this latter time refers to the time when a sample’s sound is produced.
An outputLatency
attribute value depends on the platform and the connected audio output device hardware. The outputLatency
attribute value may change while the context is running or the associated audio output device changes. It is useful to query this value frequently when accurate synchronization is required.
sinkId
, of type (DOMString or AudioSinkInfo)
, readonly
Returns the value of [[sink ID]]
internal slot. This attribute is cached upon update, and it returns the same object after caching.
onsinkchange
, of type EventHandler
An event handler for setSinkId()
. The event type of this event handler is sinkchange
. This event will be dispatched when changing the output device is completed.
NOTE: This is not dispatched for the initial device selection in the construction of AudioContext
. The statechange
event is available to check the readiness of the initial output device.
onerror
, of type EventHandler
An event handler for the Event
dispatched from an AudioContext
. The event type of this handler is error
and the user agent can dispatch this event in the following cases:
When initializing and activating a selected audio device encounters failures.
When the audio output device associated with an AudioContext
is disconnected while the context is running
.
When the operating system reports an audio device malfunction.
close()
Closes the AudioContext
, releasing the system resources being used. This will not automatically release all AudioContext
-created objects, but will suspend the progression of the AudioContext
’s currentTime
, and stop processing audio data.
When an AudioContext
is closed, any MediaStream
s and HTMLMediaElement
s that were connected to an AudioContext
will have their output ignored. That is, these will no longer cause any output to speakers or other output devices. For more flexibility in behavior, consider using HTMLMediaElement.captureStream()
.
Note: When an AudioContext
has been closed, implementation can choose to aggressively release more resources than when suspending.
No parameters.
createMediaElementSource(mediaElement)
Creates a MediaElementAudioSourceNode
given an HTMLMediaElement
. As a consequence of calling this method, audio playback from the HTMLMediaElement
will be re-routed into the processing graph of the AudioContext
.
createMediaStreamDestination()
Creates a MediaStreamAudioDestinationNode
No parameters.
createMediaStreamSource(mediaStream)
Creates a MediaStreamAudioSourceNode
.
createMediaStreamTrackSource(mediaStreamTrack)
Creates a MediaStreamTrackAudioSourceNode
.
getOutputTimestamp()
Returns a new AudioTimestamp
instance containing two related audio stream position values for the context: the contextTime
member contains the time of the sample frame which is currently being rendered by the audio output device (i.e., output audio stream position), in the same units and origin as context’s currentTime
; the performanceTime
member contains the time estimating the moment when the sample frame corresponding to the stored contextTime
value was rendered by the audio output device, in the same units and origin as performance.now()
(described in [hr-time-3]).
If the context’s rendering graph has not yet processed a block of audio, then getOutputTimestamp
call returns an AudioTimestamp
instance with both members containing zero.
After the context’s rendering graph has started processing of blocks of audio, its currentTime
attribute value always exceeds the contextTime
value obtained from getOutputTimestamp
method call.
The value returned from
getOutputTimestamp
method can be used to get performance time estimation for the slightly later context’s time value:
function outputPerformanceTime(contextTime) { const timestamp = context.getOutputTimestamp(); const elapsedTime = contextTime - timestamp.contextTime; return timestamp.performanceTime + elapsedTime * 1000; }
In the above example the accuracy of the estimation depends on how close the argument value is to the current output audio stream position: the closer the given contextTime
is to timestamp.contextTime
, the better the accuracy of the obtained estimation.
Note: The difference between the values of the context’s currentTime
and the contextTime
obtained from getOutputTimestamp
method call cannot be considered as a reliable output latency estimation because currentTime
may be incremented at non-uniform time intervals, so outputLatency
attribute should be used instead.
No parameters.
resume()
Resumes the progression of the AudioContext
’s currentTime
when it has been suspended.
Running a
control messageto resume an
AudioContext
means running these steps on the
rendering thread:
Let promise be the promise passed into this algorithm.
Attempt to acquire system resources.
Set the [[rendering thread state]]
on the AudioContext
to running
.
Start rendering the audio graph.
In case of failure, queue a media element task to execute the following steps:
Reject all promises from [[pending resume promises]]
in order, then clear [[pending resume promises]]
.
Additionally, remove those promises from [[pending promises]]
.
queue a media element task to execute the following steps:
Resolve all promises from [[pending resume promises]]
in order.
Clear [[pending resume promises]]
. Additionally, remove those promises from [[pending promises]]
.
Resolve promise.
If the state
attribute of the AudioContext
is not already "running
":
Set the state
attribute of the AudioContext
to "running
".
Queue a media element task to fire an event named statechange
at the AudioContext
.
No parameters.
suspend()
Suspends the progression of AudioContext
’s currentTime
, allows any current context processing blocks that are already processed to be played to the destination, and then allows the system to release its claim on audio hardware. This is generally useful when the application knows it will not need the AudioContext
for some time, and wishes to temporarily release system resource associated with the AudioContext
. The promise resolves when the frame buffer is empty (has been handed off to the hardware), or immediately (with no other effect) if the context is already suspended
. The promise is rejected if the context has been closed.
While an AudioContext
is suspended, MediaStream
s will have their output ignored; that is, data will be lost by the real time nature of media streams. HTMLMediaElement
s will similarly have their output ignored until the system is resumed. AudioWorkletNode
s and ScriptProcessorNode
s will cease to have their processing handlers invoked while suspended, but will resume when the context is resumed. For the purpose of AnalyserNode
window functions, the data is considered as a continuous stream - i.e. the resume()
/suspend()
does not cause silence to appear in the AnalyserNode
’s stream of data. In particular, calling AnalyserNode
functions repeatedly when a AudioContext
is suspended MUST return the same data.
No parameters.
setSinkId((DOMString or AudioSinkOptions) sinkId)
Sets the identifier of an output device. When this method is invoked, the user agent MUST run the following steps:
Let sinkId be the method’s first argument.
If sinkId is equal to [[sink ID]]
, return a promise, resolve it immediately and abort these steps.
Let validationResult be the return value of sink identifier validation of sinkId.
If validationResult is false
, return a promise rejected with a new DOMException
whose name is "NotAllowedError
". Abort these steps.
Let p be a new promise.
Send a control message with p and sinkId to start processing.
Return p.
sinkId
This algorithm is used to validate the information provided to modify sinkId
:
Let document be the current settings object’s associated Document.
Let sinkIdArg be the value passed in to this algorithm.
If document is not allowed to use the feature identified by "speaker-selection"
, return false
.
If sinkIdArg is a type of DOMString
but it is not equal to the empty string or it does not match any audio output device identified by the result that would be provided by enumerateDevices()
, return false
.
Return true
.
AudioContextOptions
The AudioContextOptions
dictionary is used to specify user-specified options for an AudioContext
.
dictionary AudioContextOptions { (AudioContextLatencyCategory or double) latencyHint = "interactive"; float sampleRate; (DOMString or AudioSinkOptions) sinkId; (AudioContextRenderSizeCategory or unsigned long) renderSizeHint = "default"; };1.2.5.1. Dictionary
AudioContextOptions
Members
latencyHint
, of type (AudioContextLatencyCategory or double)
, defaulting to "interactive"
Identify the type of playback, which affects tradeoffs between audio output latency and power consumption.
The preferred value of the latencyHint
is a value from AudioContextLatencyCategory
. However, a double can also be specified for the number of seconds of latency for finer control to balance latency and power consumption. It is at the browser’s discretion to interpret the number appropriately. The actual latency used is given by AudioContext’s baseLatency
attribute.
sampleRate
, of type float
Set the sampleRate
to this value for the AudioContext
that will be created. The supported values are the same as the sample rates for an AudioBuffer
. A NotSupportedError
exception MUST be thrown if the specified sample rate is not supported.
If sampleRate
is not specified, the preferred sample rate of the output device for this AudioContext
is used.
sinkId
, of type (DOMString or AudioSinkOptions)
The identifier or associated information of the audio output device. See sinkId
for more details.
renderSizeHint
, of type (AudioContextRenderSizeCategory or unsigned long)
, defaulting to "default"
This allows users to ask for a particular render quantum size when an integer is passed, to use the default of 128 frames if nothing or "default"
is passed, or to ask the User-Agent to pick a good render quantum size if "hardware"
is specified.
It is a hint that might not be honored.
AudioSinkOptions
The AudioSinkOptions
dictionary is used to specify options for sinkId
.
dictionary AudioSinkOptions { required AudioSinkType type; };1.2.6.1. Dictionary
AudioSinkOptions
Members
type
, of type AudioSinkType
A value of AudioSinkType
to specify the type of the device.
AudioSinkInfo
The AudioSinkInfo
interface is used to get information on the current audio output device via sinkId
.
[Exposed=Window] interface AudioSinkInfo { readonly attribute AudioSinkType type; };1.2.7.1. Attributes
type
, of type AudioSinkType, readonly
A value of AudioSinkType
that represents the type of the device.
AudioTimestamp
dictionary AudioTimestamp { double contextTime; DOMHighResTimeStamp performanceTime; };1.2.8.1. Dictionary
AudioTimestamp
Members
contextTime
, of type double
Represents a point in the time coordinate system of BaseAudioContext’s currentTime
.
performanceTime
, of type DOMHighResTimeStamp
Represents a point in the time coordinate system of a Performance
interface implementation (described in [hr-time-3]).
OfflineAudioContext
Interface
OfflineAudioContext
is a particular type of BaseAudioContext
for rendering/mixing-down (potentially) faster than real-time. It does not render to the audio hardware, but instead renders as quickly as possible, fulfilling the returned promise with the rendered result as an AudioBuffer
.
[Exposed=Window]
interface OfflineAudioContext : BaseAudioContext {
constructor(OfflineAudioContextOptions contextOptions);
constructor(unsigned long numberOfChannels, unsigned long length, float sampleRate);
Promise<AudioBuffer> startRendering();
Promise<undefined> resume();
Promise<undefined> suspend(double suspendTime
);
readonly attribute unsigned long length;
attribute EventHandler oncomplete;
};
1.3.1. Constructors
OfflineAudioContext(contextOptions)
OfflineAudioContext(numberOfChannels, length, sampleRate)
The OfflineAudioContext
can be constructed with the same arguments as AudioContext.createBuffer. A NotSupportedError
exception MUST be thrown if any of the arguments is negative, zero, or outside its nominal range.
The OfflineAudioContext is constructed as if
new OfflineAudioContext({ numberOfChannels: numberOfChannels, length: length, sampleRate: sampleRate })
were called instead.
length
, of type unsigned long, readonly
The size of the buffer in sample-frames. This is the same as the value of the length
parameter for the constructor.
oncomplete
, of type EventHandler
The event type of this event handler is complete
. The event dispatched to the event handler will use the OfflineAudioCompletionEvent
interface. It is the last event fired on an OfflineAudioContext
.
startRendering()
Given the current connections and scheduled changes, starts rendering audio.
Although the primary method of getting the rendered audio data is via its promise return value, the instance will also fire an event named complete
for legacy reasons.
No parameters.
resume()
Resumes the progression of the OfflineAudioContext
’s currentTime
when it has been suspended.
No parameters.
suspend(suspendTime)
Schedules a suspension of the time progression in the audio context at the specified time and returns a promise. This is generally useful when manipulating the audio graph synchronously on OfflineAudioContext
.
Note that the maximum precision of suspension is the size of the render quantum and the specified suspension time will be rounded up to the nearest render quantum boundary. For this reason, it is not allowed to schedule multiple suspends at the same quantized frame. Also, scheduling should be done while the context is not running to ensure precise suspension.
Arguments for the OfflineAudioContext.suspend() method. Parameter Type Nullable Optional DescriptionsuspendTime
double
✘ ✘ Schedules a suspension of the rendering at the specified time, which is quantized and rounded up to the render quantum size. If the quantized frame number
InvalidStateError
.
OfflineAudioContextOptions
This specifies the options to use in constructing an OfflineAudioContext
.
dictionary OfflineAudioContextOptions { unsigned long numberOfChannels = 1; required unsigned long length; required float sampleRate; (AudioContextRenderSizeCategory or unsigned long) renderSizeHint = "default"; };1.3.4.1. Dictionary
OfflineAudioContextOptions
Members
length
, of type unsigned long
The length of the rendered AudioBuffer
in sample-frames.
numberOfChannels
, of type unsigned long, defaulting to 1
The number of channels for this OfflineAudioContext
.
sampleRate
, of type float
The sample rate for this OfflineAudioContext
.
renderSizeHint
, of type (AudioContextRenderSizeCategory or unsigned long)
, defaulting to "default"
A hint for the render quantum size of this OfflineAudioContext
.
OfflineAudioCompletionEvent
Interface
This is an Event
object which is dispatched to OfflineAudioContext
for legacy reasons.
[Exposed=Window] interface OfflineAudioCompletionEvent : Event {1.3.5.1. Attributesconstructor
(DOMStringtype
, OfflineAudioCompletionEventIniteventInitDict
); readonly attribute AudioBuffer renderedBuffer; };
renderedBuffer
, of type AudioBuffer, readonly
An AudioBuffer
containing the rendered audio data.
OfflineAudioCompletionEventInit
dictionary OfflineAudioCompletionEventInit : EventInit { required AudioBuffer renderedBuffer; };1.3.5.2.1. Dictionary
OfflineAudioCompletionEventInit
Members
renderedBuffer
, of type AudioBuffer
Value to be assigned to the renderedBuffer
attribute of the event.
AudioBuffer
Interface
This interface represents a memory-resident audio asset. It can contain one or more channels with each channel appearing to be 32-bit floating-point linear PCM values with a nominal range of \([-1,1]\) but the values are not limited to this range. Typically, it would be expected that the length of the PCM data would be fairly short (usually somewhat less than a minute). For longer sounds, such as music soundtracks, streaming should be used with the audio
element and MediaElementAudioSourceNode
.
An AudioBuffer
may be used by one or more AudioContext
s, and can be shared between an OfflineAudioContext
and an AudioContext
.
AudioBuffer
has four internal slots:
[[number of channels]]
The number of audio channels for this AudioBuffer
, which is an unsigned long.
[[length]]
The length of each channel of this AudioBuffer
, which is an unsigned long.
[[sample rate]]
The sample-rate, in Hz, of this AudioBuffer
, a float.
[[internal data]]
A data block holding the audio sample data.
[Exposed=Window] interface AudioBuffer { constructor (AudioBufferOptions1.4.1. Constructorsoptions
); readonly attribute float sampleRate; readonly attribute unsigned long length; readonly attribute double duration; readonly attribute unsigned long numberOfChannels; Float32Array getChannelData (unsigned longchannel
); undefined copyFromChannel (Float32Arraydestination
, unsigned longchannelNumber
, optional unsigned longbufferOffset
= 0); undefined copyToChannel (Float32Arraysource
, unsigned longchannelNumber
, optional unsigned longbufferOffset
= 0); };
AudioBuffer(options)
duration
, of type double, readonly
Duration of the PCM audio data in seconds.
This is computed from the [[sample rate]]
and the [[length]]
of the AudioBuffer
by performing a division between the [[length]]
and the [[sample rate]]
.
length
, of type unsigned long, readonly
Length of the PCM audio data in sample-frames. This MUST return the value of [[length]]
.
numberOfChannels
, of type unsigned long, readonly
The number of discrete audio channels. This MUST return the value of [[number of channels]]
.
sampleRate
, of type float, readonly
The sample-rate for the PCM audio data in samples per second. This MUST return the value of [[sample rate]]
.
copyFromChannel(destination, channelNumber, bufferOffset)
The copyFromChannel()
method copies the samples from the specified channel of the AudioBuffer
to the destination
array.
Let buffer
be the AudioBuffer
with \(N_b\) frames, let \(N_f\) be the number of elements in the destination
array, and \(k\) be the value of bufferOffset
. Then the number of frames copied from buffer
to destination
is \(\max(0, \min(N_b - k, N_f))\). If this is less than \(N_f\), then the remaining elements of destination
are not modified.
copyToChannel(source, channelNumber, bufferOffset)
The copyToChannel()
method copies the samples to the specified channel of the AudioBuffer
from the source
array.
A UnknownError
may be thrown if source
cannot be copied to the buffer.
Let buffer
be the AudioBuffer
with \(N_b\) frames, let \(N_f\) be the number of elements in the source
array, and \(k\) be the value of bufferOffset
. Then the number of frames copied from source
to the buffer
is \(\max(0, \min(N_b - k, N_f))\). If this is less than \(N_f\), then the remaining elements of buffer
are not modified.
getChannelData(channel)
According to the rules described in acquire the content either allow writing into or getting a copy of the bytes stored in [[internal data]]
in a new Float32Array
A UnknownError
may be thrown if the [[internal data]]
or the new Float32Array
cannot be created.
Note: The methods copyToChannel()
and copyFromChannel()
can be used to fill part of an array by passing in a Float32Array
that’s a view onto the larger array. When reading data from an AudioBuffer
’s channels, and the data can be processed in chunks, copyFromChannel()
should be preferred to calling getChannelData()
and accessing the resulting array, because it may avoid unnecessary memory allocation and copying.
An internal operation acquire the contents of an AudioBuffer is invoked when the contents of an AudioBuffer
are needed by some API implementation. This operation returns immutable channel data to the invoker.
The acquire the contents of an AudioBuffer operation is invoked in the following cases:
When AudioBufferSourceNode.start
is called, it acquires the contents of the node’s buffer
. If the operation fails, nothing is played.
When the buffer
of an AudioBufferSourceNode
is set and AudioBufferSourceNode.start
has been previously called, the setter acquires the content of the AudioBuffer
. If the operation fails, nothing is played.
When a ConvolverNode
’s buffer
is set to an AudioBuffer
it acquires the content of the AudioBuffer
.
When the dispatch of an AudioProcessingEvent
completes, it acquires the contents of its outputBuffer
.
Note: This means that copyToChannel()
cannot be used to change the content of an AudioBuffer
currently in use by an AudioNode
that has acquired the content of an AudioBuffer since the AudioNode
will continue to use the data previously acquired.
AudioBufferOptions
This specifies the options to use in constructing an AudioBuffer
. The length
and sampleRate
members are required.
dictionary AudioBufferOptions { unsigned long numberOfChannels = 1; required unsigned long length; required float sampleRate; };1.4.4.1. Dictionary
AudioBufferOptions
Members
The allowed values for the members of this dictionary are constrained. See createBuffer()
.
length
, of type unsigned long
The length in sample frames of the buffer. See length
for constraints.
numberOfChannels
, of type unsigned long, defaulting to 1
The number of channels for the buffer. See numberOfChannels
for constraints.
sampleRate
, of type float
The sample rate in Hz for the buffer. See sampleRate
for constraints.
AudioNode
Interface
AudioNode
s are the building blocks of an AudioContext
. This interface represents audio sources, the audio destination, and intermediate processing modules. These modules can be connected together to form processing graphs for rendering audio to the audio hardware. Each node can have inputs and/or outputs. A source node has no inputs and a single output. Most processing nodes such as filters will have one input and one output. Each type of AudioNode
differs in the details of how it processes or synthesizes audio. But, in general, an AudioNode
will process its inputs (if it has any), and generate audio for its outputs (if it has any).
Each output has one or more channels. The exact number of channels depends on the details of the specific AudioNode
.
An output may connect to one or more AudioNode
inputs, thus fan-out is supported. An input initially has no connections, but may be connected from one or more AudioNode
outputs, thus fan-in is supported. When the connect()
method is called to connect an output of an AudioNode
to an input of an AudioNode
, we call that a connection to the input.
Each AudioNode
input has a specific number of channels at any given time. This number can change depending on the connection(s) made to the input. If the input has no connections then it has one channel which is silent.
For each input, an AudioNode
performs a mixing of all connections to that input. Please see § 4 Channel Up-Mixing and Down-Mixing for normative requirements and details.
The processing of inputs and the internal operations of an AudioNode
take place continuously with respect to AudioContext
time, regardless of whether the node has connected outputs, and regardless of whether these outputs ultimately reach an AudioContext
’s AudioDestinationNode
.
[Exposed=Window] interface AudioNode : EventTarget { AudioNode connect (AudioNode destinationNode, optional unsigned long output = 0, optional unsigned long input = 0); undefined connect (AudioParam destinationParam, optional unsigned long output = 0); undefined disconnect (); undefined disconnect (unsigned long output); undefined disconnect (AudioNode destinationNode); undefined disconnect (AudioNode destinationNode, unsigned long output); undefined disconnect (AudioNode destinationNode, unsigned long output, unsigned long input); undefined disconnect (AudioParam destinationParam); undefined disconnect (AudioParam destinationParam, unsigned long output); readonly attribute BaseAudioContext context; readonly attribute unsigned long numberOfInputs; readonly attribute unsigned long numberOfOutputs; attribute unsigned long channelCount; attribute ChannelCountMode channelCountMode; attribute ChannelInterpretation channelInterpretation; };1.5.1. AudioNode Creation
AudioNode
s can be created in two ways: by using the constructor for this particular interface, or by using the factory method on the BaseAudioContext
or AudioContext
.
The BaseAudioContext
passed as first argument of the constructor of an AudioNode
s is called the associated BaseAudioContext
of the AudioNode
to be created. Similarly, when using the factory method, the associated BaseAudioContext
of the AudioNode
is the BaseAudioContext
this factory method is called on.
To create a new
AudioNode
of a particular type
nusing its
factory method, called on a
BaseAudioContext
c
, execute these steps:
Let node be a new object of type n.
Let option be a dictionary of the type associated to the interface associated to this factory method.
For each parameter passed to the factory method, set the dictionary member of the same name on option to the value of this parameter.
Call the constructor for n on node with c and option as arguments.
Return node
an object
othat inherits from
AudioNode
means executing the following steps, given the arguments
contextand
dictpassed to the constructor of this interface.
Set o’s associated BaseAudioContext
to context.
Set its value for numberOfInputs
, numberOfOutputs
, channelCount
, channelCountMode
, channelInterpretation
to the default value for this specific interface outlined in the section for each AudioNode
.
For each member of dict passed in, execute these steps, with k the key of the member, and v its value. If any exceptions is thrown when executing these steps, abort the iteration and propagate the exception to the caller of the algorithm (constructor or factory method).
If k is the name of an AudioParam
on this interface, set the value
attribute of this AudioParam
to v.
Else if k is the name of an attribute on this interface, set the object associated with this attribute to v.
The associated interface for a factory method is the interface of the objects that are returned from this method. The associated option object for an interface is the option object that can be passed to the constructor for this interface.
AudioNode
s are EventTarget
s, as described in [DOM]. This means that it is possible to dispatch events to AudioNode
s the same way that other EventTarget
s accept events.
enum ChannelCountMode
{
"max",
"clamped-max",
"explicit"
};
The ChannelCountMode
, in conjuction with the node’s channelCount
and channelInterpretation
values, is used to determine the computedNumberOfChannels that controls how inputs to a node are to be mixed. The computedNumberOfChannels is determined as shown below. See § 4 Channel Up-Mixing and Down-Mixing for more information on how mixing is to be done.
enum ChannelInterpretation
{
"speakers",
"discrete"
};
ChannelInterpretation
enumeration description Enum value Description "speakers
" use up-mix equations or down-mix equations. In cases where the number of channels do not match any of these basic speaker layouts, revert to "discrete
". "discrete
" Up-mix by filling channels until they run out then zero out remaining channels. Down-mix by filling as many channels as possible, then dropping remaining channels. 1.5.2. AudioNode Tail-Time
An AudioNode
can have a tail-time. This means that even when the AudioNode
is fed silence, the output can be non-silent.
AudioNode
s have a non-zero tail-time if they have internal processing state such that input in the past affects the future output. AudioNode
s may continue to produce non-silent output for the calculated tail-time even after the input transitions from non-silent to silent.
AudioNode
can be actively processing during a render quantum, if any of the following conditions hold.
An AudioScheduledSourceNode
is actively processing if and only if it is playing for at least part of the current rendering quantum.
A MediaElementAudioSourceNode
is actively processing if and only if its mediaElement
is playing for at least part of the current rendering quantum.
A MediaStreamAudioSourceNode
or a MediaStreamTrackAudioSourceNode
are actively processing when the associated MediaStreamTrack
object has a readyState
attribute equal to "live"
, a muted
attribute equal to false
and an enabled
attribute equal to true
.
A DelayNode
in a cycle is actively processing only when the absolute value of any output sample for the current render quantum is greater than or equal to \( 2^{-126} \).
A ScriptProcessorNode
is actively processing when its input or output is connected.
An AudioWorkletNode
is actively processing when its AudioWorkletProcessor
’s [[callable process]]
returns true
and either its active source flag is true
or any AudioNode
connected to one of its inputs is actively processing.
All other AudioNode
s start actively processing when any AudioNode
connected to one of its inputs is actively processing, and stops actively processing when the input that was received from other actively processing AudioNode
no longer affects the output.
Note: This takes into account AudioNode
s that have a tail-time.
AudioNode
s that are not actively processing output a single channel of silence.
channelCount
, of type unsigned long
channelCount
is the number of channels used when up-mixing and down-mixing connections to any inputs to the node. The default value is 2 except for specific nodes where its value is specially determined. This attribute has no effect for nodes with no inputs. If this value is set to zero or to a value greater than the implementation’s maximum number of channels the implementation MUST throw a NotSupportedError
exception.
In addition, some nodes have additional channelCount constraints on the possible values for the channel count:
AudioDestinationNode
The behavior depends on whether the destination node is the destination of an AudioContext
or OfflineAudioContext
:
AudioContext
The channel count MUST be between 1 and maxChannelCount
. An IndexSizeError
exception MUST be thrown for any attempt to set the count outside this range.
OfflineAudioContext
The channel count cannot be changed. An InvalidStateError
exception MUST be thrown for any attempt to change the value.
AudioWorkletNode
See § 1.32.4.3.2 Configuring Channels with AudioWorkletNodeOptions Configuring Channels with AudioWorkletNodeOptions
.
ChannelMergerNode
The channel count cannot be changed, and an InvalidStateError
exception MUST be thrown for any attempt to change the value.
ChannelSplitterNode
The channel count cannot be changed, and an InvalidStateError
exception MUST be thrown for any attempt to change the value.
ConvolverNode
The channel count cannot be greater than two, and a NotSupportedError
exception MUST be thrown for any attempt to change it to a value greater than two.
DynamicsCompressorNode
The channel count cannot be greater than two, and a NotSupportedError
exception MUST be thrown for any attempt to change it to a value greater than two.
PannerNode
The channel count cannot be greater than two, and a NotSupportedError
exception MUST be thrown for any attempt to change it to a value greater than two.
ScriptProcessorNode
The channel count cannot be changed, and an NotSupportedError
exception MUST be thrown for any attempt to change the value.
StereoPannerNode
The channel count cannot be greater than two, and a NotSupportedError
exception MUST be thrown for any attempt to change it to a value greater than two.
See § 4 Channel Up-Mixing and Down-Mixing for more information on this attribute.
channelCountMode
, of type ChannelCountMode
channelCountMode
determines how channels will be counted when up-mixing and down-mixing connections to any inputs to the node. The default value is "max
". This attribute has no effect for nodes with no inputs.
In addition, some nodes have additional channelCountMode constraints on the possible values for the channel count mode:
AudioDestinationNode
If the AudioDestinationNode
is the destination
node of an OfflineAudioContext
, then the channel count mode cannot be changed. An InvalidStateError
exception MUST be thrown for any attempt to change the value.
ChannelMergerNode
The channel count mode cannot be changed from "explicit
" and an InvalidStateError
exception MUST be thrown for any attempt to change the value.
ChannelSplitterNode
The channel count mode cannot be changed from "explicit
" and an InvalidStateError
exception MUST be thrown for any attempt to change the value.
ConvolverNode
The channel count mode cannot be set to "max
", and a NotSupportedError
exception MUST be thrown for any attempt to set it to "max
".
DynamicsCompressorNode
The channel count mode cannot be set to "max
", and a NotSupportedError
exception MUST be thrown for any attempt to set it to "max
".
PannerNode
The channel count mode cannot be set to "max
", and a NotSupportedError
exception MUST be thrown for any attempt to set it to "max
".
ScriptProcessorNode
The channel count mode cannot be changed from "explicit
" and an NotSupportedError
exception MUST be thrown for any attempt to change the value.
StereoPannerNode
The channel count mode cannot be set to "max
", and a NotSupportedError
exception MUST be thrown for any attempt to set it to "max
".
See the § 4 Channel Up-Mixing and Down-Mixing section for more information on this attribute.
channelInterpretation
, of type ChannelInterpretation
channelInterpretation
determines how individual channels will be treated when up-mixing and down-mixing connections to any inputs to the node. The default value is "speakers
". This attribute has no effect for nodes with no inputs.
In addition, some nodes have additional channelInterpretation constraints on the possible values for the channel interpretation:
ChannelSplitterNode
The channel intepretation can not be changed from "discrete
" and a InvalidStateError
exception MUST be thrown for any attempt to change the value.
See § 4 Channel Up-Mixing and Down-Mixing for more information on this attribute.
context
, of type BaseAudioContext, readonly
The BaseAudioContext
which owns this AudioNode
.
numberOfInputs
, of type unsigned long, readonly
The number of inputs feeding into the AudioNode
. For source nodes, this will be 0. This attribute is predetermined for many AudioNode
types, but some AudioNode
s, like the ChannelMergerNode
and the AudioWorkletNode
, have variable number of inputs.
numberOfOutputs
, of type unsigned long, readonly
The number of outputs coming out of the AudioNode
. This attribute is predetermined for some AudioNode
types, but can be variable, like for the ChannelSplitterNode
and the AudioWorkletNode
.
connect(destinationNode, output, input)
There can only be one connection between a given output of one specific node and a given input of another specific node. Multiple connections with the same termini are ignored.
For example:
nodeA.connect(nodeB); nodeA.connect(nodeB);
will have the same effect as
nodeA.connect(nodeB);
This method returns destination
AudioNode
object.
connect(destinationParam, output)
Connects the AudioNode
to an AudioParam
, controlling the parameter value with an a-rate signal.
It is possible to connect an AudioNode
output to more than one AudioParam
with multiple calls to connect(). Thus, "fan-out" is supported.
It is possible to connect more than one AudioNode
output to a single AudioParam
with multiple calls to connect(). Thus, "fan-in" is supported.
An AudioParam
will take the rendered audio data from any AudioNode
output connected to it and convert it to mono by down-mixing if it is not already mono, then mix it together with other such outputs and finally will mix with the intrinsic parameter value (the value
the AudioParam
would normally have without any audio connections), including any timeline changes scheduled for the parameter.
The down-mixing to mono is equivalent to the down-mixing for an AudioNode
with channelCount
= 1, channelCountMode
= "explicit
", and channelInterpretation
= "speakers
".
There can only be one connection between a given output of one specific node and a specific AudioParam
. Multiple connections with the same termini are ignored.
For example:
nodeA.connect(param); nodeA.connect(param);
will have the same effect as
nodeA.connect(param);
disconnect()
Disconnects all outgoing connections from the AudioNode
.
No parameters.
disconnect(output)
Disconnects a single output of the AudioNode
from any other AudioNode
or AudioParam
objects to which it is connected.
output
unsigned long
✘ ✘ This parameter is an index describing which output of the AudioNode
to disconnect. It disconnects all outgoing connections from the given output. If this parameter is out-of-bounds, an IndexSizeError
exception MUST be thrown.
disconnect(destinationNode)
Disconnects all outputs of the AudioNode
that go to a specific destination AudioNode
.
destinationNode
The destinationNode
parameter is the AudioNode
to disconnect. It disconnects all outgoing connections to the given destinationNode
. If there is no connection to the destinationNode
, an InvalidAccessError
exception MUST be thrown.
disconnect(destinationNode, output)
Disconnects a specific output of the AudioNode
from any and all inputs of some destination AudioNode
.
disconnect(destinationNode, output, input)
Disconnects a specific output of the AudioNode
from a specific input of some destination AudioNode
.
destinationNode
The destinationNode
parameter is the AudioNode
to disconnect. If there is no connection to the destinationNode
from the given output to the given input, an InvalidAccessError
exception MUST be thrown. output
unsigned long
✘ ✘ The output
parameter is an index describing which output of the AudioNode
from which to disconnect. If this parameter is out-of-bounds, an IndexSizeError
exception MUST be thrown. input
The input
parameter is an index describing which input of the destination AudioNode
to disconnect. If this parameter is out-of-bounds, an IndexSizeError
exception MUST be thrown.
disconnect(destinationParam)
Disconnects all outputs of the AudioNode
that go to a specific destination AudioParam
. The contribution of this AudioNode
to the computed parameter value goes to 0 when this operation takes effect. The intrinsic parameter value is not affected by this operation.
disconnect(destinationParam, output)
Disconnects a specific output of the AudioNode
from a specific destination AudioParam
. The contribution of this AudioNode
to the computed parameter value goes to 0 when this operation takes effect. The intrinsic parameter value is not affected by this operation.
AudioNodeOptions
This specifies the options that can be used in constructing all AudioNode
s. All members are optional. However, the specific values used for each node depends on the actual node.
dictionary AudioNodeOptions { unsigned long channelCount; ChannelCountMode channelCountMode; ChannelInterpretation channelInterpretation; };1.5.6.1. Dictionary
AudioNodeOptions
Members
channelCount
, of type unsigned long
Desired number of channels for the channelCount
attribute.
channelCountMode
, of type ChannelCountMode
Desired mode for the channelCountMode
attribute.
channelInterpretation
, of type ChannelInterpretation
Desired mode for the channelInterpretation
attribute.
AudioParam
Interface
AudioParam
controls an individual aspect of an AudioNode
’s functionality, such as volume. The parameter can be set immediately to a particular value using the value
attribute. Or, value changes can be scheduled to happen at very precise times (in the coordinate system of AudioContext
’s currentTime
attribute), for envelopes, volume fades, LFOs, filter sweeps, grain windows, etc. In this way, arbitrary timeline-based automation curves can be set on any AudioParam
. Additionally, audio signals from the outputs of AudioNode
s can be connected to an AudioParam
, summing with the intrinsic parameter value.
Some synthesis and processing AudioNode
s have AudioParam
s as attributes whose values MUST be taken into account on a per-audio-sample basis. For other AudioParam
s, sample-accuracy is not important and the value changes can be sampled more coarsely. Each individual AudioParam
will specify that it is either an a-rate parameter which means that its values MUST be taken into account on a per-audio-sample basis, or it is a k-rate parameter.
Implementations MUST use block processing, with each AudioNode
processing one render quantum.
For each render quantum, the value of a k-rate parameter MUST be sampled at the time of the very first sample-frame, and that value MUST be used for the entire block. a-rate parameters MUST be sampled for each sample-frame of the block. Depending on the AudioParam
, its rate can be controlled by setting the automationRate
attribute to either "a-rate
" or "k-rate
". See the description of the individual AudioParam
s for further details.
Each AudioParam
includes minValue
and maxValue
attributes that together form the simple nominal range for the parameter. In effect, value of the parameter is clamped to the range \([\mathrm{minValue}, \mathrm{maxValue}]\). See § 1.6.3 Computation of Value for full details.
For many AudioParam
s the minValue
and maxValue
is intended to be set to the maximum possible range. In this case, maxValue
should be set to the most-positive-single-float value, which is 3.4028235e38. (However, in JavaScript which only supports IEEE-754 double precision float values, this must be written as 3.4028234663852886e38.) Similarly, minValue
should be set to the most-negative-single-float value, which is the negative of the most-positive-single-float: -3.4028235e38. (Similarly, this must be written in JavaScript as -3.4028234663852886e38.)
An AudioParam
maintains a list of zero or more automation events. Each automation event specifies changes to the parameter’s value over a specific time range, in relation to its automation event time in the time coordinate system of the AudioContext
’s currentTime
attribute. The list of automation events is maintained in ascending order of automation event time.
The behavior of a given automation event is a function of the AudioContext
’s current time, as well as the automation event times of this event and of adjacent events in the list. The following automation methods change the event list by adding a new event to the event list, of a type specific to the method:
setValueAtTime()
- SetValue
linearRampToValueAtTime()
- LinearRampToValue
exponentialRampToValueAtTime()
- ExponentialRampToValue
setTargetAtTime()
- SetTarget
setValueCurveAtTime()
- SetValueCurve
The following rules will apply when calling these methods:
Automation event times are not quantized with respect to the prevailing sample rate. Formulas for determining curves and ramps are applied to the exact numerical times given when scheduling events.
If one of these events is added at a time where there is already one or more events, then it will be placed in the list after them, but before events whose times are after the event.
If setValueCurveAtTime() is called for time \(T\) and duration \(D\) and there are any events having a time strictly greater than \(T\), but strictly less than \(T + D\), then a NotSupportedError
exception MUST be thrown. In other words, it’s not ok to schedule a value curve during a time period containing other events, but it’s ok to schedule a value curve exactly at the time of another event.
Similarly a NotSupportedError
exception MUST be thrown if any automation method is called at a time which is contained in \([T, T+D)\), \(T\) being the time of the curve and \(D\) its duration.
Note: AudioParam
attributes are read only, with the exception of the value
attribute.
The automation rate of an AudioParam
can be selected setting the automationRate
attribute with one of the following values. However, some AudioParam
s have constraints on whether the automation rate can be changed.
enum AutomationRate
{
"a-rate",
"k-rate"
};
Each AudioParam
has an internal slot [[current value]]
, initially set to the AudioParam
’s defaultValue
.
[Exposed=Window] interface AudioParam { attribute float value; attribute AutomationRate automationRate; readonly attribute float defaultValue; readonly attribute float minValue; readonly attribute float maxValue; AudioParam setValueAtTime (float1.6.1. Attributesvalue
, doublestartTime
); AudioParam linearRampToValueAtTime (floatvalue
, doubleendTime
); AudioParam exponentialRampToValueAtTime (floatvalue
, doubleendTime
); AudioParam setTargetAtTime (floattarget
, doublestartTime
, floattimeConstant
); AudioParam setValueCurveAtTime (sequence<float>values
, doublestartTime
, doubleduration
); AudioParam cancelScheduledValues (doublecancelTime
); AudioParam cancelAndHoldAtTime (doublecancelTime
); };
automationRate
, of type AutomationRate
The automation rate for the AudioParam
. The default value depends on the actual AudioParam
; see the description of each individual AudioParam
for the default value.
Some nodes have additional automation rate constraints as follows:
AudioBufferSourceNode
The AudioParam
s playbackRate
and detune
MUST be "k-rate
". An InvalidStateError
must be thrown if the rate is changed to "a-rate
".
DynamicsCompressorNode
The AudioParam
s threshold
, knee
, ratio
, attack
, and release
MUST be "k-rate
". An InvalidStateError
must be thrown if the rate is changed to "a-rate
".
PannerNode
If the panningModel
is "HRTF
", the setting of the automationRate
for any AudioParam
of the PannerNode
is ignored. Likewise, the setting of the automationRate
for any AudioParam
of the AudioListener
is ignored. In this case, the AudioParam
behaves as if the automationRate
were set to "k-rate
".
defaultValue
, of type float, readonly
Initial value for the value
attribute.
maxValue
, of type float, readonly
The nominal maximum value that the parameter can take. Together with minValue
, this forms the nominal range for this parameter.
minValue
, of type float, readonly
The nominal minimum value that the parameter can take. Together with maxValue
, this forms the nominal range for this parameter.
value
, of type float
The parameter’s floating-point value. This attribute is initialized to the defaultValue
.
Getting this attribute returns the contents of the [[current value]]
slot. See § 1.6.3 Computation of Value for the algorithm for the value that is returned.
Setting this attribute has the effect of assigning the requested value to the [[current value]]
slot, and calling the setValueAtTime() method with the current AudioContext
’s currentTime
and [[current value]]
. Any exceptions that would be thrown by setValueAtTime()
will also be thrown by setting this attribute.
cancelAndHoldAtTime(cancelTime)
This is similar to cancelScheduledValues()
in that it cancels all scheduled parameter changes with times greater than or equal to cancelTime
. However, in addition, the automation value that would have happened at cancelTime
is then propagated for all future time until other automation events are introduced.
The behavior of the timeline in the face of cancelAndHoldAtTime()
when automations are running and can be introduced at any time after calling cancelAndHoldAtTime()
and before cancelTime
is reached is quite complicated. The behavior of cancelAndHoldAtTime()
is therefore specified in the following algorithm.
Let \(t_c\) be the value of
cancelTime
. Then
Let \(E_1\) be the event (if any) at time \(t_1\) where \(t_1\) is the largest number satisfying \(t_1 \le t_c\).
Let \(E_2\) be the event (if any) at time \(t_2\) where \(t_2\) is the smallest number satisfying \(t_c \lt t_2\).
If \(E_2\) exists:
If \(E_2\) is a linear or exponential ramp,
Effectively rewrite \(E_2\) to be the same kind of ramp ending at time \(t_c\) with an end value that would be the value of the original ramp at time \(t_c\).
Go to step 5.
Otherwise, go to step 4.
If \(E_1\) exists:
If \(E_1\) is a setTarget
event,
Implicitly insert a setValueAtTime
event at time \(t_c\) with the value that the setTarget
would have at time \(t_c\).
Go to step 5.
If \(E_1\) is a setValueCurve
with a start time of \(t_3\) and a duration of \(d\)
If \(t_c \gt t_3 + d\), go to step 5.
Otherwise,
Effectively replace this event with a setValueCurve
event with a start time of \(t_3\) and a new duration of \(t_c-t_3\). However, this is not a true replacement; this automation MUST take care to produce the same output as the original, and not one computed using a different duration. (That would cause sampling of the value curve in a slightly different way, producing different results.)
Go to step 5.
Remove all events with time greater than \(t_c\).
If no events are added, then the automation value after cancelAndHoldAtTime()
is the constant value that the original timeline would have had at time \(t_c\).
cancelScheduledValues(cancelTime)
Cancels all scheduled parameter changes with times greater than or equal to cancelTime
. Cancelling a scheduled parameter change means removing the scheduled event from the event list. Any active automations whose automation event time is less than cancelTime
are also cancelled, and such cancellations may cause discontinuities because the original value (from before such automation) is restored immediately. Any hold values scheduled by cancelAndHoldAtTime()
are also removed if the hold time occurs after cancelTime
.
For a setValueCurveAtTime()
, let \(T_0\) and \(T_D\) be the corresponding startTime
and duration
, respectively of this event. Then if cancelTime
is in the range \([T_0, T_0 + T_D]\), the event is removed from the timeline.
exponentialRampToValueAtTime(value, endTime)
Schedules an exponential continuous change in parameter value from the previous scheduled parameter value to the given value. Parameters representing filter frequencies and playback rate are best changed exponentially because of the way humans perceive sound.
The value during the time interval \(T_0 \leq t < T_1\) (where \(T_0\) is the time of the previous event and \(T_1\) is the endTime
parameter passed into this method) will be calculated as:
$$ v(t) = V_0 \left(\frac{V_1}{V_0}\right)^\frac{t - T_0}{T_1 - T_0} $$
where \(V_0\) is the value at the time \(T_0\) and \(V_1\) is the value
parameter passed into this method. If \(V_0\) and \(V_1\) have opposite signs or if \(V_0\) is zero, then \(v(t) = V_0\) for \(T_0 \le t \lt T_1\).
This also implies an exponential ramp to 0 is not possible. A good approximation can be achieved using setTargetAtTime()
with an appropriately chosen time constant.
If there are no more events after this ExponentialRampToValue event then for \(t \geq T_1\), \(v(t) = V_1\).
If there is no event preceding this event, the exponential ramp behaves as if setValueAtTime(value, currentTime)
were called where value
is the current value of the attribute and currentTime
is the context currentTime
at the time exponentialRampToValueAtTime()
is called.
If the preceding event is a SetTarget
event, \(T_0\) and \(V_0\) are chosen from the current time and value of SetTarget
automation. That is, if the SetTarget
event has not started, \(T_0\) is the start time of the event, and \(V_0\) is the value just before the SetTarget
event starts. In this case, the ExponentialRampToValue
event effectively replaces the SetTarget
event. If the SetTarget
event has already started, \(T_0\) is the current context time, and \(V_0\) is the current SetTarget
automation value at time \(T_0\). In both cases, the automation curve is continuous.
linearRampToValueAtTime(value, endTime)
Schedules a linear continuous change in parameter value from the previous scheduled parameter value to the given value.
The value during the time interval \(T_0 \leq t < T_1\) (where \(T_0\) is the time of the previous event and \(T_1\) is the endTime
parameter passed into this method) will be calculated as:
$$ v(t) = V_0 + (V_1 - V_0) \frac{t - T_0}{T_1 - T_0} $$
where \(V_0\) is the value at the time \(T_0\) and \(V_1\) is the value
parameter passed into this method.
If there are no more events after this LinearRampToValue event then for \(t \geq T_1\), \(v(t) = V_1\).
If there is no event preceding this event, the linear ramp behaves as if setValueAtTime(value, currentTime)
were called where value
is the current value of the attribute and currentTime
is the context currentTime
at the time linearRampToValueAtTime()
is called.
If the preceding event is a SetTarget
event, \(T_0\) and \(V_0\) are chosen from the current time and value of SetTarget
automation. That is, if the SetTarget
event has not started, \(T_0\) is the start time of the event, and \(V_0\) is the value just before the SetTarget
event starts. In this case, the LinearRampToValue
event effectively replaces the SetTarget
event. If the SetTarget
event has already started, \(T_0\) is the current context time, and \(V_0\) is the current SetTarget
automation value at time \(T_0\). In both cases, the automation curve is continuous.
setTargetAtTime(target, startTime, timeConstant)
Start exponentially approaching the target value at the given time with a rate having the given time constant. Among other uses, this is useful for implementing the "decay" and "release" portions of an ADSR envelope. Please note that the parameter value does not immediately change to the target value at the given time, but instead gradually changes to the target value.
During the time interval: \(T_0 \leq t\), where \(T_0\) is the startTime
parameter:
$$ v(t) = V_1 + (V_0 - V_1)\, e^{-\left(\frac{t - T_0}{\tau}\right)} $$
where \(V_0\) is the initial value (the [[current value]]
attribute) at \(T_0\) (the startTime
parameter), \(V_1\) is equal to the target
parameter, and \(\tau\) is the timeConstant
parameter.
If a LinearRampToValue
or ExponentialRampToValue
event follows this event, the behavior is described in linearRampToValueAtTime()
or exponentialRampToValueAtTime()
, respectively. For all other events, the SetTarget
event ends at the time of the next event.
target
float
✘ ✘ The value the parameter will start changing to at the given time. startTime
double
✘ ✘ The time at which the exponential approach will begin, in the same time coordinate system as the AudioContext
’s currentTime
attribute. A RangeError
exception MUST be thrown if start
is negative or is not a finite number. If startTime is less than currentTime
, it is clamped to currentTime
. timeConstant
float
✘ ✘ The time-constant value of first-order filter (exponential) approach to the target value. The larger this value is, the slower the transition will be. The value MUST be non-negative or a RangeError
exception MUST be thrown. If timeConstant
is zero, the output value jumps immediately to the final value. More precisely, timeConstant is the time it takes a first-order linear continuous time-invariant system to reach the value \(1 - 1/e\) (around 63.2%) given a step input response (transition from 0 to 1 value).
setValueAtTime(value, startTime)
Schedules a parameter value change at the given time.
If there are no more events after this SetValue
event, then for \(t \geq T_0\), \(v(t) = V\), where \(T_0\) is the startTime
parameter and \(V\) is the value
parameter. In other words, the value will remain constant.
If the next event (having time \(T_1\)) after this SetValue
event is not of type LinearRampToValue
or ExponentialRampToValue
, then, for \(T_0 \leq t < T_1\):
$$ v(t) = V $$
In other words, the value will remain constant during this time interval, allowing the creation of "step" functions.
If the next event after this SetValue
event is of type LinearRampToValue
or ExponentialRampToValue
then please see linearRampToValueAtTime()
or exponentialRampToValueAtTime()
, respectively.
value
float
✘ ✘ The value the parameter will change to at the given time. startTime
double
✘ ✘ The time in the same time coordinate system as the BaseAudioContext
’s currentTime
attribute at which the parameter changes to the given value. A RangeError
exception MUST be thrown if startTime
is negative or is not a finite number. If startTime is less than currentTime
, it is clamped to currentTime
.
setValueCurveAtTime(values, startTime, duration)
Sets an array of arbitrary parameter values starting at the given time for the given duration. The number of values will be scaled to fit into the desired duration.
Let \(T_0\) be startTime
, \(T_D\) be duration
, \(V\) be the values
array, and \(N\) be the length of the values
array. Then, during the time interval: \(T_0 \le t < T_0 + T_D\), let
$$ \begin{align*} k &= \left\lfloor \frac{N - 1}{T_D}(t-T_0) \right\rfloor \\ \end{align*} $$
Then \(v(t)\) is computed by linearly interpolating between \(V[k]\) and \(V[k+1]\),
After the end of the curve time interval (\(t \ge T_0 + T_D\)), the value will remain constant at the final curve value, until there is another automation event (if any).
An implicit call to setValueAtTime()
is made at time \(T_0 + T_D\) with value \(V[N-1]\) so that following automations will start from the end of the setValueCurveAtTime()
event.
values
sequence<float>
✘ ✘ A sequence of float values representing a parameter value curve. These values will apply starting at the given time and lasting for the given duration. When this method is called, an internal copy of the curve is created for automation purposes. Subsequent modifications of the contents of the passed-in array therefore have no effect on the AudioParam
. An InvalidStateError
MUST be thrown if this attribute is a sequence<float>
object that has a length less than 2. startTime
double
✘ ✘ The start time in the same time coordinate system as the AudioContext
’s currentTime
attribute at which the value curve will be applied. A RangeError
exception MUST be thrown if startTime
is negative or is not a finite number. If startTime is less than currentTime
, it is clamped to currentTime
. duration
double
✘ ✘ The amount of time in seconds (after the startTime
parameter) where values will be calculated according to the values
parameter. A RangeError
exception MUST be thrown if duration
is not strictly positive or is not a finite number.
There are two different kind of AudioParam
s, simple parameters and compound parameters. Simple parameters (the default) are used on their own to compute the final audio output of an AudioNode
. Compound parameters are AudioParam
s that are used with other AudioParam
s to compute a value that is then used as an input to compute the output of an AudioNode
.
The computedValue is the final value controlling the audio DSP and is computed by the audio rendering thread during each rendering time quantum.
The computation of the value of an
AudioParam
consists of two parts:
the paramIntrinsicValue value that is computed from the value
attribute and any automation events.
the paramComputedValue that is the final value controlling the audio DSP and is computed by the audio rendering thread during each render quantum.
These values MUST be computed as follows:
paramIntrinsicValue will be calculated at each time, which is either the value set directly to the value
attribute, or, if there are any automation events with times before or at this time, the value as calculated from these events. If automation events are removed from a given time range, then the paramIntrinsicValue value will remain unchanged and stay at its previous value until either the value
attribute is directly set, or automation events are added for the time range.
Set [[current value]]
to the value of paramIntrinsicValue at the beginning of this render quantum.
paramComputedValue is the sum of the paramIntrinsicValue value and the value of the input AudioParam buffer. If the sum is NaN
, replace the sum with the defaultValue
.
If this AudioParam
is a compound parameter, compute its final value with other AudioParam
s.
Set computedValue to paramComputedValue.
The nominal range for a computedValue are the lower and higher values this parameter can effectively have. For simple parameters, the computedValue is clamped to the simple nominal range for this parameter. Compound parameters have their final value clamped to their nominal range after having been computed from the different AudioParam
values they are composed of.
When automation methods are used, clamping is still applied. However, the automation is run as if there were no clamping at all. Only when the automation values are to be applied to the output is the clamping done as specified above.
For example, consider a node \(N\) has an AudioParam \(p\) with a nominal range of \([0, 1]\), and following automation sequence
N.p.setValueAtTime(0, 0); N.p.linearRampToValueAtTime(4, 1); N.p.linearRampToValueAtTime(0, 2);
The initial slope of the curve is 4, until it reaches the maximum value of 1, at which time, the output is held constant. Finally, near time 2, the slope of the curve is -4. This is illustrated in the graph below where the dashed line indicates what would have happened without clipping, and the solid line indicates the actual expected behavior of the audioparam due to clipping to the nominal range.
An example of clipping of an AudioParam automation from the nominal range. 1.6.4.AudioParam
Automation Example An example of parameter automation.
const curveLength = 44100;const curve = new Float32Array(curveLength);for (const i = 0; i < curveLength; ++i) curve[i] = Math.sin(Math.PI * i / curveLength);const t0 = 0;const t1 = 0.1;const t2 = 0.2;const t3 = 0.3;const t4 = 0.325;const t5 = 0.5;const t6 = 0.6;const t7 = 0.7;const t8 = 1.0;const timeConstant = 0.1;param.setValueAtTime(0.2, t0);param.setValueAtTime(0.3, t1);param.setValueAtTime(0.4, t2);param.linearRampToValueAtTime(1, t3);param.linearRampToValueAtTime(0.8, t4);param.setTargetAtTime(.5, t4, timeConstant);// Compute where the setTargetAtTime will be at time t5 so we can make// the following exponential start at the right point so there’s no// jump discontinuity. From the spec, we have// v(t) = 0.5 + (0.8 - 0.5)*exp(-(t-t4)/timeConstant)// Thus v(t5) = 0.5 + (0.8 - 0.5)*exp(-(t5-t4)/timeConstant)param.setValueAtTime(0.5 + (0.8 - 0.5)*Math.exp(-(t5 - t4)/timeConstant), t5);param.exponentialRampToValueAtTime(0.75, t6);param.exponentialRampToValueAtTime(0.05, t7);param.setValueCurveAtTime(curve, t7, t8 - t7);1.7. The
AudioScheduledSourceNode
Interface
The interface represents the common features of source nodes such as AudioBufferSourceNode
, ConstantSourceNode
, and OscillatorNode
.
Before a source is started (by calling start()
, the source node MUST output silence (0). After a source has been stopped (by calling stop()
), the source MUST then output silence (0).
AudioScheduledSourceNode
cannot be instantiated directly, but is instead extended by the concrete interfaces for the source nodes.
An AudioScheduledSourceNode
is said to be playing when its associated BaseAudioContext
’s currentTime
is greater or equal to the time the AudioScheduledSourceNode
is set to start, and less than the time it’s set to stop.
AudioScheduledSourceNode
s are created with an internal boolean slot [[source started]]
, initially set to false.
[Exposed=Window] interface AudioScheduledSourceNode : AudioNode { attribute EventHandler onended; undefined start(optional double when = 0); undefined stop(optional double when = 0); };1.7.1. Attributes
onended
, of type EventHandler
A property used to set an event handler for the ended
event type that is dispatched to AudioScheduledSourceNode
node types. When the source node has stopped playing (as determined by the concrete node), an event that uses the Event
interface will be dispatched to the event handler.
For all AudioScheduledSourceNode
s, the ended
event is dispatched when the stop time determined by stop()
is reached. For an AudioBufferSourceNode
, the event is also dispatched because the duration
has been reached or if the entire buffer
has been played.
start(when)
Schedules a sound to playback at an exact time.
Arguments for the AudioScheduledSourceNode.start(when) method. Parameter Type Nullable Optional Descriptionwhen
double
✘ ✔ The when
parameter describes at what time (in seconds) the sound should start playing. It is in the same time coordinate system as the AudioContext
’s currentTime
attribute. When the signal emitted by the AudioScheduledSourceNode
depends on the sound’s start time, the exact value of when
is always used without rounding to the nearest sample frame. If 0 is passed in for this value or if the value is less than currentTime
, then the sound will start playing immediately. A RangeError
exception MUST be thrown if when
is negative.
stop(when)
Schedules a sound to stop playback at an exact time. If stop
is called again after already having been called, the last invocation will be the only one applied; stop times set by previous calls will not be applied, unless the buffer has already stopped prior to any subsequent calls. If the buffer has already stopped, further calls to stop
will have no effect. If a stop time is reached prior to the scheduled start time, the sound will not play.
when
double
✘ ✔ The when
parameter describes at what time (in seconds) the source should stop playing. It is in the same time coordinate system as the AudioContext
’s currentTime
attribute. If 0 is passed in for this value or if the value is less than currentTime
, then the sound will stop playing immediately. A RangeError
exception MUST be thrown if when
is negative.
AnalyserNode
Interface
This interface represents a node which is able to provide real-time frequency and time-domain analysis information. The audio stream will be passed un-processed from input to output.
[Exposed=Window] interface AnalyserNode : AudioNode { constructor (BaseAudioContext1.8.1. Constructorscontext
, optional AnalyserOptionsoptions
= {}); undefined getFloatFrequencyData (Float32Arrayarray
); undefined getByteFrequencyData (Uint8Arrayarray
); undefined getFloatTimeDomainData (Float32Arrayarray
); undefined getByteTimeDomainData (Uint8Arrayarray
); attribute unsigned long fftSize; readonly attribute unsigned long frequencyBinCount; attribute double minDecibels; attribute double maxDecibels; attribute double smoothingTimeConstant; };
AnalyserNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
fftSize
, of type unsigned long
The size of the FFT used for frequency-domain analysis (in sample-frames). This MUST be a power of two in the range 32 to 32768, otherwise an IndexSizeError
exception MUST be thrown. The default value is 2048. Note that large FFT sizes can be costly to compute.
If the fftSize
is changed to a different value, then all state associated with smoothing of the frequency data (for getByteFrequencyData()
and getFloatFrequencyData()
) is reset. That is the previous block, \(\hat{X}_{-1}[k]\), used for smoothing over time is set to 0 for all \(k\).
Note that increasing fftSize
does mean that the current time-domain data must be expanded to include past frames that it previously did not. This means that the AnalyserNode
effectively MUST keep around the last 32768 sample-frames and the current time-domain data is the most recent fftSize
sample-frames out of that.
frequencyBinCount
, of type unsigned long, readonly
Half the FFT size.
maxDecibels
, of type double
maxDecibels
is the maximum power value in the scaling range for the FFT analysis data for conversion to unsigned byte values. The default value is -30. If the value of this attribute is set to a value less than or equal to minDecibels
, an IndexSizeError
exception MUST be thrown.
minDecibels
, of type double
minDecibels
is the minimum power value in the scaling range for the FFT analysis data for conversion to unsigned byte values. The default value is -100. If the value of this attribute is set to a value more than or equal to maxDecibels
, an IndexSizeError
exception MUST be thrown.
smoothingTimeConstant
, of type double
A value from 0 -> 1 where 0 represents no time averaging with the last analysis frame. The default value is 0.8. If the value of this attribute is set to a value less than 0 or more than 1, an IndexSizeError
exception MUST be thrown.
getByteFrequencyData(array)
Write the current frequency data into array. If array’s byte length is less than frequencyBinCount
, the excess elements will be dropped. If array’s byte length is greater than the frequencyBinCount
, the excess elements will be ignored. The most recent fftSize
frames are used in computing the frequency data.
If another call to getByteFrequencyData()
or getFloatFrequencyData()
occurs within the same render quantum as a previous call, the current frequency data is not updated with the same data. Instead, the previously computed data is returned.
The values stored in the unsigned byte array are computed in the following way. Let \(Y[k]\) be the current frequency data as described in FFT windowing and smoothing. Then the byte value, \(b[k]\), is
$$ b[k] = \left\lfloor \frac{255}{\mbox{dB}_{max} - \mbox{dB}_{min}} \left(Y[k] - \mbox{dB}_{min}\right) \right\rfloor $$
where \(\mbox{dB}_{min}\) is minDecibels
and \(\mbox{dB}_{max}\) is
. If \(b[k]\) lies outside the range of 0 to 255, \(b[k]\) is clipped to lie in that range.maxDecibels
getByteTimeDomainData(array)
Write the current time-domain data (waveform data) into array. If array’s byte length is less than fftSize
, the excess elements will be dropped. If array’s byte length is greater than the fftSize
, the excess elements will be ignored. The most recent fftSize
frames are used in computing the byte data.
The values stored in the unsigned byte array are computed in the following way. Let \(x[k]\) be the time-domain data. Then the byte value, \(b[k]\), is
$$ b[k] = \left\lfloor 128(1 + x[k]) \right\rfloor. $$
If \(b[k]\) lies outside the range 0 to 255, \(b[k]\) is clipped to lie in that range.
getFloatFrequencyData(array)
Write the current frequency data into array. If array has fewer elements than the frequencyBinCount
, the excess elements will be dropped. If array has more elements than the frequencyBinCount
, the excess elements will be ignored. The most recent fftSize
frames are used in computing the frequency data.
If another call to getFloatFrequencyData()
or getByteFrequencyData()
occurs within the same render quantum as a previous call, the current frequency data is not updated with the same data. Instead, the previously computed data is returned.
The frequency data are in dB units.
getFloatTimeDomainData(array)
Write the current time-domain data (waveform data) into array. If array has fewer elements than the value of fftSize
, the excess elements will be dropped. If array has more elements than the value of fftSize
, the excess elements will be ignored. The most recent fftSize
frames are written (after downmixing).
AnalyserOptions
This specifies the options to be used when constructing an AnalyserNode
. All members are optional; if not specified, the normal default values are used to construct the node.
dictionary AnalyserOptions : AudioNodeOptions { unsigned long fftSize = 2048; double maxDecibels = -30; double minDecibels = -100; double smoothingTimeConstant = 0.8; };1.8.4.1. Dictionary
AnalyserOptions
Members
fftSize
, of type unsigned long, defaulting to 2048
The desired initial size of the FFT for frequency-domain analysis.
maxDecibels
, of type double, defaulting to -30
The desired initial maximum power in dB for FFT analysis.
minDecibels
, of type double, defaulting to -100
The desired initial minimum power in dB for FFT analysis.
smoothingTimeConstant
, of type double, defaulting to 0.8
The desired initial smoothing constant for the FFT analysis.
When the current time-domain data are computed, the input signal must be down-mixed to mono as if channelCount
is 1, channelCountMode
is "max
" and channelInterpretation
is "speakers
". This is independent of the settings for the AnalyserNode
itself. The most recent fftSize
frames are used for the down-mixing operation.
When the current frequency data are computed, the following operations are to be performed:
In the following, let \(N\) be the value of the fftSize
attribute of this AnalyserNode
.
consists in the following operation on the input time domain data. Let \(x[n]\) for \(n = 0, \ldots, N - 1\) be the time domain data. The Blackman window is defined by
$$ \begin{align*} \alpha &= \mbox{0.16} \\ a_0 &= \frac{1-\alpha}{2} \\ a_1 &= \frac{1}{2} \\ a_2 &= \frac{\alpha}{2} \\ w[n] &= a_0 - a_1 \cos\frac{2\pi n}{N} + a_2 \cos\frac{4\pi n}{N}, \mbox{ for } n = 0, \ldots, N - 1 \end{align*} $$
The windowed signal \(\hat{x}[n]\) is
$$ \hat{x}[n] = x[n] w[n], \mbox{ for } n = 0, \ldots, N - 1 $$Applying a Fourier transform
consists of computing the Fourier transform in the following way. Let \(X[k]\) be the complex frequency domain data and \(\hat{x}[n]\) be the windowed time domain data computed above. Then
$$ X[k] = \frac{1}{N} \sum_{n = 0}^{N - 1} \hat{x}[n]\, W^{-kn}_{N} $$
for \(k = 0, \dots, N/2-1\) where \(W_N = e^{2\pi i/N}\).
Smoothing over timefrequency data consists in the following operation:
Let \(\hat{X}_{-1}[k]\) be the result of this operation on the previous block. The previous block is defined as being the buffer computed by the previous smoothing over time operation, or an array of \(N\) zeros if this is the first time we are smoothing over time.
Let \(\tau\) be the value of the smoothingTimeConstant
attribute for this AnalyserNode
.
Let \(X[k]\) be the result of applying a Fourier transform of the current block.
Then the smoothed value, \(\hat{X}[k]\), is computed by
$$ \hat{X}[k] = \tau\, \hat{X}_{-1}[k] + (1 - \tau)\, \left|X[k]\right| $$
If \(\hat{X}[k]\) is NaN
, positive infinity or negative infinity, set \(\hat{X}[k]\) = 0.
for \(k = 0, \ldots, N - 1\).
1.9. TheAudioBufferSourceNode
Interface
This interface represents an audio source from an in-memory audio asset in an AudioBuffer
. It is useful for playing audio assets which require a high degree of scheduling flexibility and accuracy. If sample-accurate playback of network- or disk-backed assets is required, an implementer should use AudioWorkletNode
to implement playback.
The start()
method is used to schedule when sound playback will happen. The start()
method may not be issued multiple times. The playback will stop automatically when the buffer’s audio data has been completely played (if the loop
attribute is false
), or when the stop()
method has been called and the specified time has been reached. Please see more details in the start()
and stop()
descriptions.
The number of channels of the output equals the number of channels of the AudioBuffer assigned to the buffer
attribute, or is one channel of silence if buffer
is null
.
In addition, if the buffer has more than one channel, then the AudioBufferSourceNode
output must change to a single channel of silence at the beginning of a render quantum after the time at which any one of the following conditions holds:
the end of the buffer
has been reached;
the duration
has been reached;
the stop
time has been reached.
A playhead position for an AudioBufferSourceNode
is defined as any quantity representing a time offset in seconds, relative to the time coordinate of the first sample frame in the buffer. Such values are to be considered independently from the node’s playbackRate
and detune
parameters. In general, playhead positions may be subsample-accurate and need not refer to exact sample frame positions. They may assume valid values between 0 and the duration of the buffer.
The playbackRate
and detune
attributes form a compound parameter. They are used together to determine a computedPlaybackRate value:
computedPlaybackRate(t) = playbackRate(t) * pow(2, detune(t) / 1200)
The nominal range for this compound parameter is \((-\infty, \infty)\).
AudioBufferSourceNode
s are created with an internal boolean slot [[buffer set]]
, initially set to false.
[Exposed=Window] interface AudioBufferSourceNode : AudioScheduledSourceNode { constructor (BaseAudioContext1.9.1. Constructorscontext
, optional AudioBufferSourceOptionsoptions
= {}); attribute AudioBuffer? buffer; readonly attribute AudioParam playbackRate; readonly attribute AudioParam detune; attribute boolean loop; attribute double loopStart; attribute double loopEnd; undefined start (optional double when = 0, optional double offset, optional double duration); };
AudioBufferSourceNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
buffer
, of type AudioBuffer, nullable
Represents the audio asset to be played.
detune
, of type AudioParam, readonly
An additional parameter, in cents, to modulate the speed at which is rendered the audio stream. This parameter is a compound parameter with playbackRate
to form a computedPlaybackRate.
loop
, of type boolean
Indicates if the region of audio data designated by loopStart
and loopEnd
should be played continuously in a loop. The default value is false
.
loopEnd
, of type double
An optional playhead position where looping should end if the loop
attribute is true. Its value is exclusive of the content of the loop. Its default value
is 0, and it may usefully be set to any value between 0 and the duration of the buffer. If loopEnd
is less than or equal to 0, or if loopEnd
is greater than the duration of the buffer, looping will end at the end of the buffer.
loopStart
, of type double
An optional playhead position where looping should begin if the loop
attribute is true. Its default value
is 0, and it may usefully be set to any value between 0 and the duration of the buffer. If loopStart
is less than 0, looping will begin at 0. If loopStart
is greater than the duration of the buffer, looping will begin at the end of the buffer.
playbackRate
, of type AudioParam, readonly
The speed at which to render the audio stream. This is a compound parameter with detune
to form a computedPlaybackRate.
start(when, offset, duration)
Schedules a sound to playback at an exact time.
Arguments for the AudioBufferSourceNode.start(when, offset, duration) method. Parameter Type Nullable Optional Descriptionwhen
double
✘ ✔ The when
parameter describes at what time (in seconds) the sound should start playing. It is in the same time coordinate system as the AudioContext
’s currentTime
attribute. If 0 is passed in for this value or if the value is less than currentTime, then the sound will start playing immediately. A RangeError
exception MUST be thrown if when
is negative. offset
double
✘ ✔ The offset
parameter supplies a playhead position where playback will begin. If 0 is passed in for this value, then playback will start from the beginning of the buffer. A RangeError
exception MUST be thrown if offset
is negative. If offset
is greater than loopEnd
, playbackRate
is positive or zero, and loop
is true
, playback will begin at loopEnd
. If offset
is greater than loopStart
, playbackRate
is negative, and loop
is true
, playback will begin at loopStart
. offset
is silently clamped to [0, duration
], when startTime
is reached, where duration
is the value of the duration
attribute of the AudioBuffer
set to the buffer
attribute of this AudioBufferSourceNode
. duration
double
✘ ✔ The duration
parameter describes the duration of sound to be played, expressed as seconds of total buffer content to be output, including any whole or partial loop iterations. The units of duration
are independent of the effects of playbackRate
. For example, a duration
of 5 seconds with a playback rate of 0.5 will output 5 seconds of buffer content at half speed, producing 10 seconds of audible output. A RangeError
exception MUST be thrown if duration
is negative.
AudioBufferSourceOptions
This specifies options for constructing a AudioBufferSourceNode
. All members are optional; if not specified, the normal default is used in constructing the node.
dictionary AudioBufferSourceOptions { AudioBuffer? buffer; float detune = 0; boolean loop = false; double loopEnd = 0; double loopStart = 0; float playbackRate = 1; };1.9.4.1. Dictionary
AudioBufferSourceOptions
Members
buffer
, of type AudioBuffer, nullable
The audio asset to be played. This is equivalent to assigning buffer
to the buffer
attribute of the AudioBufferSourceNode
.
detune
, of type float, defaulting to 0
The initial value for the detune
AudioParam.
loop
, of type boolean, defaulting to false
The initial value for the loop
attribute.
loopEnd
, of type double, defaulting to 0
The initial value for the loopEnd
attribute.
loopStart
, of type double, defaulting to 0
The initial value for the loopStart
attribute.
playbackRate
, of type float, defaulting to 1
The initial value for the playbackRate
AudioParam.
This section is non-normative. Please see the playback algorithm for normative requirements.
Setting the loop
attribute to true causes playback of the region of the buffer defined by the endpoints loopStart
and loopEnd
to continue indefinitely, once any part of the looped region has been played. While loop
remains true, looped playback will continue until one of the following occurs:
stop()
is called,
the scheduled stop time has been reached,
the duration
has been exceeded, if start()
was called with a duration
value.
The body of the loop is considered to occupy a region from loopStart
up to, but not including, loopEnd
. The direction of playback of the looped region respects the sign of the node’s playback rate. For positive playback rates, looping occurs from loopStart
to loopEnd
; for negative rates, looping occurs from loopEnd
to loopStart
.
Looping does not affect the interpretation of the offset
argument of start()
. Playback always starts at the requested offset, and looping only begins once the body of the loop is encountered during playback.
The effective loop start and end points are required to lie within the range of zero and the buffer duration, as specified in the algorithm below. loopEnd
is further constrained to be at or after loopStart
. If any of these constraints are violated, the loop is considered to include the entire buffer contents.
Loop endpoints have subsample accuracy. When endpoints do not fall on exact sample frame offsets, or when the playback rate is not equal to 1, playback of the loop is interpolated to splice the beginning and end of the loop together just as if the looped audio occurred in sequential, non-looped regions of the buffer.
Loop-related properties may be varied during playback of the buffer, and in general take effect on the next rendering quantum. The exact results are defined by the normative playback algorithm which follows.
The default values of the loopStart
and loopEnd
attributes are both 0. Since a loopEnd
value of zero is equivalent to the length of the buffer, the default endpoints cause the entire buffer to be included in the loop.
Note that the values of the loop endpoints are expressed as time offsets in terms of the sample rate of the buffer, meaning that these values are independent of the node’s playbackRate
parameter which can vary dynamically during the course of playback.
This normative section specifies the playback of the contents of the buffer, accounting for the fact that playback is influenced by the following factors working in combination:
A starting offset, which can be expressed with sub-sample precision.
Loop points, which can be expressed with sub-sample precision and can vary dynamically during playback.
Playback rate and detuning parameters, which combine to yield a single computedPlaybackRate that can assume finite values which may be positive or negative.
The algorithm to be followed internally to generate output from an AudioBufferSourceNode
conforms to the following principles:
Resampling of the buffer may be performed arbitrarily by the UA at any desired point to increase the efficiency or quality of the output.
Sub-sample start offsets or loop points may require additional interpolation between sample frames.
The playback of a looped buffer should behave identically to an unlooped buffer containing consecutive occurrences of the looped audio content, excluding any effects from interpolation.
The description of the algorithm is as follows:
let buffer; // AudioBuffer employed by this nodelet context; // AudioContext employed by this node// The following variables capture attribute and AudioParam values for the node.// They are updated on a k-rate basis, prior to each invocation of process().let loop;let detune;let loopStart;let loopEnd;let playbackRate;// Variables for the node's playback parameterslet start = 0, offset = 0, duration = Infinity; // Set by start()let stop = Infinity; // Set by stop()// Variables for tracking node's playback statelet bufferTime = 0, started = false, enteredLoop = false;let bufferTimeElapsed = 0;let dt = 1 / context.sampleRate;// Handle invocation of start method callfunction handleStart(when, pos, dur) { if (arguments.length >= 1) { start = when; } offset = pos; if (arguments.length >= 3) { duration = dur; }}// Handle invocation of stop method callfunction handleStop(when) { if (arguments.length >= 1) { stop = when; } else { stop = context.currentTime; }}// Interpolate a multi-channel signal value for some sample frame.// Returns an array of signal values.function playbackSignal(position) { /* This function provides the playback signal function for buffer, which is a function that maps from a playhead position to a set of output signal values, one for each output channel. If |position| corresponds to the location of an exact sample frame in the buffer, this function returns that frame. Otherwise, its return value is determined by a UA-supplied algorithm that interpolates sample frames in the neighborhood of |position|. If |position| is greater than or equal to |loopEnd| and there is no subsequent sample frame in buffer, then interpolation should be based on the sequence of subsequent frames beginning at |loopStart|. */ ...}// Generate a single render quantum of audio to be placed// in the channel arrays defined by output. Returns an array// of |numberOfFrames| sample frames to be output.function process(numberOfFrames) { let currentTime = context.currentTime; // context time of next rendered frame const output = []; // accumulates rendered sample frames // Combine the two k-rate parameters affecting playback rate const computedPlaybackRate = playbackRate * Math.pow(2, detune / 1200); // Determine loop endpoints as applicable let actualLoopStart, actualLoopEnd; if (loop && buffer != null) { if (loopStart >= 0 && loopEnd > 0 && loopStart < loopEnd) { actualLoopStart = loopStart; actualLoopEnd = Math.min(loopEnd, buffer.duration); } else { actualLoopStart = 0; actualLoopEnd = buffer.duration; } } else { // If the loop flag is false, remove any record of the loop having been entered enteredLoop = false; } // Handle null buffer case if (buffer == null) { stop = currentTime; // force zero output for all time } // Render each sample frame in the quantum for (let index = 0; index < numberOfFrames; index++) { // Check that currentTime and bufferTimeElapsed are // within allowable range for playback if (currentTime < start || currentTime >= stop || bufferTimeElapsed >= duration) { output.push(0); // this sample frame is silent currentTime += dt; continue; } if (!started) { // Take note that buffer has started playing and get initial // playhead position. if (loop && computedPlaybackRate >= 0 && offset >= actualLoopEnd) { offset = actualLoopEnd; } if (computedPlaybackRate < 0 && loop && offset < actualLoopStart) { offset = actualLoopStart; } bufferTime = offset; started = true; } // Handle loop-related calculations if (loop) { // Determine if looped portion has been entered for the first time if (!enteredLoop) { if (offset < actualLoopEnd && bufferTime >= actualLoopStart) { // playback began before or within loop, and playhead is // now past loop start enteredLoop = true; } if (offset >= actualLoopEnd && bufferTime < actualLoopEnd) { // playback began after loop, and playhead is now prior // to the loop end enteredLoop = true; } } // Wrap loop iterations as needed. Note that enteredLoop // may become true inside the preceding conditional. if (enteredLoop) { while (bufferTime >= actualLoopEnd) { bufferTime -= actualLoopEnd - actualLoopStart; } while (bufferTime < actualLoopStart) { bufferTime += actualLoopEnd - actualLoopStart; } } } if (bufferTime >= 0 && bufferTime < buffer.duration) { output.push(playbackSignal(bufferTime)); } else { output.push(0); // past end of buffer, so output silent frame } bufferTime += dt * computedPlaybackRate; bufferTimeElapsed += dt * computedPlaybackRate; currentTime += dt; } // End of render quantum loop if (currentTime >= stop) { // End playback state of this node. No further invocations of process() // will occur. Schedule a change to set the number of output channels to 1. } return output;}
The following non-normative figures illustrate the behavior of the algorithm in assorted key scenarios. Dynamic resampling of the buffer is not considered, but as long as the times of loop positions are not changed this does not materially affect the resulting playback. In all figures, the following conventions apply:
context sample rate is 1000 Hz
AudioBuffer
content is shown with the first sample frame at the x origin.
output signals are shown with the sample frame located at time start
at the x origin.
linear interpolation is depicted throughout, although a UA could employ other interpolation techniques.
the duration
values noted in the figures refer to the buffer
, not arguments to start()
This figure illustrates basic playback of a buffer, with a simple loop that ends after the last sample frame in the buffer:
AudioBufferSourceNode
basic playback
This figure illustrates playbackRate
interpolation, showing half-speed playback of buffer contents in which every other output sample frame is interpolated. Of particular note is the last sample frame in the looped output, which is interpolated using the loop start point:
AudioBufferSourceNode
playbackRate interpolation
This figure illustrates sample rate interpolation, showing playback of a buffer whose sample rate is 50% of the context sample rate, resulting in a computed playback rate of 0.5 that corrects for the difference in sample rate between the buffer and the context. The resulting output is the same as the preceding example, but for different reasons.
AudioBufferSourceNode
sample rate interpolation.
This figure illustrates subsample offset playback, in which the offset within the buffer begins at exactly half a sample frame. Consequently, every output frame is interpolated:
AudioBufferSourceNode
subsample offset playback
This figure illustrates subsample loop playback, showing how fractional frame offsets in the loop endpoints map to interpolated data points in the buffer that respect these offsets as if they were references to exact sample frames:
AudioBufferSourceNode
subsample loop playback 1.10. The AudioDestinationNode
Interface
This is an AudioNode
representing the final audio destination and is what the user will ultimately hear. It can often be considered as an audio output device which is connected to speakers. All rendered audio to be heard will be routed to this node, a "terminal" node in the AudioContext
’s routing graph. There is only a single AudioDestinationNode per AudioContext
, provided through the destination
attribute of AudioContext
.
The output of a AudioDestinationNode
is produced by summing its input, allowing to capture the output of an AudioContext
into, for example, a MediaStreamAudioDestinationNode
, or a MediaRecorder
(described in [mediastream-recording]).
The AudioDestinationNode
can be either the destination of an AudioContext
or OfflineAudioContext
, and the channel properties depend on what the context is.
For an AudioContext
, the defaults are
The channelCount
can be set to any value less than or equal to maxChannelCount
. An IndexSizeError
exception MUST be thrown if this value is not within the valid range. Giving a concrete example, if the audio hardware supports 8-channel output, then we may set channelCount
to 8, and render 8 channels of output.
For an OfflineAudioContext
, the defaults are
where numberOfChannels
is the number of channels specified when constructing the OfflineAudioContext
. This value may not be changed; a NotSupportedError
exception MUST be thrown if channelCount
is changed to a different value.
[Exposed=Window] interface AudioDestinationNode : AudioNode { readonly attribute unsigned long maxChannelCount; };1.10.1. Attributes
maxChannelCount
, of type unsigned long, readonly
The maximum number of channels that the channelCount
attribute can be set to. An AudioDestinationNode
representing the audio hardware end-point (the normal case) can potentially output more than 2 channels of audio if the audio hardware is multi-channel. maxChannelCount
is the maximum number of channels that this hardware is capable of supporting.
AudioListener
Interface
This interface represents the position and orientation of the person listening to the audio scene. All PannerNode
objects spatialize in relation to the BaseAudioContext
’s listener
. See § 6 Spatialization/Panning for more details about spatialization.
The positionX
, positionY
, and positionZ
parameters represent the location of the listener in 3D Cartesian coordinate space. PannerNode
objects use this position relative to individual audio sources for spatialization.
The forwardX
, forwardY
, and forwardZ
parameters represent a direction vector in 3D space. Both a forward
vector and an up
vector are used to determine the orientation of the listener. In simple human terms, the forward
vector represents which direction the person’s nose is pointing. The up
vector represents the direction the top of a person’s head is pointing. These two vectors are expected to be linearly independent. For normative requirements of how these values are to be interpreted, see the § 6 Spatialization/Panning section.
[Exposed=Window] interface AudioListener { readonly attribute AudioParam positionX; readonly attribute AudioParam positionY; readonly attribute AudioParam positionZ; readonly attribute AudioParam forwardX; readonly attribute AudioParam forwardY; readonly attribute AudioParam forwardZ; readonly attribute AudioParam upX; readonly attribute AudioParam upY; readonly attribute AudioParam upZ; undefined setPosition (float1.11.1. Attributesx
, floaty
, floatz
); undefined setOrientation (floatx
, floaty
, floatz
, floatxUp
, floatyUp
, floatzUp
); };
forwardX
, of type AudioParam, readonly
Sets the x coordinate component of the forward direction the listener is pointing in 3D Cartesian coordinate space.
forwardY
, of type AudioParam, readonly
Sets the y coordinate component of the forward direction the listener is pointing in 3D Cartesian coordinate space.
forwardZ
, of type AudioParam, readonly
Sets the z coordinate component of the forward direction the listener is pointing in 3D Cartesian coordinate space.
positionX
, of type AudioParam, readonly
Sets the x coordinate position of the audio listener in a 3D Cartesian coordinate space.
positionY
, of type AudioParam, readonly
Sets the y coordinate position of the audio listener in a 3D Cartesian coordinate space.
positionZ
, of type AudioParam, readonly
Sets the z coordinate position of the audio listener in a 3D Cartesian coordinate space.
upX
, of type AudioParam, readonly
Sets the x coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space.
upY
, of type AudioParam, readonly
Sets the y coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space.
upZ
, of type AudioParam, readonly
Sets the z coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space.
setOrientation(x, y, z, xUp, yUp, zUp)
This method is DEPRECATED. It is equivalent to setting forwardX
.value
, forwardY
.value
, forwardZ
.value
, upX
.value
, upY
.value
, and upZ
.value
directly with the given x
, y
, z
, xUp
, yUp
, and zUp
values, respectively.
Consequently, if any of the forwardX
, forwardY
, forwardZ
, upX
, upY
and upZ
AudioParam
s have an automation curve set using setValueCurveAtTime()
at the time this method is called, a NotSupportedError
MUST be thrown.
setOrientation()
describes which direction the listener is pointing in the 3D cartesian coordinate space. Both a forward vector and an up vector are provided. In simple human terms, the forward vector represents which direction the person’s nose is pointing. The up vector represents the direction the top of a person’s head is pointing. These two vectors are expected to be linearly independent. For normative requirements of how these values are to be interpreted, see the § 6 Spatialization/Panning.
The x
, y
, and z
parameters represent a forward direction vector in 3D space, with the default value being (0,0,-1).
The xUp
, yUp
, and zUp
parameters represent an up direction vector in 3D space, with the default value being (0,1,0).
setPosition(x, y, z)
This method is DEPRECATED. It is equivalent to setting positionX
.value
, positionY
.value
, and positionZ
.value
directly with the given x
, y
, and z
values, respectively.
Consequently, any of the positionX
, positionY
, and positionZ
AudioParam
s for this AudioListener
have an automation curve set using setValueCurveAtTime()
at the time this method is called, a NotSupportedError
MUST be thrown.
setPosition()
sets the position of the listener in a 3D cartesian coordinate space. PannerNode
objects use this position relative to individual audio sources for spatialization.
The x
, y
, and z
parameters represent the coordinates in 3D space.
The default value is (0,0,0).
Because AudioListener
’s parameters can be connected with AudioNode
s and they can also affect the output of PannerNode
s in the same graph, the node ordering algorithm should take the AudioListener
into consideration when computing the order of processing. For this reason, all the PannerNode
s in the graph have the AudioListener
as input.
AudioProcessingEvent
Interface - DEPRECATED
This is an Event
object which is dispatched to ScriptProcessorNode
nodes. It will be removed when the ScriptProcessorNode is removed, as the replacement AudioWorkletNode
uses a different approach.
The event handler processes audio from the input (if any) by accessing the audio data from the inputBuffer
attribute. The audio data which is the result of the processing (or the synthesized data if there are no inputs) is then placed into the outputBuffer
.
[Exposed=Window] interface AudioProcessingEvent : Event {1.12.1. Attributesconstructor
(DOMStringtype
, AudioProcessingEventIniteventInitDict
); readonly attribute double playbackTime; readonly attribute AudioBuffer inputBuffer; readonly attribute AudioBuffer outputBuffer; };
inputBuffer
, of type AudioBuffer, readonly
An AudioBuffer containing the input audio data. It will have a number of channels equal to the numberOfInputChannels
parameter of the createScriptProcessor() method. This AudioBuffer is only valid while in the scope of the audioprocess
event handler functions. Its values will be meaningless outside of this scope.
outputBuffer
, of type AudioBuffer, readonly
An AudioBuffer where the output audio data MUST be written. It will have a number of channels equal to the numberOfOutputChannels
parameter of the createScriptProcessor() method. Script code within the scope of the audioprocess
event handler functions are expected to modify the Float32Array
arrays representing channel data in this AudioBuffer. Any script modifications to this AudioBuffer outside of this scope will not produce any audible effects.
playbackTime
, of type double, readonly
The time when the audio will be played in the same time coordinate system as the AudioContext
’s currentTime
.
AudioProcessingEventInit
dictionary AudioProcessingEventInit : EventInit { required double playbackTime; required AudioBuffer inputBuffer; required AudioBuffer outputBuffer; };1.12.2.1. Dictionary
AudioProcessingEventInit
Members
inputBuffer
, of type AudioBuffer
Value to be assigned to the inputBuffer
attribute of the event.
outputBuffer
, of type AudioBuffer
Value to be assigned to the outputBuffer
attribute of the event.
playbackTime
, of type double
Value to be assigned to the playbackTime
attribute of the event.
BiquadFilterNode
Interface
BiquadFilterNode
is an AudioNode
processor implementing very common low-order filters.
Low-order filters are the building blocks of basic tone controls (bass, mid, treble), graphic equalizers, and more advanced filters. Multiple BiquadFilterNode
filters can be combined to form more complex filters. The filter parameters such as frequency
can be changed over time for filter sweeps, etc. Each BiquadFilterNode
can be configured as one of a number of common filter types as shown in the IDL below. The default filter type is "lowpass"
.
Both frequency
and detune
form a compound parameter and are both a-rate. They are used together to determine a computedFrequency value:
computedFrequency(t) = frequency(t) * pow(2, detune(t) / 1200)
The nominal range for this compound parameter is [0, Nyquist frequency].
The number of channels of the output always equals the number of channels of the input.
enum BiquadFilterType
{
"lowpass",
"highpass",
"bandpass",
"lowshelf",
"highshelf",
"peaking",
"notch",
"allpass"
};
BiquadFilterType
enumeration description Enum value Description "lowpass
" A lowpass filter allows frequencies below the cutoff frequency to pass through and attenuates frequencies above the cutoff. It implements a standard second-order resonant lowpass filter with 12dB/octave rolloff.
The cutoff frequency
Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked.
Not used in this filter type
highpass
" A highpass filter is the opposite of a lowpass filter. Frequencies above the cutoff frequency are passed through, but frequencies below the cutoff are attenuated. It implements a standard second-order resonant highpass filter with 12dB/octave rolloff.
The cutoff frequency below which the frequencies are attenuated
Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked.
Not used in this filter type
bandpass
" A bandpass filter allows a range of frequencies to pass through and attenuates the frequencies below and above this frequency range. It implements a second-order bandpass filter.
The center of the frequency band
Controls the width of the band. The width becomes narrower as the Q value increases.
Not used in this filter type
lowshelf
" The lowshelf filter allows all frequencies through, but adds a boost (or attenuation) to the lower frequencies. It implements a second-order lowshelf filter.
The upper limit of the frequences where the boost (or attenuation) is applied.
Not used in this filter type.
The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
highshelf
" The highshelf filter is the opposite of the lowshelf filter and allows all frequencies through, but adds a boost to the higher frequencies. It implements a second-order highshelf filter
The lower limit of the frequences where the boost (or attenuation) is applied.
Not used in this filter type.
The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
peaking
" The peaking filter allows all frequencies through, but adds a boost (or attenuation) to a range of frequencies.
The center frequency of where the boost is applied.
Controls the width of the band of frequencies that are boosted. A large value implies a narrow width.
The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
notch
" The notch filter (also known as a band-stop or band-rejection filter) is the opposite of a bandpass filter. It allows all frequencies through, except for a set of frequencies.
The center frequency of where the notch is applied.
Controls the width of the band of frequencies that are attenuated. A large value implies a narrow width.
Not used in this filter type.
allpass
" An allpass filter allows all frequencies through, but changes the phase relationship between the various frequencies. It implements a second-order allpass filter
The frequency where the center of the phase transition occurs. Viewed another way, this is the frequency with maximal group delay.
Controls how sharp the phase transition is at the center frequency. A larger value implies a sharper transition and a larger group delay.
Not used in this filter type.
All attributes of the BiquadFilterNode
are a-rate AudioParam
s.
[Exposed=Window] interface BiquadFilterNode : AudioNode {1.13.1. Constructorsconstructor
(BaseAudioContextcontext
, optional BiquadFilterOptionsoptions
= {}); attribute BiquadFilterType type; readonly attribute AudioParam frequency; readonly attribute AudioParam detune; readonly attribute AudioParam Q; readonly attribute AudioParam gain; undefined getFrequencyResponse (Float32ArrayfrequencyHz
, Float32ArraymagResponse
, Float32ArrayphaseResponse
); };
BiquadFilterNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
Q
, of type AudioParam, readonly
The Q factor of the filter.
For lowpass
and highpass
filters the Q
value is interpreted to be in dB. For these filters the nominal range is \([-Q_{lim}, Q_{lim}]\) where \(Q_{lim}\) is the largest value for which \(10^{Q/20}\) does not overflow. This is approximately \(770.63678\).
For the bandpass
, notch
, allpass
, and peaking
filters, this value is a linear value. The value is related to the bandwidth of the filter and hence should be a positive value. The nominal range is \([0, 3.4028235e38]\), the upper limit being the most-positive-single-float.
detune
, of type AudioParam, readonly
A detune value, in cents, for the frequency. It forms a compound parameter with frequency
to form the computedFrequency.
frequency
, of type AudioParam, readonly
The frequency at which the BiquadFilterNode
will operate, in Hz. It forms a compound parameter with detune
to form the computedFrequency.
gain
, of type AudioParam, readonly
The gain of the filter. Its value is in dB units. The gain is only used for lowshelf
, highshelf
, and peaking
filters.
type
, of type BiquadFilterType
The type of this BiquadFilterNode
. Its default value is "lowpass
". The exact meaning of the other parameters depend on the value of the type
attribute.
getFrequencyResponse(frequencyHz, magResponse, phaseResponse)
Given the [[current value]]
from each of the filter parameters, synchronously calculates the frequency response for the specified frequencies. The three parameters MUST be Float32Array
s of the same length, or an InvalidAccessError
MUST be thrown.
The frequency response returned MUST be computed with the AudioParam
sampled for the current processing block.
frequencyHz
Float32Array
✘ ✘ This parameter specifies an array of frequencies, in Hz, at which the response values will be calculated. magResponse
Float32Array
✘ ✘ This parameter specifies an output array receiving the linear magnitude response values. If a value in the frequencyHz
parameter is not within [0, sampleRate/2], where sampleRate
is the value of the sampleRate
property of the AudioContext
, the corresponding value at the same index of the magResponse
array MUST be NaN
. phaseResponse
Float32Array
✘ ✘ This parameter specifies an output array receiving the phase response values in radians. If a value in the frequencyHz
parameter is not within [0; sampleRate/2], where sampleRate
is the value of the sampleRate
property of the AudioContext
, the corresponding value at the same index of the phaseResponse
array MUST be NaN
.
BiquadFilterOptions
This specifies the options to be used when constructing a BiquadFilterNode
. All members are optional; if not specified, the normal default values are used to construct the node.
dictionary BiquadFilterOptions : AudioNodeOptions { BiquadFilterType type = "lowpass"; float Q = 1; float detune = 0; float frequency = 350; float gain = 0; };1.13.4.1. Dictionary
BiquadFilterOptions
Members
Q
, of type float, defaulting to 1
The desired initial value for Q
.
detune
, of type float, defaulting to 0
The desired initial value for detune
.
frequency
, of type float, defaulting to 350
The desired initial value for frequency
.
gain
, of type float, defaulting to 0
The desired initial value for gain
.
type
, of type BiquadFilterType, defaulting to "lowpass"
The desired initial type of the filter.
There are multiple ways of implementing the type of filters available through the BiquadFilterNode
each having very different characteristics. The formulas in this section describe the filters that a conforming implementation MUST implement, as they determine the characteristics of the different filter types. They are inspired by formulas found in the Audio EQ Cookbook.
The BiquadFilterNode
processes audio with a transfer function of
$$ H(z) = \frac{\frac{b_0}{a_0} + \frac{b_1}{a_0}z^{-1} + \frac{b_2}{a_0}z^{-2}} {1+\frac{a_1}{a_0}z^{-1}+\frac{a_2}{a_0}z^{-2}} $$
which is equivalent to a time-domain equation of:
$$ a_0 y(n) + a_1 y(n-1) + a_2 y(n-2) = b_0 x(n) + b_1 x(n-1) + b_2 x(n-2) $$
The initial filter state is 0.
Note: While fixed filters are stable, it is possible to create unstable biquad filters using automations of AudioParam
s. It is the developers responsibility to manage this.
Note: The UA may produce a warning to notify the user that NaN values have occurred in the filter state. This is usually indicative of an unstable filter.
The coefficients in the transfer function above are different for each node type. The following intermediate variables are necessary for their computation, based on the computedValue of the AudioParam
s of the BiquadFilterNode
.
Let \(F_s\) be the value of the sampleRate
attribute for this AudioContext
.
Let \(f_0\) be the value of the computedFrequency.
Let \(G\) be the value of the gain
AudioParam
.
Let \(Q\) be the value of the Q
AudioParam
.
Finally let
$$ \begin{align*} A &= 10^{\frac{G}{40}} \\ \omega_0 &= 2\pi\frac{f_0}{F_s} \\ \alpha_Q &= \frac{\sin\omega_0}{2Q} \\ \alpha_{Q_{dB}} &= \frac{\sin\omega_0}{2 \cdot 10^{Q/20}} \\ S &= 1 \\ \alpha_S &= \frac{\sin\omega_0}{2}\sqrt{\left(A+\frac{1}{A}\right)\left(\frac{1}{S}-1\right)+2} \end{align*} $$
The six coefficients (\(b_0, b_1, b_2, a_0, a_1, a_2\)) for each filter type, are:
lowpass
"
$$ \begin{align*} b_0 &= \frac{1 - \cos\omega_0}{2} \\ b_1 &= 1 - \cos\omega_0 \\ b_2 &= \frac{1 - \cos\omega_0}{2} \\ a_0 &= 1 + \alpha_{Q_{dB}} \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \alpha_{Q_{dB}} \end{align*} $$
highpass
"
$$ \begin{align*} b_0 &= \frac{1 + \cos\omega_0}{2} \\ b_1 &= -(1 + \cos\omega_0) \\ b_2 &= \frac{1 + \cos\omega_0}{2} \\ a_0 &= 1 + \alpha_{Q_{dB}} \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \alpha_{Q_{dB}} \end{align*} $$
bandpass
"
$$ \begin{align*} b_0 &= \alpha_Q \\ b_1 &= 0 \\ b_2 &= -\alpha_Q \\ a_0 &= 1 + \alpha_Q \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \alpha_Q \end{align*} $$
notch
"
$$ \begin{align*} b_0 &= 1 \\ b_1 &= -2\cos\omega_0 \\ b_2 &= 1 \\ a_0 &= 1 + \alpha_Q \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \alpha_Q \end{align*} $$
allpass
"
$$ \begin{align*} b_0 &= 1 - \alpha_Q \\ b_1 &= -2\cos\omega_0 \\ b_2 &= 1 + \alpha_Q \\ a_0 &= 1 + \alpha_Q \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \alpha_Q \end{align*} $$
peaking
"
$$ \begin{align*} b_0 &= 1 + \alpha_Q\, A \\ b_1 &= -2\cos\omega_0 \\ b_2 &= 1 - \alpha_Q\,A \\ a_0 &= 1 + \frac{\alpha_Q}{A} \\ a_1 &= -2 \cos\omega_0 \\ a_2 &= 1 - \frac{\alpha_Q}{A} \end{align*} $$
lowshelf
"
$$ \begin{align*} b_0 &= A \left[ (A+1) - (A-1) \cos\omega_0 + 2 \alpha_S \sqrt{A})\right] \\ b_1 &= 2 A \left[ (A-1) - (A+1) \cos\omega_0 )\right] \\ b_2 &= A \left[ (A+1) - (A-1) \cos\omega_0 - 2 \alpha_S \sqrt{A}) \right] \\ a_0 &= (A+1) + (A-1) \cos\omega_0 + 2 \alpha_S \sqrt{A} \\ a_1 &= -2 \left[ (A-1) + (A+1) \cos\omega_0\right] \\ a_2 &= (A+1) + (A-1) \cos\omega_0 - 2 \alpha_S \sqrt{A}) \end{align*} $$
highshelf
"
$$ \begin{align*} b_0 &= A\left[ (A+1) + (A-1)\cos\omega_0 + 2\alpha_S\sqrt{A} )\right] \\ b_1 &= -2A\left[ (A-1) + (A+1)\cos\omega_0 )\right] \\ b_2 &= A\left[ (A+1) + (A-1)\cos\omega_0 - 2\alpha_S\sqrt{A} )\right] \\ a_0 &= (A+1) - (A-1)\cos\omega_0 + 2\alpha_S\sqrt{A} \\ a_1 &= 2\left[ (A-1) - (A+1)\cos\omega_0\right] \\ a_2 &= (A+1) - (A-1)\cos\omega_0 - 2\alpha_S\sqrt{A} \end{align*} $$
ChannelMergerNode
Interface
The ChannelMergerNode
is for use in more advanced applications and would often be used in conjunction with ChannelSplitterNode
.
This interface represents an AudioNode
for combining channels from multiple audio streams into a single audio stream. It has a variable number of inputs (defaulting to 6), but not all of them need be connected. There is a single output whose audio stream has a number of channels equal to the number of inputs when any of the inputs is actively processing. If none of the inputs are actively processing, then output is a single channel of silence.
To merge multiple inputs into one stream, each input gets downmixed into one channel (mono) based on the specified mixing rule. An unconnected input still counts as one silent channel in the output. Changing input streams does not affect the order of output channels.
For example, if a default
ChannelMergerNode
has two connected stereo inputs, the first and second input will be downmixed to mono respectively before merging. The output will be a 6-channel stream whose first two channels are be filled with the first two (downmixed) inputs and the rest of channels will be silent.
Also the ChannelMergerNode
can be used to arrange multiple audio streams in a certain order for the multi-channel speaker array such as 5.1 surround set up. The merger does not interpret the channel identities (such as left, right, etc.), but simply combines channels in the order that they are input.
[Exposed=Window] interface ChannelMergerNode : AudioNode { constructor (BaseAudioContext1.14.1. Constructorscontext
, optional ChannelMergerOptionsoptions
= {}); };
ChannelMergerNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
ChannelMergerOptions
dictionary ChannelMergerOptions : AudioNodeOptions { unsigned long numberOfInputs = 6; };1.14.2.1. Dictionary
ChannelMergerOptions
Members
numberOfInputs
, of type unsigned long, defaulting to 6
The number inputs for the ChannelMergerNode
. See createChannelMerger()
for constraints on this value.
ChannelSplitterNode
Interface
The ChannelSplitterNode
is for use in more advanced applications and would often be used in conjunction with ChannelMergerNode
.
This interface represents an AudioNode
for accessing the individual channels of an audio stream in the routing graph. It has a single input, and a number of "active" outputs which equals the number of channels in the input audio stream. For example, if a stereo input is connected to an ChannelSplitterNode
then the number of active outputs will be two (one from the left channel and one from the right). There are always a total number of N outputs (determined by the numberOfOutputs
parameter to the AudioContext
method createChannelSplitter()
), The default number is 6 if this value is not provided. Any outputs which are not "active" will output silence and would typically not be connected to anything.
Please note that in this example, the splitter does not interpret the channel identities (such as left, right, etc.), but simply splits out channels in the order that they are input.
One application for ChannelSplitterNode
is for doing "matrix mixing" where individual gain control of each channel is desired.
[Exposed=Window] interface ChannelSplitterNode : AudioNode { constructor (BaseAudioContext1.15.1. Constructorscontext
, optional ChannelSplitterOptionsoptions
= {}); };
ChannelSplitterNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
ChannelSplitterOptions
dictionary ChannelSplitterOptions : AudioNodeOptions { unsigned long numberOfOutputs = 6; };1.15.2.1. Dictionary
ChannelSplitterOptions
Members
numberOfOutputs
, of type unsigned long, defaulting to 6
The number outputs for the ChannelSplitterNode
. See createChannelSplitter()
for constraints on this value.
ConstantSourceNode
Interface
This interface represents a constant audio source whose output is nominally a constant value. It is useful as a constant source node in general and can be used as if it were a constructible AudioParam
by automating its offset
or connecting another node to it.
The single output of this node consists of one channel (mono).
[Exposed=Window] interface ConstantSourceNode : AudioScheduledSourceNode { constructor (BaseAudioContext1.16.1. Constructorscontext
, optional ConstantSourceOptionsoptions
= {}); readonly attribute AudioParam offset; };
ConstantSourceNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
offset
, of type AudioParam, readonly
The constant value of the source.
ConstantSourceOptions
This specifies options for constructing a ConstantSourceNode
. All members are optional; if not specified, the normal defaults are used for constructing the node.
dictionary ConstantSourceOptions { float offset = 1; };1.16.3.1. Dictionary
ConstantSourceOptions
Members
offset
, of type float, defaulting to 1
The initial value for the offset
AudioParam of this node.
ConvolverNode
Interface
This interface represents a processing node which applies a linear convolution effect given an impulse response.
The input of this node is either mono (1 channel) or stereo (2 channels) and cannot be increased. Connections from nodes with more channels will be down-mixed appropriately.
There are channelCount constraints and channelCountMode constraints for this node. These constraints ensure that the input to the node is either mono or stereo.
[Exposed=Window] interface ConvolverNode : AudioNode { constructor (BaseAudioContext1.17.1. Constructorscontext
, optional ConvolverOptionsoptions
= {}); attribute AudioBuffer? buffer; attribute boolean normalize; };
ConvolverNode(context, options)
When the constructor is called with a BaseAudioContext
context and an option object options, execute these steps:
Set the attributes normalize
to the inverse of the value of disableNormalization
.
If buffer
exists, set the buffer
attribute to its value.
Note: This means that the buffer will be normalized according to the value of the normalize
attribute.
Let o be new AudioNodeOptions
dictionary.
If channelCount
exists in options, set channelCount
on o with the same value.
If channelCountMode
exists in options, set channelCountMode
on o with the same value.
If channelInterpretation
exists in options, set channelInterpretation
on o with the same value.
Initialize the AudioNode this, with c and o as argument.
buffer
, of type AudioBuffer, nullable
At the time when this attribute is set, the buffer
and the state of the normalize
attribute will be used to configure the ConvolverNode
with this impulse response having the given normalization. The initial value of this attribute is null.
Note: If the buffer
is set to an new buffer, audio may glitch. If this is undesirable, it is recommended to create a new ConvolverNode
to replace the old, possibly cross-fading between the two.
Note: The ConvolverNode
produces a mono output only in the single case where there is a single input channel and a single-channel buffer
. In all other cases, the output is stereo. In particular, when the buffer
has four channels and there are two input channels, the ConvolverNode
performs matrix "true" stereo convolution. For normative information please see the channel configuration diagrams
normalize
, of type boolean
Controls whether the impulse response from the buffer will be scaled by an equal-power normalization when the buffer
attribute is set. Its default value is true
in order to achieve a more uniform output level from the convolver when loaded with diverse impulse responses. If normalize
is set to false
, then the convolution will be rendered with no pre-processing/scaling of the impulse response. Changes to this value do not take effect until the next time the buffer
attribute is set.
If the normalize
attribute is false when the buffer
attribute is set then the ConvolverNode
will perform a linear convolution given the exact impulse response contained within the buffer
.
Otherwise, if the normalize
attribute is true when the buffer
attribute is set then the ConvolverNode
will first perform a scaled RMS-power analysis of the audio data contained within buffer
to calculate a normalizationScale given this algorithm:
function calculateNormalizationScale(buffer) { const GainCalibration = 0.00125; const GainCalibrationSampleRate = 44100; const MinPower = 0.000125; // Normalize by RMS power. const numberOfChannels = buffer.numberOfChannels; const length = buffer.length; let power = 0; for (let i = 0; i < numberOfChannels; i++) { let channelPower = 0; const channelData = buffer.getChannelData(i); for (let j = 0; j < length; j++) { const sample = channelData[j]; channelPower += sample * sample; } power += channelPower; } power = Math.sqrt(power / (numberOfChannels * length)); // Protect against accidental overload. if (!isFinite(power) || isNaN(power) || power < MinPower) power = MinPower; let scale = 1 / power; // Calibrate to make perceived volume same as unprocessed. scale *= GainCalibration; // Scale depends on sample-rate. if (buffer.sampleRate) scale *= GainCalibrationSampleRate / buffer.sampleRate; // True-stereo compensation. if (numberOfChannels == 4) scale *= 0.5; return scale;}
During processing, the ConvolverNode will then take this calculated normalizationScale value and multiply it by the result of the linear convolution resulting from processing the input with the impulse response (represented by the buffer
) to produce the final output. Or any mathematically equivalent operation may be used, such as pre-multiplying the input by normalizationScale, or pre-multiplying a version of the impulse-response by normalizationScale.
ConvolverOptions
The specifies options for constructing a ConvolverNode
. All members are optional; if not specified, the node is contructing using the normal defaults.
dictionary ConvolverOptions : AudioNodeOptions { AudioBuffer? buffer; boolean disableNormalization = false; };1.17.3.1. Dictionary
ConvolverOptions
Members
buffer
, of type AudioBuffer, nullable
The desired buffer for the ConvolverNode
. This buffer will be normalized according to the value of disableNormalization
.
disableNormalization
, of type boolean, defaulting to false
The opposite of the desired initial value for the normalize
attribute of the ConvolverNode
.
Implementations MUST support the following allowable configurations of impulse response channels in a ConvolverNode
to achieve various reverb effects with 1 or 2 channels of input.
As shown in the diagram below, single channel convolution operates on a mono audio input, using a mono impulse response, and generating a mono output. The remaining images in the diagram illustrate the supported cases for mono and stereo playback where the number of channels of the input is 1 or 2, and the number of channels in the buffer
is 1, 2, or 4. Developers desiring more complex and arbitrary matrixing can use a ChannelSplitterNode
, multiple single-channel ConvolverNode
s and a ChannelMergerNode
.
If this node is not actively processing, the output is a single channel of silence.
Note: The diagrams below show the outputs when actively processing.
A graphical representation of supported input and output channel count possibilities when using aConvolverNode
. 1.18. The DelayNode
Interface
A delay-line is a fundamental building block in audio applications. This interface is an AudioNode
with a single input and single output.
The number of channels of the output always equals the number of channels of the input.
It delays the incoming audio signal by a certain amount. Specifically, at each time t, input signal input(t), delay time delayTime(t) and output signal output(t), the output will be output(t) = input(t - delayTime(t)). The default delayTime
is 0 seconds (no delay).
When the number of channels in a DelayNode
’s input changes (thus changing the output channel count also), there may be delayed audio samples which have not yet been output by the node and are part of its internal state. If these samples were received earlier with a different channel count, they MUST be upmixed or downmixed before being combined with newly received input so that all internal delay-line mixing takes place using the single prevailing channel layout.
Note: By definition, a DelayNode
introduces an audio processing latency equal to the amount of the delay.
[Exposed=Window] interface DelayNode : AudioNode { constructor (BaseAudioContext1.18.1. Constructorscontext
, optional DelayOptionsoptions
= {}); readonly attribute AudioParam delayTime; };
DelayNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
delayTime
, of type AudioParam, readonly
An AudioParam
object representing the amount of delay (in seconds) to apply. Its default value
is 0 (no delay). The minimum value is 0 and the maximum value is determined by the maxDelayTime
argument to the AudioContext
method createDelay()
or the maxDelayTime
member of the DelayOptions
dictionary for the constructor
.
If DelayNode
is part of a cycle, then the value of the delayTime
attribute is clamped to a minimum of one render quantum.
DelayOptions
This specifies options for constructing a DelayNode
. All members are optional; if not given, the node is constructed using the normal defaults.
dictionary DelayOptions : AudioNodeOptions { double maxDelayTime = 1; double delayTime = 0; };1.18.3.1. Dictionary
DelayOptions
Members
delayTime
, of type double, defaulting to 0
The initial delay time for the node.
maxDelayTime
, of type double, defaulting to 1
The maximum delay time for the node. See createDelay(maxDelayTime)
for constraints.
A DelayNode
has an internal buffer that holds delayTime
seconds of audio.
The processing of a DelayNode
is broken down in two parts: writing to the delay line, and reading from the delay line. This is done via two internal AudioNode
s (that are not available to authors and exist only to ease the description of the inner workings of the node). Both are created from a DelayNode
.
Creating a DelayWriter for a DelayNode
means creating an object that has the same interface as an AudioNode
, and that writes the input audio into the internal buffer of the DelayNode
. It has the same input connections as the DelayNode
it was created from.
Creating a DelayReader for a DelayNode
means creating an object that has the same interface as an AudioNode
, and that can read the audio data from the internal buffer of the DelayNode
. It is connected to the same AudioNode
s as the DelayNode
it was created from. A DelayReader is a source node.
When processing an input buffer, a DelayWriter MUST write the audio to the internal buffer of the DelayNode
.
When producing an output buffer, a DelayReader MUST yield exactly the audio that was written to the corresponding DelayWriter delayTime
seconds ago.
Note: This means that channel count changes are reflected after the delay time has passed.
1.19. TheDynamicsCompressorNode
Interface
DynamicsCompressorNode
is an AudioNode
processor implementing a dynamics compression effect.
Dynamics compression is very commonly used in musical production and game audio. It lowers the volume of the loudest parts of the signal and raises the volume of the softest parts. Overall, a louder, richer, and fuller sound can be achieved. It is especially important in games and musical applications where large numbers of individual sounds are played simultaneous to control the overall signal level and help avoid clipping (distorting) the audio output to the speakers.
[Exposed=Window] interface DynamicsCompressorNode : AudioNode { constructor (BaseAudioContext1.19.1. Constructorscontext
, optional DynamicsCompressorOptionsoptions
= {}); readonly attribute AudioParam threshold; readonly attribute AudioParam knee; readonly attribute AudioParam ratio; readonly attribute float reduction; readonly attribute AudioParam attack; readonly attribute AudioParam release; };
DynamicsCompressorNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
Let [[internal reduction]]
be a private slot on this, that holds a floating point number, in decibels. Set [[internal reduction]]
to 0.0.
attack
, of type AudioParam, readonly
The amount of time (in seconds) to reduce the gain by 10dB.
knee
, of type AudioParam, readonly
A decibel value representing the range above the threshold where the curve smoothly transitions to the "ratio" portion.
ratio
, of type AudioParam, readonly
The amount of dB change in input for a 1 dB change in output.
reduction
, of type float, readonly
A read-only decibel value for metering purposes, representing the current amount of gain reduction that the compressor is applying to the signal. If fed no signal the value will be 0 (no gain reduction). When this attribute is read, return the value of the private slot [[internal reduction]]
.
release
, of type AudioParam, readonly
The amount of time (in seconds) to increase the gain by 10dB.
threshold
, of type AudioParam, readonly
The decibel value above which the compression will start taking effect.
DynamicsCompressorOptions
This specifies the options to use in constructing a DynamicsCompressorNode
. All members are optional; if not specified the normal defaults are used in constructing the node.
dictionary DynamicsCompressorOptions : AudioNodeOptions { float attack = 0.003; float knee = 30; float ratio = 12; float release = 0.25; float threshold = -24; };1.19.3.1. Dictionary
DynamicsCompressorOptions
Members
attack
, of type float, defaulting to 0.003
The initial value for the attack
AudioParam.
knee
, of type float, defaulting to 30
The initial value for the knee
AudioParam.
ratio
, of type float, defaulting to 12
The initial value for the ratio
AudioParam.
release
, of type float, defaulting to 0.25
The initial value for the release
AudioParam.
threshold
, of type float, defaulting to -24
The initial value for the threshold
AudioParam.
Dynamics compression can be implemented in a variety of ways. The DynamicsCompressorNode
implements a dynamics processor that has the following characteristics:
Fixed look-ahead (this means that an DynamicsCompressorNode
adds a fixed latency to the signal chain).
Configurable attack speed, release speed, threshold, knee hardness and ratio.
Side-chaining is not supported.
The gain reduction is reported via the reduction
property on the DynamicsCompressorNode
.
The compression curve has three parts:
The first part is the identity: \(f(x) = x\).
The second part is the soft-knee portion, which MUST be a monotonically increasing function.
The third part is a linear function: \(f(x) = \frac{1}{ratio} \cdot x \).
This curve MUST be continuous and piece-wise differentiable, and corresponds to a target output level, based on the input level.
Graphically, such a curve would look something like this:
A typical compression curve, showing the knee portion (soft or hard) as well as the threshold.Internally, the DynamicsCompressorNode
is described with a combination of other AudioNode
s, as well as a special algorithm, to compute the gain reduction value.
The following AudioNode
graph is used internally, input
and output
respectively being the input and output AudioNode
, context
the BaseAudioContext
for this DynamicsCompressorNode
, and a new class, EnvelopeFollower, that instantiates a special object that behaves like an AudioNode
, described below:
const delay = new DelayNode(context, {delayTime: 0.006}); const gain = new GainNode(context); const compression = new EnvelopeFollower(); input.connect(delay).connect(gain).connect(output); input.connect(compression).connect(gain.gain);The graph of internal
AudioNode
s used as part of the DynamicsCompressorNode
processing algorithm.
Note: This implements the pre-delay and the application of the reduction gain.
The following algorithm describes the processing performed by an EnvelopeFollower object, to be applied to the input signal to produce the gain reduction value. An EnvelopeFollower has two slots holding floating point values. Those values persist accros invocation of this algorithm.
Let [[detector average]]
be a floating point number, initialized to 0.0.
Let [[compressor gain]]
be a floating point number, initialized to 1.0.
The following algorithm allow determining a value for
reduction gain, for each sample of input, for a render quantum of audio.
Let attack and release have the values of attack
and release
, respectively, sampled at the time of processing (those are k-rate parameters), mutiplied by the sample-rate of the BaseAudioContext
this DynamicsCompressorNode
is associated with.
Let detector average be the value of the slot [[detector average]]
.
Let compressor gain be the value of the slot [[compressor gain]]
.
For each sample input of the render quantum to be processed, execute the following steps:
If the absolute value of input is less than 0.0001, let attenuation be 1.0. Else, let shaped input be the value of applying the compression curve to the absolute value of input. Let attenuation be shaped input divided by the absolute value of input.
Let releasing be true
if attenuation is greater than compressor gain, false
otherwise.
Let detector rate be the result of applying the detector curve to attenuation.
Subtract detector average from attenuation, and multiply the result by detector rate. Add this new result to detector average.
Clamp detector average to a maximum of 1.0.
Let envelope rate be the result of computing the envelope rate based on values of attack and release.
If releasing is true
, set compressor gain to be the product of compressor gain and envelope rate, clamped to a maximum of 1.0.
Else, if releasing is false
, let gain increment to be detector average minus compressor gain. Multiply gain increment by envelope rate, and add the result to compressor gain.
Compute reduction gain to be compressor gain multiplied by the return value of computing the makeup gain.
Compute metering gain to be reduction gain, converted to decibel.
Set [[compressor gain]]
to compressor gain.
Set [[detector average]]
to detector average.
Atomically set the internal slot [[internal reduction]]
to the value of metering gain.
Note: This step makes the metering gain update once per block, at the end of the block processing.
The makeup gain is a fixed gain stage that only depends on ratio, knee and threshold parameter of the compressor, and not on the input signal. The intent here is to increase the output level of the compressor so it is comparable to the input level.
Computing the makeup gainmeans executing the following steps:
Let full range gain be the value returned by applying the compression curve to the value 1.0.
Let full range makeup gain be the inverse of full range gain.
Return the result of taking the 0.6 power of full range makeup gain.
is done by applying a function to the ratio of the
compressor gainand the
detector average. User-agents are allowed to choose the shape of the envelope function. However, this function MUST respect the following constraints:
The envelope rate MUST be the calculated from the ratio of the compressor gain and the detector average.
Note: When attacking, this number less than or equal to 1, when releasing, this number is strictly greater than 1.
The attack curve MUST be a continuous, monotonically increasing function in the range \([0, 1]\). The shape of this curve MAY be controlled by attack
.
The release curve MUST be a continuous, monotonically decreasing function that is always greater than 1. The shape of this curve MAY be controlled by release
.
This operation returns the value computed by applying this function to the ratio of compressor gain and detector average.
Applying the detector curve to the change rate when attacking or releasing allow implementing adaptive release. It is a function that MUST respect the following constraints:
The output of the function MUST be in \([0,1]\).
The function MUST be monotonically increasing, continuous.
Note: It is allowed, for example, to have a compressor that performs an adaptive release, that is, releasing faster the harder the compression, or to have curves for attack and release that are not of the same shape.
Applying a
compression curveto a value means computing the value of this sample when passed to a function, and returning the computed value. This function MUST respect the following characteristics:
Let threshold and knee have the values of threshold
and knee
, respectively, converted to linear units and sampled at the time of processing of this block (as k-rate parameters).
Calculate the sum of threshold
plus knee
also sampled at the time of processing of this block (as k-rate parameters).
Let knee end threshold have the value of this sum converted to linear units.
Let ratio have the value of the ratio
, sampled at the time of processing of this block (as a k-rate parameter).
This function is the identity up to the value of the linear threshold (i.e., \(f(x) = x\)).
From the threshold up to the knee end threshold, User-Agents can choose the curve shape. The whole function MUST be monotonically increasing and continuous.
Note: If the knee is 0, the DynamicsCompressorNode
is called a hard-knee compressor.
This function is linear, based on the ratio, after the threshold and the soft knee (i.e., \(f(x) = \frac{1}{ratio} \cdot x \)).
Converting a value \(v\) in
linear gain unit to decibelmeans executing the following steps:
If \(v\) is equal to zero, return -1000.
Else, return \( 20 \, \log_{10}{v} \).
Converting a value \(v\) in decibels to linear gain unit means returning \(10^{v/20}\).
1.20. TheGainNode
Interface
Changing the gain of an audio signal is a fundamental operation in audio applications. This interface is an AudioNode
with a single input and single output:
Each sample of each channel of the input data of the GainNode
MUST be multiplied by the computedValue of the gain
AudioParam
.
[Exposed=Window] interface GainNode : AudioNode { constructor (BaseAudioContext1.20.1. Constructorscontext
, optional GainOptionsoptions
= {}); readonly attribute AudioParam gain; };
GainNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
gain
, of type AudioParam, readonly
Represents the amount of gain to apply.
GainOptions
This specifies options to use in constructing a GainNode
. All members are optional; if not specified, the normal defaults are used in constructing the node.
dictionary GainOptions : AudioNodeOptions { float gain = 1.0; };1.20.3.1. Dictionary
GainOptions
Members
gain
, of type float, defaulting to 1.0
The initial gain value for the gain
AudioParam.
IIRFilterNode
Interface
IIRFilterNode
is an AudioNode
processor implementing a general IIR Filter. In general, it is best to use BiquadFilterNode
’s to implement higher-order filters for the following reasons:
Generally less sensitive to numeric issues
Filter parameters can be automated
Can be used to create all even-ordered IIR filters
However, odd-ordered filters cannot be created, so if such filters are needed or automation is not needed, then IIR filters may be appropriate.
Once created, the coefficients of the IIR filter cannot be changed.
The number of channels of the output always equals the number of channels of the input.
[Exposed=Window] interface IIRFilterNode : AudioNode { constructor (BaseAudioContext1.21.1. Constructorscontext
, IIRFilterOptionsoptions
); undefined getFrequencyResponse (Float32ArrayfrequencyHz
, Float32ArraymagResponse
, Float32ArrayphaseResponse
); };
IIRFilterNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
getFrequencyResponse(frequencyHz, magResponse, phaseResponse)
Given the current filter parameter settings, synchronously calculates the frequency response for the specified frequencies. The three parameters MUST be Float32Array
s of the same length, or an InvalidAccessError
MUST be thrown.
frequencyHz
Float32Array
✘ ✘ This parameter specifies an array of frequencies, in Hz, at which the response values will be calculated. magResponse
Float32Array
✘ ✘ This parameter specifies an output array receiving the linear magnitude response values. If a value in the frequencyHz
parameter is not within [0, sampleRate/2], where sampleRate
is the value of the sampleRate
property of the AudioContext
, the corresponding value at the same index of the magResponse
array MUST be NaN
. phaseResponse
Float32Array
✘ ✘ This parameter specifies an output array receiving the phase response values in radians. If a value in the frequencyHz
parameter is not within [0; sampleRate/2], where sampleRate
is the value of the sampleRate
property of the AudioContext
, the corresponding value at the same index of the phaseResponse
array MUST be NaN
.
IIRFilterOptions
The IIRFilterOptions
dictionary is used to specify the filter coefficients of the IIRFilterNode
.
dictionary IIRFilterOptions : AudioNodeOptions { required sequence<double> feedforward; required sequence<double> feedback; };1.21.3.1. Dictionary
IIRFilterOptions
Members
feedforward
, of type sequence<double>
The feedforward coefficients for the IIRFilterNode
. This member is required. See feedforward
argument of createIIRFilter()
for other constraints.
feedback
, of type sequence<double>
The feedback coefficients for the IIRFilterNode
. This member is required. See feedback
argument of createIIRFilter()
for other constraints.
Let \(b_m\) be the feedforward
coefficients and \(a_n\) be the feedback
coefficients specified by createIIRFilter()
or the IIRFilterOptions
dictionary for the constructor
. Then the transfer function of the general IIR filter is given by
$$ H(z) = \frac{\sum_{m=0}^{M} b_m z^{-m}}{\sum_{n=0}^{N} a_n z^{-n}} $$
where \(M + 1\) is the length of the \(b\) array and \(N + 1\) is the length of the \(a\) array. The coefficient \(a_0\) MUST not be 0 (see feedback parameter
for createIIRFilter()
). At least one of \(b_m\) MUST be non-zero (see feedforward parameter
for createIIRFilter()
).
Equivalently, the time-domain equation is:
$$ \sum_{k=0}^{N} a_k y(n-k) = \sum_{k=0}^{M} b_k x(n-k) $$
The initial filter state is the all-zeroes state.
Note: The UA may produce a warning to notify the user that NaN values have occurred in the filter state. This is usually indicative of an unstable filter.
1.22. TheMediaElementAudioSourceNode
Interface
This interface represents an audio source from an audio
or video
element.
The number of channels of the output corresponds to the number of channels of the media referenced by the HTMLMediaElement
. Thus, changes to the media element’s src
attribute can change the number of channels output by this node.
If the sample rate of the HTMLMediaElement
differs from the sample rate of the associated AudioContext
, then the output from the HTMLMediaElement
must be resampled to match the context’s sample rate
.
A MediaElementAudioSourceNode
is created given an HTMLMediaElement
using the AudioContext
createMediaElementSource()
method or the mediaElement
member of the MediaElementAudioSourceOptions
dictionary for the constructor
.
The number of channels of the single output equals the number of channels of the audio referenced by the HTMLMediaElement
passed in as the argument to createMediaElementSource()
, or is 1 if the HTMLMediaElement
has no audio.
The HTMLMediaElement
MUST behave in an identical fashion after the MediaElementAudioSourceNode
has been created, except that the rendered audio will no longer be heard directly, but instead will be heard as a consequence of the MediaElementAudioSourceNode
being connected through the routing graph. Thus pausing, seeking, volume, src
attribute changes, and other aspects of the HTMLMediaElement
MUST behave as they normally would if not used with a MediaElementAudioSourceNode
.
const mediaElement = document.getElementById('mediaElementID'); const sourceNode = context.createMediaElementSource(mediaElement); sourceNode.connect(filterNode);
[Exposed=Window] interface MediaElementAudioSourceNode : AudioNode { constructor (AudioContext1.22.1. Constructorscontext
, MediaElementAudioSourceOptionsoptions
); [SameObject] readonly attribute HTMLMediaElement mediaElement; };
MediaElementAudioSourceNode(context, options)
initialize the AudioNode this, with context and options as arguments.
mediaElement
, of type HTMLMediaElement, readonly
The HTMLMediaElement
used when constructing this MediaElementAudioSourceNode
.
MediaElementAudioSourceOptions
This specifies the options to use in constructing a MediaElementAudioSourceNode
.
dictionary MediaElementAudioSourceOptions { required HTMLMediaElement mediaElement; };1.22.3.1. Dictionary
MediaElementAudioSourceOptions
Members
mediaElement
, of type HTMLMediaElement
The media element that will be re-routed. This MUST be specified.
HTMLMediaElement
allows the playback of cross-origin resources. Because Web Audio allows inspection of the content of the resource (e.g. using a MediaElementAudioSourceNode
, and an AudioWorkletNode
or ScriptProcessorNode
to read the samples), information leakage can occur if scripts from one origin inspect the content of a resource from another origin.
To prevent this, a MediaElementAudioSourceNode
MUST output silence instead of the normal output of the HTMLMediaElement
if it has been created using an HTMLMediaElement
for which the execution of the fetch algorithm [FETCH] labeled the resource as CORS-cross-origin.
MediaStreamAudioDestinationNode
Interface
This interface is an audio destination representing a MediaStream
with a single MediaStreamTrack
whose kind
is "audio"
. This MediaStream
is created when the node is created and is accessible via the stream
attribute. This stream can be used in a similar way as a MediaStream
obtained via getUserMedia()
, and can, for example, be sent to a remote peer using the RTCPeerConnection
(described in [webrtc]) addStream()
method.
The number of channels of the input is by default 2 (stereo).
[Exposed=Window] interface MediaStreamAudioDestinationNode : AudioNode { constructor (AudioContext1.23.1. Constructorscontext
, optional AudioNodeOptionsoptions
= {}); readonly attribute MediaStream stream; };
MediaStreamAudioDestinationNode(context, options)
Initialize the AudioNode this, with context and options as arguments.
stream
, of type MediaStream, readonly
A MediaStream
containing a single MediaStreamTrack
with the same number of channels as the node itself, and whose kind
attribute has the value "audio"
.
MediaStreamAudioSourceNode
Interface
This interface represents an audio source from a MediaStream
.
The number of channels of the output corresponds to the number of channels of the MediaStreamTrack
. When the MediaStreamTrack
ends, this AudioNode
outputs one channel of silence.
If the sample rate of the MediaStreamTrack
differs from the sample rate of the associated AudioContext
, then the output of the MediaStreamTrack
is resampled to match the context’s sample rate
.
[Exposed=Window] interface MediaStreamAudioSourceNode : AudioNode { constructor (AudioContext1.24.1. Constructorscontext
, MediaStreamAudioSourceOptionsoptions
); [SameObject] readonly attribute MediaStream mediaStream; };
MediaStreamAudioSourceNode(context, options)
If the mediaStream
member of options
does not reference a MediaStream
that has at least one MediaStreamTrack
whose kind
attribute has the value "audio"
, throw an InvalidStateError
and abort these steps. Else, let this stream be inputStream.
Let tracks be the list of all MediaStreamTrack
s of inputStream that have a kind
of "audio"
.
Sort the elements in tracks based on their id
attribute using an ordering on sequences of code unit values.
Initialize the AudioNode this, with context and options as arguments.
Set an internal slot [[input track]]
on this MediaStreamAudioSourceNode
to be the first element of tracks. This is the track used as the input audio for this MediaStreamAudioSourceNode
.
After construction, any change to the MediaStream
that was passed to the constructor do not affect the underlying output of this AudioNode
.
The slot [[input track]]
is only used to keep a reference to the MediaStreamTrack
.
Note: This means that when removing the track chosen by the constructor of the MediaStreamAudioSourceNode
from the MediaStream
passed into this constructor, the MediaStreamAudioSourceNode
will still take its input from the same track.
Note: The behaviour for picking the track to output is arbitrary for legacy reasons. MediaStreamTrackAudioSourceNode
can be used instead to be explicit about which track to use as input.
mediaStream
, of type MediaStream, readonly
The MediaStream
used when constructing this MediaStreamAudioSourceNode
.
MediaStreamAudioSourceOptions
This specifies the options for constructing a MediaStreamAudioSourceNode
.
dictionary MediaStreamAudioSourceOptions { required MediaStream mediaStream; };1.24.3.1. Dictionary
MediaStreamAudioSourceOptions
Members
mediaStream
, of type MediaStream
The media stream that will act as a source. This MUST be specified.
MediaStreamTrackAudioSourceNode
Interface
This interface represents an audio source from a MediaStreamTrack
.
The number of channels of the output corresponds to the number of channels of the mediaStreamTrack
.
If the sample rate of the MediaStreamTrack
differs from the sample rate of the associated AudioContext
, then the output of the mediaStreamTrack
is resampled to match the context’s sample rate
.
[Exposed=Window] interface MediaStreamTrackAudioSourceNode : AudioNode { constructor (AudioContext1.25.1. Constructorscontext
, MediaStreamTrackAudioSourceOptionsoptions
); };
MediaStreamTrackAudioSourceNode(context, options)
If the mediaStreamTrack
’s kind
attribute is not "audio"
, throw an InvalidStateError
and abort these steps.
Initialize the AudioNode this, with context and options as arguments.
MediaStreamTrackAudioSourceOptions
This specifies the options for constructing a MediaStreamTrackAudioSourceNode
. This is required.
dictionary MediaStreamTrackAudioSourceOptions { required MediaStreamTrack mediaStreamTrack; };1.25.2.1. Dictionary
MediaStreamTrackAudioSourceOptions
Members
mediaStreamTrack
, of type MediaStreamTrack
The media stream track that will act as a source. If this MediaStreamTrack
kind
attribute is not "audio"
, an InvalidStateError
MUST be thrown.
OscillatorNode
Interface
OscillatorNode
represents an audio source generating a periodic waveform. It can be set to a few commonly used waveforms. Additionally, it can be set to an arbitrary periodic waveform through the use of a PeriodicWave
object.
Oscillators are common foundational building blocks in audio synthesis. An OscillatorNode will start emitting sound at the time specified by the start()
method.
Mathematically speaking, a continuous-time periodic waveform can have very high (or infinitely high) frequency information when considered in the frequency domain. When this waveform is sampled as a discrete-time digital audio signal at a particular sample-rate, then care MUST be taken to discard (filter out) the high-frequency information higher than the Nyquist frequency before converting the waveform to a digital form. If this is not done, then aliasing of higher frequencies (than the Nyquist frequency) will fold back as mirror images into frequencies lower than the Nyquist frequency. In many cases this will cause audibly objectionable artifacts. This is a basic and well-understood principle of audio DSP.
There are several practical approaches that an implementation may take to avoid this aliasing. Regardless of approach, the idealized discrete-time digital audio signal is well defined mathematically. The trade-off for the implementation is a matter of implementation cost (in terms of CPU usage) versus fidelity to achieving this ideal.
It is expected that an implementation will take some care in achieving this ideal, but it is reasonable to consider lower-quality, less-costly approaches on lower-end hardware.
Both frequency
and detune
are a-rate parameters, and form a compound parameter. They are used together to determine a computedOscFrequency value:
computedOscFrequency(t) = frequency(t) * pow(2, detune(t) / 1200)
The OscillatorNode’s instantaneous phase at each time is the definite time integral of computedOscFrequency, assuming a phase angle of zero at the node’s exact start time. Its nominal range is [-Nyquist frequency, Nyquist frequency].
The single output of this node consists of one channel (mono).
enum OscillatorType
{
"sine",
"square",
"sawtooth",
"triangle",
"custom"
};
OscillatorType
enumeration description Enum value Description "sine
" A sine wave "square
" A square wave of duty period 0.5 "sawtooth
" A sawtooth wave "triangle
" A triangle wave "custom
" A custom periodic wave
[Exposed=Window] interface OscillatorNode : AudioScheduledSourceNode { constructor (BaseAudioContext1.26.1. Constructorscontext
, optional OscillatorOptionsoptions
= {}); attribute OscillatorType type; readonly attribute AudioParam frequency; readonly attribute AudioParam detune; undefined setPeriodicWave (PeriodicWaveperiodicWave
); };
OscillatorNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
detune
, of type AudioParam, readonly
A detuning value (in cents) which will offset the frequency
by the given amount. Its default value
is 0. This parameter is a-rate. It forms a compound parameter with frequency
to form the computedOscFrequency. The nominal range listed below allows this parameter to detune the frequency
over the entire possible range of frequencies.
frequency
, of type AudioParam, readonly
The frequency (in Hertz) of the periodic waveform. Its default value
is 440. This parameter is a-rate. It forms a compound parameter with detune
to form the computedOscFrequency. Its nominal range is [-Nyquist frequency, Nyquist frequency].
type
, of type OscillatorType
The shape of the periodic waveform. It may directly be set to any of the type constant values except for "custom
". Doing so MUST throw an InvalidStateError
exception. The setPeriodicWave()
method can be used to set a custom waveform, which results in this attribute being set to "custom
". The default value is "sine
". When this attribute is set, the phase of the oscillator MUST be conserved.
setPeriodicWave(periodicWave)
Sets an arbitrary custom periodic waveform given a PeriodicWave
.
OscillatorOptions
This specifies the options to be used when constructing an OscillatorNode
. All of the members are optional; if not specified, the normal default values are used for constructing the oscillator.
dictionary OscillatorOptions : AudioNodeOptions { OscillatorType type = "sine"; float frequency = 440; float detune = 0; PeriodicWave periodicWave; };1.26.4.1. Dictionary
OscillatorOptions
Members
detune
, of type float, defaulting to 0
The initial detune value for the OscillatorNode
.
frequency
, of type float, defaulting to 440
The initial frequency for the OscillatorNode
.
periodicWave
, of type PeriodicWave
The PeriodicWave
for the OscillatorNode
. If this is specified, then any valid value for type
is ignored; it is treated as if "custom
" were specified.
type
, of type OscillatorType, defaulting to "sine"
The type of oscillator to be constructed. If this is set to "custom" without also specifying a periodicWave
, then an InvalidStateError
exception MUST be thrown. If periodicWave
is specified, then any valid value for type
is ignored; it is treated as if it were set to "custom".
The idealized mathematical waveforms for the various oscillator types are defined below. In summary, all waveforms are defined mathematically to be an odd function with a positive slope at time 0. The actual waveforms produced by the oscillator may differ to prevent aliasing affects.
The oscillator MUST produce the same result as if a PeriodicWave
, with the appropriate Fourier series and with disableNormalization
set to false, were used to create these basic waveforms.
sine
"
The waveform for sine oscillator is:
$$ x(t) = \sin t $$
square
"
The waveform for the square wave oscillator is:
$$ x(t) = \begin{cases} 1 & \mbox{for } 0≤ t < \pi \\ -1 & \mbox{for } -\pi < t < 0. \end{cases} $$
This is extended to all \(t\) by using the fact that the waveform is an odd function with period \(2\pi\).
sawtooth
"
The waveform for the sawtooth oscillator is the ramp:
$$ x(t) = \frac{t}{\pi} \mbox{ for } -\pi < t ≤ \pi; $$
This is extended to all \(t\) by using the fact that the waveform is an odd function with period \(2\pi\).
triangle
"
The waveform for the triangle oscillator is:
$$ x(t) = \begin{cases} \frac{2}{\pi} t & \mbox{for } 0 ≤ t ≤ \frac{\pi}{2} \\ 1-\frac{2}{\pi} \left(t-\frac{\pi}{2}\right) & \mbox{for } \frac{\pi}{2} < t ≤ \pi. \end{cases} $$
This is extended to all \(t\) by using the fact that the waveform is an odd function with period \(2\pi\).
PannerNode
Interface
This interface represents a processing node which positions / spatializes an incoming audio stream in three-dimensional space. The spatialization is in relation to the BaseAudioContext
’s AudioListener
(listener
attribute).
The input of this node is either mono (1 channel) or stereo (2 channels) and cannot be increased. Connections from nodes with fewer or more channels will be up-mixed or down-mixed appropriately.
If the node is actively processing, the output of this node is hard-coded to stereo (2 channels) and cannot be configured. If the node is not actively processing, then the output is a single channel of silence.
The PanningModelType
enum determines which spatialization algorithm will be used to position the audio in 3D space. The default is "equalpower
".
enum PanningModelType
{
"equalpower",
"HRTF"
};
PanningModelType
enumeration description Enum value Description "equalpower
" A simple and efficient spatialization algorithm using equal-power panning.
Note: When this panning model is used, all the AudioParam
s used to compute the output of this node are a-rate.
HRTF
" A higher quality spatialization algorithm using a convolution with measured impulse responses from human subjects. This panning method renders stereo output.
Note:When this panning model is used, all the AudioParam
s used to compute the output of this node are k-rate.
The effective automation rate for an AudioParam
of a PannerNode
is determined by the panningModel
and automationRate
of the AudioParam
. If the panningModel
is "HRTF
", the effective automation rate is "k-rate
", independent of the setting of the automationRate
. Otherwise the effective automation rate is the value of automationRate
.
The DistanceModelType
enum determines which algorithm will be used to reduce the volume of an audio source as it moves away from the listener. The default is "inverse
".
In the description of each distance model below, let \(d\) be the distance between the listener and the panner; \(d_{ref}\) be the value of the refDistance
attribute; \(d_{max}\) be the value of the maxDistance
attribute; and \(f\) be the value of the rolloffFactor
attribute.
enum DistanceModelType
{
"linear",
"inverse",
"exponential"
};
DistanceModelType
enumeration description Enum value Description "linear
" A linear distance model which calculates distanceGain according to:
$$ 1 - f\ \frac{\max\left[\min\left(d, d’_{max}\right), d’_{ref}\right] - d’_{ref}}{d’_{max} - d’_{ref}} $$
where \(d’_{ref} = \min\left(d_{ref}, d_{max}\right)\) and \(d’_{max} = \max\left(d_{ref}, d_{max}\right)\). In the case where \(d’_{ref} = d’_{max}\), the value of the linear model is taken to be \(1-f\).
Note that \(d\) is clamped to the interval \(\left[d’_{ref},\, d’_{max}\right]\).
"inverse
" An inverse distance model which calculates distanceGain according to:
$$ \frac{d_{ref}}{d_{ref} + f\ \left[\max\left(d, d_{ref}\right) - d_{ref}\right]} $$
That is, \(d\) is clamped to the interval \(\left[d_{ref},\, \infty\right)\). If \(d_{ref} = 0\), the value of the inverse model is taken to be 0, independent of the value of \(d\) and \(f\).
"exponential
" An exponential distance model which calculates distanceGain according to:
$$ \left[\frac{\max\left(d, d_{ref}\right)}{d_{ref}}\right]^{-f} $$
That is, \(d\) is clamped to the interval \(\left[d_{ref},\, \infty\right)\). If \(d_{ref} = 0\), the value of the exponential model is taken to be 0, independent of \(d\) and \(f\).
[Exposed=Window] interface PannerNode : AudioNode { constructor (BaseAudioContext1.27.1. Constructorscontext
, optional PannerOptionsoptions
= {}); attribute PanningModelType panningModel; readonly attribute AudioParam positionX; readonly attribute AudioParam positionY; readonly attribute AudioParam positionZ; readonly attribute AudioParam orientationX; readonly attribute AudioParam orientationY; readonly attribute AudioParam orientationZ; attribute DistanceModelType distanceModel; attribute double refDistance; attribute double maxDistance; attribute double rolloffFactor; attribute double coneInnerAngle; attribute double coneOuterAngle; attribute double coneOuterGain; undefined setPosition (floatx
, floaty
, floatz
); undefined setOrientation (floatx
, floaty
, floatz
); };
PannerNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
coneInnerAngle
, of type double
A parameter for directional audio sources that is an angle, in degrees, inside of which there will be no volume reduction. The default value is 360. The behavior is undefined if the angle is outside the interval [0, 360].
coneOuterAngle
, of type double
A parameter for directional audio sources that is an angle, in degrees, outside of which the volume will be reduced to a constant value of coneOuterGain
. The default value is 360. The behavior is undefined if the angle is outside the interval [0, 360].
coneOuterGain
, of type double
A parameter for directional audio sources that is the gain outside of the coneOuterAngle
. The default value is 0. It is a linear value (not dB) in the range [0, 1]. An InvalidStateError
MUST be thrown if the parameter is outside this range.
distanceModel
, of type DistanceModelType
Specifies the distance model used by this PannerNode
. Defaults to "inverse
".
maxDistance
, of type double
The maximum distance between source and listener, after which the volume will not be reduced any further. The default value is 10000. A RangeError
exception MUST be thrown if this is set to a non-positive value.
orientationX
, of type AudioParam, readonly
Describes the \(x\)-component of the vector of the direction the audio source is pointing in 3D Cartesian coordinate space.
orientationY
, of type AudioParam, readonly
Describes the \(y\)-component of the vector of the direction the audio source is pointing in 3D cartesian coordinate space.
orientationZ
, of type AudioParam, readonly
Describes the \(z\)-component of the vector of the direction the audio source is pointing in 3D cartesian coordinate space.
panningModel
, of type PanningModelType
Specifies the panning model used by this PannerNode
. Defaults to "equalpower
".
positionX
, of type AudioParam, readonly
Sets the \(x\)-coordinate position of the audio source in a 3D Cartesian system.
positionY
, of type AudioParam, readonly
Sets the \(y\)-coordinate position of the audio source in a 3D Cartesian system.
positionZ
, of type AudioParam, readonly
Sets the \(z\)-coordinate position of the audio source in a 3D Cartesian system.
refDistance
, of type double
A reference distance for reducing volume as source moves further from the listener. For distances less than this, the volume is not reduced. The default value is 1. A RangeError
exception MUST be thrown if this is set to a negative value.
rolloffFactor
, of type double
Describes how quickly the volume is reduced as source moves away from listener. The default value is 1. A RangeError
exception MUST be thrown if this is set to a negative value.
The nominal range for the rolloffFactor
specifies the minimum and maximum values the rolloffFactor
can have. Values outside the range are clamped to lie within this range. The nominal range depends on the distanceModel
as follows:
linear
"
The nominal range is \([0, 1]\).
inverse
"
The nominal range is \([0, \infty)\).
exponential
"
The nominal range is \([0, \infty)\).
Note that the clamping happens as part of the processing of the distance computation. The attribute reflects the value that was set and is not modified.
setOrientation(x, y, z)
This method is DEPRECATED. It is equivalent to setting orientationX
.value
, orientationY
.value
, and orientationZ
.value
attribute directly, with the x
, y
and z
parameters, respectively.
Consequently, if any of the orientationX
, orientationY
, and orientationZ
AudioParam
s have an automation curve set using setValueCurveAtTime()
at the time this method is called, a NotSupportedError
MUST be thrown.
Describes which direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional the sound is (controlled by the cone attributes), a sound pointing away from the listener can be very quiet or completely silent.
The x, y, z
parameters represent a direction vector in 3D space.
The default value is (1,0,0).
setPosition(x, y, z)
This method is DEPRECATED. It is equivalent to setting positionX
.value
, positionY
.value
, and positionZ
.value
attribute directly with the x
, y
and z
parameters, respectively.
Consequently, if any of the positionX
, positionY
, and positionZ
AudioParam
s have an automation curve set using setValueCurveAtTime()
at the time this method is called, a NotSupportedError
MUST be thrown.
Sets the position of the audio source relative to the listener
attribute. A 3D cartesian coordinate system is used.
The x, y, z
parameters represent the coordinates in 3D space.
The default value is (0,0,0).
PannerOptions
This specifies options for constructing a PannerNode
. All members are optional; if not specified, the normal default is used in constructing the node.
dictionary PannerOptions : AudioNodeOptions { PanningModelType panningModel = "equalpower"; DistanceModelType distanceModel = "inverse"; float positionX = 0; float positionY = 0; float positionZ = 0; float orientationX = 1; float orientationY = 0; float orientationZ = 0; double refDistance = 1; double maxDistance = 10000; double rolloffFactor = 1; double coneInnerAngle = 360; double coneOuterAngle = 360; double coneOuterGain = 0; };1.27.4.1. Dictionary
PannerOptions
Members
coneInnerAngle
, of type double, defaulting to 360
The initial value for the coneInnerAngle
attribute of the node.
coneOuterAngle
, of type double, defaulting to 360
The initial value for the coneOuterAngle
attribute of the node.
coneOuterGain
, of type double, defaulting to 0
The initial value for the coneOuterGain
attribute of the node.
distanceModel
, of type DistanceModelType, defaulting to "inverse"
The distance model to use for the node.
maxDistance
, of type double, defaulting to 10000
The initial value for the maxDistance
attribute of the node.
orientationX
, of type float, defaulting to 1
The initial \(x\)-component value for the orientationX
AudioParam.
orientationY
, of type float, defaulting to 0
The initial \(y\)-component value for the orientationY
AudioParam.
orientationZ
, of type float, defaulting to 0
The initial \(z\)-component value for the orientationZ
AudioParam.
panningModel
, of type PanningModelType, defaulting to "equalpower"
The panning model to use for the node.
positionX
, of type float, defaulting to 0
The initial \(x\)-coordinate value for the positionX
AudioParam.
positionY
, of type float, defaulting to 0
The initial \(y\)-coordinate value for the positionY
AudioParam.
positionZ
, of type float, defaulting to 0
The initial \(z\)-coordinate value for the positionZ
AudioParam.
refDistance
, of type double, defaulting to 1
The initial value for the refDistance
attribute of the node.
rolloffFactor
, of type double, defaulting to 1
The initial value for the rolloffFactor
attribute of the node.
The set of channel limitations for StereoPannerNode
also apply to PannerNode
.
PeriodicWave
Interface
PeriodicWave
represents an arbitrary periodic waveform to be used with an OscillatorNode
.
A conforming implementation MUST support PeriodicWave
up to at least 8192 elements.
[Exposed=Window] interface PeriodicWave { constructor (BaseAudioContext1.28.1. Constructorscontext
, optional PeriodicWaveOptionsoptions
= {}); };
PeriodicWave(context, options)
PeriodicWaveConstraints
The PeriodicWaveConstraints
dictionary is used to specify how the waveform is normalized.
dictionary PeriodicWaveConstraints { boolean disableNormalization = false; };1.28.2.1. Dictionary
PeriodicWaveConstraints
Members
disableNormalization
, of type boolean, defaulting to false
Controls whether the periodic wave is normalized or not. If true
, the waveform is not normalized; otherwise, the waveform is normalized.
PeriodicWaveOptions
The PeriodicWaveOptions
dictionary is used to specify how the waveform is constructed. If only one of real
or imag
is specified. The other is treated as if it were an array of all zeroes of the same length, as specified below in description of the dictionary members. If neither is given, a PeriodicWave
is created that MUST be equivalent to an OscillatorNode
with type
"sine
". If both are given, the sequences must have the same length; otherwise an error of type NotSupportedError
MUST be thrown.
dictionary PeriodicWaveOptions : PeriodicWaveConstraints { sequence<float> real; sequence<float> imag; };1.28.3.1. Dictionary
PeriodicWaveOptions
Members
imag
, of type sequence<float>
The imag
parameter represents an array of sine
terms. The first element (index 0) does not exist in the Fourier series. The second element (index 1) represents the fundamental frequency. The third represents the first overtone and so on.
real
, of type sequence<float>
The real
parameter represents an array of cosine
terms. The first element (index 0) is the DC-offset of the periodic waveform. The second element (index 1) represents the fundmental frequency. The third represents the first overtone and so on.
The createPeriodicWave()
method takes two arrays to specify the Fourier coefficients of the PeriodicWave
. Let \(a\) and \(b\) represent the [[real]]
and [[imag]]
arrays of length \(L\), respectively. Then the basic time-domain waveform, \(x(t)\), can be computed using:
$$ x(t) = \sum_{k=1}^{L-1} \left[a[k]\cos2\pi k t + b[k]\sin2\pi k t\right] $$
This is the basic (unnormalized) waveform.
1.28.5. Waveform NormalizationIf the internal slot [[normalize]]
of this PeriodicWave
is true
(the default), the waveform defined in the previous section is normalized so that the maximum value is 1. The normalization is done as follows.
Let
$$ \tilde{x}(n) = \sum_{k=1}^{L-1} \left(a[k]\cos\frac{2\pi k n}{N} + b[k]\sin\frac{2\pi k n}{N}\right) $$
where \(N\) is a power of two. (Note: \(\tilde{x}(n)\) can conveniently be computed using an inverse FFT.) The fixed normalization factor \(f\) is computed as follows.
$$ f = \max_{n = 0, \ldots, N - 1} |\tilde{x}(n)| $$
Thus, the actual normalized waveform \(\hat{x}(n)\) is:
$$ \hat{x}(n) = \frac{\tilde{x}(n)}{f} $$
This fixed normalization factor MUST be applied to all generated waveforms.
1.28.6. Oscillator CoefficientsThe builtin oscillator types are created using PeriodicWave
objects. For completeness the coefficients for the PeriodicWave
for each of the builtin oscillator types is given here. This is useful if a builtin type is desired but without the default normalization.
In the following descriptions, let \(a\) be the array of real coefficients and \(b\) be the array of imaginary coefficients for createPeriodicWave()
. In all cases \(a[n] = 0\) for all \(n\) because the waveforms are odd functions. Also, \(b[0] = 0\) in all cases. Hence, only \(b[n]\) for \(n \ge 1\) is specified below.
sine
"
$$ b[n] = \begin{cases} 1 & \mbox{for } n = 1 \\ 0 & \mbox{otherwise} \end{cases} $$
square
"
$$ b[n] = \frac{2}{n\pi}\left[1 - (-1)^n\right] $$
sawtooth
"
$$ b[n] = (-1)^{n+1} \dfrac{2}{n\pi} $$
triangle
"
$$ b[n] = \frac{8\sin\dfrac{n\pi}{2}}{(\pi n)^2} $$
ScriptProcessorNode
Interface - DEPRECATED
This interface is an AudioNode
which can generate, process, or analyse audio directly using a script. This node type is deprecated, to be replaced by the AudioWorkletNode
; this text is only here for informative purposes until implementations remove this node type.
The ScriptProcessorNode
is constructed with a bufferSize
which MUST be one of the following values: 256, 512, 1024, 2048, 4096, 8192, 16384. This value controls how frequently the audioprocess
event is dispatched and how many sample-frames need to be processed each call. audioprocess
events are only dispatched if the ScriptProcessorNode
has at least one input or one output connected. Lower numbers for bufferSize
will result in a lower (better) latency. Higher numbers will be necessary to avoid audio breakup and glitches. This value will be picked by the implementation if the bufferSize argument to createScriptProcessor()
is not passed in, or is set to 0.
numberOfInputChannels
and numberOfOutputChannels
determine the number of input and output channels. It is invalid for both numberOfInputChannels
and numberOfOutputChannels
to be zero.
[Exposed=Window] interface ScriptProcessorNode : AudioNode { attribute EventHandler onaudioprocess; readonly attribute long bufferSize; };1.29.1. Attributes
bufferSize
, of type long, readonly
The size of the buffer (in sample-frames) which needs to be processed each time audioprocess
is fired. Legal values are (256, 512, 1024, 2048, 4096, 8192, 16384).
onaudioprocess
, of type EventHandler
A property used to set an event handler for the audioprocess
event type that is dispatched to ScriptProcessorNode
node types. The event dispatched to the event handler uses the AudioProcessingEvent
interface.
StereoPannerNode
Interface
This interface represents a processing node which positions an incoming audio stream in a stereo image using a low-cost panning algorithm. This panning effect is common in positioning audio components in a stereo stream.
The input of this node is stereo (2 channels) and cannot be increased. Connections from nodes with fewer or more channels will be up-mixed or down-mixed appropriately.
The output of this node is hard-coded to stereo (2 channels) and cannot be configured.
[Exposed=Window] interface StereoPannerNode : AudioNode { constructor (BaseAudioContext1.30.1. Constructorscontext
, optional StereoPannerOptionsoptions
= {}); readonly attribute AudioParam pan; };
StereoPannerNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
pan
, of type AudioParam, readonly
The position of the input in the output’s stereo image. -1 represents full left, +1 represents full right.
StereoPannerOptions
This specifies the options to use in constructing a StereoPannerNode
. All members are optional; if not specified, the normal default is used in constructing the node.
dictionary StereoPannerOptions : AudioNodeOptions { float pan = 0; };1.30.3.1. Dictionary
StereoPannerOptions
Members
pan
, of type float, defaulting to 0
The initial value for the pan
AudioParam.
Because its processing is constrained by the above definitions, StereoPannerNode
is limited to mixing no more than 2 channels of audio, and producing exactly 2 channels. It is possible to use a ChannelSplitterNode
, intermediate processing by a subgraph of GainNode
s and/or other nodes, and recombination via a ChannelMergerNode
to realize arbitrary approaches to panning and mixing.
WaveShaperNode
Interface
WaveShaperNode
is an AudioNode
processor implementing non-linear distortion effects.
Non-linear waveshaping distortion is commonly used for both subtle non-linear warming, or more obvious distortion effects. Arbitrary non-linear shaping curves may be specified.
The number of channels of the output always equals the number of channels of the input.
enum OverSampleType
{
"none",
"2x",
"4x"
};
OverSampleType
enumeration description Enum value Description "none
" Don’t oversample "2x
" Oversample two times "4x
" Oversample four times
[Exposed=Window] interface WaveShaperNode : AudioNode { constructor (BaseAudioContext1.31.1. Constructorscontext
, optional WaveShaperOptionsoptions
= {}); attribute Float32Array? curve; attribute OverSampleType oversample; };
WaveShaperNode(context, options)
When the constructor is called with a BaseAudioContext
c and an option object option, the user agent MUST initialize the AudioNode this, with context and options as arguments.
Also, let [[curve set]]
be an internal slot of this WaveShaperNode
. Initialize this slot to false
. If options
is given and specifies a curve
, set [[curve set]]
to true
.
curve
, of type Float32Array, nullable
The shaping curve used for the waveshaping effect. The input signal is nominally within the range [-1, 1]. Each input sample within this range will index into the shaping curve, with a signal level of zero corresponding to the center value of the curve array if there are an odd number of entries, or interpolated between the two centermost values if there are an even number of entries in the array. Any sample value less than -1 will correspond to the first value in the curve array. Any sample value greater than +1 will correspond to the last value in the curve array.
The implementation MUST perform linear interpolation between adjacent points in the curve. Initially the curve attribute is null, which means that the WaveShaperNode will pass its input to its output without modification.
Values of the curve are spread with equal spacing in the [-1; 1] range. This means that a curve
with a even number of value will not have a value for a signal at zero, and a curve
with an odd number of value will have a value for a signal at zero. The output is determined by the following algorithm.
Let \(x\) be the input sample, \(y\) be the corresponding output of the node, \(c_k\) be the \(k\)'th element of the curve
, and \(N\) be the length of the curve
.
Let
$$ \begin{align*} v &= \frac{N-1}{2}(x + 1) \\ k &= \lfloor v \rfloor \\ f &= v - k \end{align*} $$
Then
$$ \begin{align*} y &= \begin{cases} c_0 & v \lt 0 \\ c_{N-1} & v \ge N - 1 \\ (1-f)\,c_k + fc_{k+1} & \mathrm{otherwise} \end{cases} \end{align*} $$
A InvalidStateError
MUST be thrown if this attribute is set with a Float32Array
that has a length
less than 2.
When this attribute is set, an internal copy of the curve is created by the WaveShaperNode
. Subsequent modifications of the contents of the array used to set the attribute therefore have no effect.
Note: The use of a curve that produces a non-zero output value for zero input value will cause this node to produce a DC signal even if there are no inputs connected to this node. This will persist until the node is disconnected from downstream nodes.
oversample
, of type OverSampleType
Specifies what type of oversampling (if any) should be used when applying the shaping curve. The default value is "none
", meaning the curve will be applied directly to the input samples. A value of "2x
" or "4x
" can improve the quality of the processing by avoiding some aliasing, with the "4x
" value yielding the highest quality. For some applications, it’s better to use no oversampling in order to get a very precise shaping curve.
A value of "
2x
" or "
4x
" means that the following steps MUST be performed:
Up-sample the input samples to 2x or 4x the sample-rate of the AudioContext
. Thus for each render quantum, generate twice (for 2x) or four times (for 4x) samples.
Apply the shaping curve.
Down-sample the result back to the sample-rate of the AudioContext
. Thus taking the previously processed samples processed samples, generating a single render quantum worth of samples as the final result.
The exact up-sampling and down-sampling filters are not specified, and can be tuned for sound quality (low aliasing, etc.), low latency, or performance.
Note: Use of oversampling introduces some degree of audio processing latency due to the up-sampling and down-sampling filters. The amount of this latency can vary from one implementation to another.
WaveShaperOptions
This specifies the options for constructing a WaveShaperNode
. All members are optional; if not specified, the normal default is used in constructing the node.
dictionary WaveShaperOptions : AudioNodeOptions { sequence<float> curve; OverSampleType oversample = "none"; };1.31.3.1. Dictionary
WaveShaperOptions
Members
curve
, of type sequence<float>
The shaping curve for the waveshaping effect.
oversample
, of type OverSampleType, defaulting to "none"
The type of oversampling to use for the shaping curve.
AudioWorklet
Interface
[Exposed=Window, SecureContext] interface AudioWorklet : Worklet { readonly attribute MessagePort port; };1.32.1. Attributes
port
, of type MessagePort, readonly
A MessagePort
connected to the port on the AudioWorkletGlobalScope
.
Note: Authors that register an event listener on the "message"
event of this port
should call close
on either end of the MessageChannel
(either in the AudioWorklet
or the AudioWorkletGlobalScope
side) to allow for resources to be collected.
The AudioWorklet
object allows developers to supply scripts (such as JavaScript or WebAssembly code) to process audio on the rendering thread, supporting custom AudioNode
s. This processing mechanism ensures synchronous execution of the script code with other built-in AudioNode
s in the audio graph.
An associated pair of objects MUST be defined in order to realize this mechanism: AudioWorkletNode
and AudioWorkletProcessor
. The former represents the interface for the main global scope similar to other AudioNode
objects, and the latter implements the internal audio processing within a special scope named AudioWorkletGlobalScope
.
AudioWorkletNode
and AudioWorkletProcessor
Each BaseAudioContext
possesses exactly one AudioWorklet
.
The AudioWorklet
’s worklet global scope type is AudioWorkletGlobalScope
.
The AudioWorklet
’s worklet destination type is "audioworklet"
.
Importing a script via the addModule(moduleUrl)
method registers class definitions of AudioWorkletProcessor
under the AudioWorkletGlobalScope
. There are two internal storage areas for the imported class constructor and the active instances created from the constructor.
AudioWorklet
has one internal slot:
node name to parameter descriptor map which is a map containing an identical set of string keys from node name to processor constructor map that are associated with the matching parameterDescriptors values. This internal storage is populated as a consequence of calling the registerProcessor()
method in the rendering thread. The population is guaranteed to complete prior to the resolution of the promise returned by addModule()
on a context’s audioWorklet
.
// bypass-processor.js script file, runs on AudioWorkletGlobalScope class BypassProcessor extends AudioWorkletProcessor { process (inputs, outputs) { // Single input, single channel. const input = inputs[0]; const output = outputs[0]; output[0].set(input[0]); // Process only while there are active inputs. return false; } }; registerProcessor('bypass-processor', BypassProcessor);
// The main global scope const context = new AudioContext(); context.audioWorklet.addModule('bypass-processor.js').then(() => { const bypassNode = new AudioWorkletNode(context, 'bypass-processor'); });
At the instantiation of AudioWorkletNode
in the main global scope, the counterpart AudioWorkletProcessor
will also be created in AudioWorkletGlobalScope
. These two objects communicate via the asynchronous message passing described in § 2 Processing model.
AudioWorkletGlobalScope
Interface
This special execution context is designed to enable the generation, processing, and analysis of audio data directly using a script in the audio rendering thread. The user-supplied script code is evaluated in this scope to define one or more AudioWorkletProcessor
subclasses, which in turn are used to instantiate AudioWorkletProcessor
s, in a 1:1 association with AudioWorkletNode
s in the main scope.
Exactly one AudioWorkletGlobalScope
exists for each AudioContext
that contains one or more AudioWorkletNode
s. The running of imported scripts is performed by the UA as defined in [HTML]. Overriding the default specified in [HTML], AudioWorkletGlobalScope
s must not be terminated arbitrarily by the user agent.
An AudioWorkletGlobalScope
has the following internal slots:
node name to processor constructor map which is a map that stores key-value pairs of processor name → AudioWorkletProcessorConstructor
instance. Initially this map is empty and populated when the registerProcessor()
method is called.
pending processor construction data stores temporary data generated by the AudioWorkletNode
constructor for the instantiation of the corresponding AudioWorkletProcessor
. The pending processor construction data contains the following items:
node reference which is initially empty. This storage is for an AudioWorkletNode
reference that is transferred from the AudioWorkletNode
constructor.
transferred port which is initially empty. This storage is for a deserialized MessagePort
that is transferred from the AudioWorkletNode
constructor.
Note: The AudioWorkletGlobalScope
may also contain any other data and code to be shared by these instances. As an example, multiple processors might share an ArrayBuffer defining a wavetable or an impulse response.
Note: An AudioWorkletGlobalScope
is associated with a single BaseAudioContext
, and with a single audio rendering thread for that context. This prevents data races from occurring in global scope code running within concurrent threads.
callback1.32.3.1. AttributesAudioWorkletProcessorConstructor
= AudioWorkletProcessor (objectoptions
); [Global=(Worklet, AudioWorklet), Exposed=AudioWorklet] interface AudioWorkletGlobalScope : WorkletGlobalScope { undefined registerProcessor (DOMString name, AudioWorkletProcessorConstructor processorCtor); readonly attribute unsigned long long currentFrame; readonly attribute double currentTime; readonly attribute float sampleRate; readonly attribute unsigned long renderQuantumSize; readonly attribute MessagePort port; };
currentFrame
, of type unsigned long long, readonly
The current frame of the block of audio being processed. This must be equal to the value of the [[current frame]]
internal slot of the BaseAudioContext
.
currentTime
, of type double, readonly
The context time of the block of audio being processed. This must be equal to the value of BaseAudioContext
’s currentTime
attribute.
sampleRate
, of type float, readonly
The sample rate of the associated BaseAudioContext
.
renderQuantumSize
, of type unsigned long, readonly
The value of the private slot render quantum size of the associated BaseAudioContext
.
port
, of type MessagePort, readonly
A MessagePort
connected to the port on the AudioWorklet
.
Note: Authors that register an event listener on the "message"
event of this port
should call close
on either end of the MessageChannel
(either in the AudioWorklet
or the AudioWorkletGlobalScope
side) to allow for resources to be collected.
registerProcessor(name, processorCtor)
Registers a class constructor derived from AudioWorkletProcessor
.
When the
registerProcessor(name, processorCtor)
method is called, perform the following steps. If an exception is thrown in any step, abort the remaining steps.
If name is an empty string, throw a NotSupportedError
.
If name already exists as a key in the node name to processor constructor map, throw a NotSupportedError
.
If the result of IsConstructor(argument=processorCtor)
is false
, throw a TypeError
.
Let prototype
be the result of Get(O=processorCtor, P="prototype")
.
If the result of Type(argument=prototype)
is not Object
, throw a TypeError
.
Let parameterDescriptorsValue be the result of Get(O=processorCtor, P="parameterDescriptors")
.
If parameterDescriptorsValue is not undefined
, execute the following steps:
Let parameterDescriptorSequence be the result of the conversion from parameterDescriptorsValue to an IDL value of type sequence<AudioParamDescriptor>
.
Let paramNames be an empty Array.
Let paramName be the value of the member name
in descriptor. Throw a NotSupportedError
if paramNames already contains paramName value.
Append paramName to the paramNames array.
Let defaultValue be the value of the member defaultValue
in descriptor.
Let minValue be the value of the member minValue
in descriptor.
Let maxValue be the value of the member maxValue
in descriptor.
If the expresstion minValue <= defaultValue <= maxValue is false, throw an InvalidStateError
.
Append the key-value pair name → processorCtor to node name to processor constructor map of the associated AudioWorkletGlobalScope
.
queue a media element task to append the key-value pair name → parameterDescriptorSequence to the node name to parameter descriptor map of the associated BaseAudioContext
.
Note: The class constructor should only be looked up once, thus it does not have the opportunity to dynamically change after registration.
AudioWorkletProcessor
At the end of the AudioWorkletNode
construction, A struct named processor construction data will be prepared for cross-thread transfer. This struct contains the following items:
name which is a DOMString
that is to be looked up in the node name to processor constructor map.
node which is a reference to the AudioWorkletNode
created.
options which is a serialized AudioWorkletNodeOptions
given to the AudioWorkletNode
’s constructor
.
port which is a serialized MessagePort
paired with the AudioWorkletNode
’s port
.
Upon the arrival of the transferred data on the AudioWorkletGlobalScope
, the rendering thread will invoke the algorithm below:
AudioWorkletNode
Interface
This interface represents a user-defined AudioNode
which lives on the control thread. The user can create an AudioWorkletNode
from a BaseAudioContext
, and such a node can be connected with other built-in AudioNode
s to form an audio graph.
Every AudioWorkletProcessor
has an associated active source flag, initially true
. This flag causes the node to be retained in memory and perform audio processing in the absence of any connected inputs.
All tasks posted from an AudioWorkletNode
are posted to the task queue of its associated BaseAudioContext
.
[Exposed=Window]
interface AudioParamMap
{
readonly maplike<DOMString, AudioParam>;
};
This interface has "entries", "forEach", "get", "has", "keys", "values", @@iterator methods and a "size" getter brought by readonly maplike
.
[Exposed=Window, SecureContext] interface AudioWorkletNode : AudioNode { constructor (BaseAudioContext1.32.4.1. Constructorscontext
, DOMStringname
, optional AudioWorkletNodeOptionsoptions
= {}); readonly attribute AudioParamMap parameters; readonly attribute MessagePort port; attribute EventHandler onprocessorerror; };
AudioWorkletNode(context, name, options)
When the constructor is called, the user agent MUST perform the following steps on the control thread:
When the
AudioWorkletNode
constructor is invoked with
context,
nodeName,
options:
If nodeName does not exist as a key in the BaseAudioContext
’s node name to parameter descriptor map, throw a InvalidStateError
exception and abort these steps.
Let node be this value.
Initialize the AudioNode node with context and options as arguments.
Configure input, output and output channels of node with options. Abort the remaining steps if any exception is thrown.
Let messageChannel be a new MessageChannel
.
Let nodePort be the value of messageChannel’s port1
attribute.
Let processorPortOnThisSide be the value of messageChannel’s port2
attribute.
Let serializedProcessorPort be the result of StructuredSerializeWithTransfer(processorPortOnThisSide, « processorPortOnThisSide »).
Convert options dictionary to optionsObject.
Let serializedOptions be the result of StructuredSerialize(optionsObject).
Set node’s port
to nodePort.
Let parameterDescriptors be the result of retrieval of nodeName from node name to parameter descriptor map:
Let audioParamMap be a new AudioParamMap
object.
For each descriptor of parameterDescriptors:
Let paramName be the value of name
member in descriptor.
Let audioParam be a new AudioParam
instance with automationRate
, defaultValue
, minValue
, and maxValue
having values equal to the values of corresponding members on descriptor.
Append a key-value pair paramName → audioParam to audioParamMap’s entries.
If parameterData
is present on options, perform the following steps:
Let parameterData be the value of parameterData
.
For each paramName → paramValue of parameterData:
If there exists a map entry on audioParamMap with key paramName, let audioParamInMap be such entry.
Set value
property of audioParamInMap to paramValue.
Set node’s parameters
to audioParamMap.
Queue a control message to invoke the constructor
of the corresponding AudioWorkletProcessor
with the processor construction data that consists of: nodeName, node, serializedOptions, and serializedProcessorPort.
onprocessorerror
, of type EventHandler
When an unhandled exception is thrown from the processor’s constructor
, process
method, or any user-defined class method, the processor will queue a media element task to fire an event named processorerror
at the associated AudioWorkletNode
using ErrorEvent
.
The ErrorEvent
is created and initialized appropriately with its message
, filename
, lineno
, colno
attributes on the control thread.
Note that once a unhandled exception is thrown, the processor will output silence throughout its lifetime.
parameters
, of type AudioParamMap, readonly
The parameters
attribute is a collection of AudioParam
objects with associated names. This maplike object is populated from a list of AudioParamDescriptor
s in the AudioWorkletProcessor
class constructor at the instantiation.
port
, of type MessagePort, readonly
Every AudioWorkletNode
has an associated port
which is the MessagePort
. It is connected to the port on the corresponding AudioWorkletProcessor
object allowing bidirectional communication between the AudioWorkletNode
and its AudioWorkletProcessor
.
Note: Authors that register an event listener on the "message"
event of this port
should call close
on either end of the MessageChannel
(either in the AudioWorkletProcessor
or the AudioWorkletNode
side) to allow for resources to be collected.
AudioWorkletNodeOptions
The AudioWorkletNodeOptions
dictionary can be used to initialize attibutes in the instance of an AudioWorkletNode
.
dictionary AudioWorkletNodeOptions : AudioNodeOptions { unsigned long numberOfInputs = 1; unsigned long numberOfOutputs = 1; sequence<unsigned long> outputChannelCount; record<DOMString, double> parameterData; object processorOptions; };1.32.4.3.1. Dictionary
AudioWorkletNodeOptions
Members
numberOfInputs
, of type unsigned long, defaulting to 1
This is used to initialize the value of the AudioNode
numberOfInputs
attribute.
numberOfOutputs
, of type unsigned long, defaulting to 1
This is used to initialize the value of the AudioNode
numberOfOutputs
attribute.
outputChannelCount
, of type sequence<unsigned long>
This array is used to configure the number of channels in each output.
parameterData
, of type record<DOMString, double>
This is a list of user-defined key-value pairs that are used to set the initial value
of an AudioParam
with the matched name in the AudioWorkletNode
.
processorOptions
, of type object
This holds any user-defined data that may be used to initialize custom properties in an AudioWorkletProcessor
instance that is associated with the AudioWorkletNode
.
AudioWorkletNodeOptions
The following algorithm describes how an AudioWorkletNodeOptions
can be used to configure various channel configurations.
AudioWorkletProcessor
Interface
This interface represents an audio processing code that runs on the audio rendering thread. It lives in the AudioWorkletGlobalScope
, and the definition of the class manifests the actual audio processing. Note that the an AudioWorkletProcessor
construction can only happen as a result of an AudioWorkletNode
contruction.
[Exposed=AudioWorklet] interface AudioWorkletProcessor { constructor (); readonly attribute MessagePort port; }; callback AudioWorkletProcessCallback = boolean (FrozenArray<FrozenArray<Float32Array>>inputs
, FrozenArray<FrozenArray<Float32Array>>outputs
, objectparameters
);
AudioWorkletProcessor
has two internal slots:
[[node reference]]
A reference to the associated AudioWorkletNode
.
[[callable process]]
A boolean flag representing whether process() is a valid function that can be invoked.
AudioWorkletProcessor()
When the constructor for AudioWorkletProcessor
is invoked, the following steps are performed on the rendering thread.
port
, of type MessagePort, readonly
Every AudioWorkletProcessor
has an associated port
which is a MessagePort
. It is connected to the port on the corresponding AudioWorkletNode
object allowing bidirectional communication between an AudioWorkletNode
and its AudioWorkletProcessor
.
Note: Authors that register an event listener on the "message"
event of this port
should call close
on either end of the MessageChannel
(either in the AudioWorkletProcessor
or the AudioWorkletNode
side) to allow for resources to be collected.
AudioWorkletProcessCallback
Users can define a custom audio processor by extending AudioWorkletProcessor
. The subclass MUST define an AudioWorkletProcessCallback
named process()
that implements the audio processing algorithm and may have a static property named parameterDescriptors
which is an iterable of AudioParamDescriptor
s.
The process() callback function is handled as specified when rendering a graph.
The return value of this callback controls the lifetime of the
AudioWorkletProcessor
’s associated
AudioWorkletNode
.
This lifetime policy can support a variety of approaches found in built-in nodes, including the following:
Nodes that transform their inputs, and are active only while connected inputs and/or script references exist. Such nodes SHOULD return false
from process() which allows the presence or absence of connected inputs to determine whether the AudioWorkletNode
is actively processing.
Nodes that transform their inputs, but which remain active for a tail-time after their inputs are disconnected. In this case, process() SHOULD return true
for some period of time after inputs
is found to contain zero channels. The current time may be obtained from the global scope’s currentTime
to measure the start and end of this tail-time interval, or the interval could be calculated dynamically depending on the processor’s internal state.
Nodes that act as sources of output, typically with a lifetime. Such nodes SHOULD return true
from process() until the point at which they are no longer producing an output.
Note that the preceding definition implies that when no return value is provided from an implementation of process(), the effect is identical to returning false
(since the effective return value is the falsy value undefined
). This is a reasonable behavior for any AudioWorkletProcessor
that is active only when it has active inputs.
The example below shows how AudioParam
can be defined and used in an AudioWorkletProcessor
.
class MyProcessor extends AudioWorkletProcessor { static get parameterDescriptors() { return [{ name: 'myParam', defaultValue: 0.5, minValue: 0, maxValue: 1, automationRate: "k-rate" }]; } process(inputs, outputs, parameters) { // Get the first input and output. const input = inputs[0]; const output = outputs[0]; const myParam = parameters.myParam; // A simple amplifier for single input and output. Note that the // automationRate is "k-rate", so it will have a single value at index [0] // for each render quantum. for (let channel = 0; channel < output.length; ++channel) { for (let i = 0; i < output[channel].length; ++i) { output[channel][i] = input[channel][i] * myParam[0]; } } } }1.32.5.3.1. Callback
AudioWorkletProcessCallback
Parameters The following describes the parameters to the AudioWorkletProcessCallback
function.
In general, the inputs
and outputs
arrays will be reused between calls so that no memory allocation is done. However, if the topology changes, because, say, the number of channels in the input or the output changes, new arrays are reallocated. New arrays are also reallocated if any part of the inputs
or outputs
arrays are transferred.
inputs
, of type FrozenArray
<FrozenArray
<Float32Array
>>
The input audio buffer from the incoming connections provided by the user agent. inputs[n][m]
is a Float32Array
of audio samples for the \(m\)th channel of the \(n\)th input. While the number of inputs is fixed at construction, the number of channels can be changed dynamically based on computedNumberOfChannels.
If there are no actively processing AudioNode
s connected to the \(n\)th input of the AudioWorkletNode
for the current render quantum, then the content of inputs[n]
is an empty array, indicating that zero channels of input are available. This is the only circumstance under which the number of elements of inputs[n]
can be zero.
outputs
, of type FrozenArray
<FrozenArray
<Float32Array
>>
The output audio buffer that is to be consumed by the user agent. outputs[n][m]
is a Float32Array
object containing the audio samples for \(m\)th channel of \(n\)th output. Each of the Float32Array
s are zero-filled. The number of channels in the output will match computedNumberOfChannels only when the node has a single output.
parameters
, of type object
An ordered map of name → parameterValues. parameters["name"]
returns parameterValues, which is a FrozenArray
<Float32Array
> with the automation values of the name AudioParam
.
For each array, the array contains the computedValue of the parameter for all frames in the render quantum. However, if no automation is scheduled during this render quantum, the array MAY have length 1 with the array element being the constant value of the AudioParam
for the render quantum.
This object is frozen according the the following steps
This frozen ordered map computed in the algorithm is passed to the parameters
argument.
Note: This means the object cannot be modified and hence the same object can be used for successive calls unless length of an array changes.
AudioParamDescriptor
The AudioParamDescriptor
dictionary is used to specify properties for an AudioParam
object that is used in an AudioWorkletNode
.
dictionary AudioParamDescriptor { required DOMString name; float defaultValue = 0; float minValue = -3.4028235e38; float maxValue = 3.4028235e38; AutomationRate automationRate = "a-rate"; };1.32.5.4.1. Dictionary
AudioParamDescriptor
Members
There are constraints on the values for these members. See the algorithm for handling an AudioParamDescriptor for the constraints.
automationRate
, of type AutomationRate, defaulting to "a-rate"
Represents the default automation rate.
defaultValue
, of type float, defaulting to 0
Represents the default value of the parameter.
maxValue
, of type float, defaulting to 3.4028235e38
Represents the maximum value.
minValue
, of type float, defaulting to -3.4028235e38
Represents the minimum value.
name
, of type DOMString
Represents the name of the parameter.
The following figure illustrates an idealized sequence of events occurring relative to an AudioWorklet
:
AudioWorklet
sequence
The steps depicted in the diagram are one possible sequence of events involving the creation of an AudioContext
and an associated AudioWorkletGlobalScope
, followed by the creation of an AudioWorkletNode
and its associated AudioWorkletProcessor
.
An AudioContext
is created.
In the main scope, context.audioWorklet
is requested to add a script module.
Since none exists yet, a new AudioWorkletGlobalScope
is created in association with the context. This is the global scope in which AudioWorkletProcessor
class definitions will be evaluated. (On subsequent calls, this previously created scope will be used.)
The imported script is run in the newly created global scope.
As part of running the imported script, an AudioWorkletProcessor
is registered under a key ("custom"
in the above diagram) within the AudioWorkletGlobalScope
. This populates maps both in the global scope and in the AudioContext
.
The promise for the addModule()
call is resolved.
In the main scope, an AudioWorkletNode
is created using the user-specified key along with a dictionary of options.
As part of the node’s creation, this key is used to look up the correct AudioWorkletProcessor
subclass for instantiation.
An instance of the AudioWorkletProcessor
subclass is instantiated with a structured clone of the same options dictionary. This instance is paired with the previously created AudioWorkletNode
.
Bitcrushing is a mechanism by which the quality of an audio stream is reduced both by quantizing the sample value (simulating a lower bit-depth), and by quantizing in time resolution (simulating a lower sample rate). This example shows how to use AudioParam
s (in this case, treated as a-rate) inside an AudioWorkletProcessor
.
const context = new AudioContext();context.audioWorklet.addModule('bitcrusher.js').then(() => { const osc = new OscillatorNode(context); const amp = new GainNode(context); // Create a worklet node. 'BitCrusher' identifies the // AudioWorkletProcessor previously registered when // bitcrusher.js was imported. The options automatically // initialize the correspondingly named AudioParams. const bitcrusher = new AudioWorkletNode(context, 'bitcrusher', { parameterData: {bitDepth: 8} }); osc.connect(bitcrusher).connect(amp).connect(context.destination); osc.start();});
class Bitcrusher extends AudioWorkletProcessor { static get parameterDescriptors () { return [{ name: 'bitDepth', defaultValue: 12, minValue: 1, maxValue: 16 }, { name: 'frequencyReduction', defaultValue: 0.5, minValue: 0, maxValue: 1 }]; } constructor () { super(); this._phase = 0; this._lastSampleValue = 0; } process (inputs, outputs, parameters) { const input = inputs[0]; const output = outputs[0]; const bitDepth = parameters.bitDepth; const frequencyReduction = parameters.frequencyReduction; if (bitDepth.length > 1) { for (let channel = 0; channel < output.length; ++channel) { for (let i = 0; i < output[channel].length; ++i) { let step = Math.pow(0.5, bitDepth[i]); // Use modulo for indexing to handle the case where // the length of the frequencyReduction array is 1. this._phase += frequencyReduction[i % frequencyReduction.length]; if (this._phase >= 1.0) { this._phase -= 1.0; this._lastSampleValue = step * Math.floor(input[channel][i] / step + 0.5); } output[channel][i] = this._lastSampleValue; } } } else { // Because we know bitDepth is constant for this call, // we can lift the computation of step outside the loop, // saving many operations. const step = Math.pow(0.5, bitDepth[0]); for (let channel = 0; channel < output.length; ++channel) { for (let i = 0; i < output[channel].length; ++i) { this._phase += frequencyReduction[i % frequencyReduction.length]; if (this._phase >= 1.0) { this._phase -= 1.0; this._lastSampleValue = step * Math.floor(input[channel][i] / step + 0.5); } output[channel][i] = this._lastSampleValue; } } } // No need to return a value; this node's lifetime is dependent only on its // input connections. }};registerProcessor('bitcrusher', Bitcrusher);
Note: In the definition of AudioWorkletProcessor
class, an InvalidStateError
will be thrown if the author-supplied constructor has an explicit return value that is not this
or does not properly call super()
.
This example of a simple sound level meter further illustrates how to create an AudioWorkletNode
subclass that acts like a native AudioNode
, accepting constructor options and encapsulating the inter-thread communication (asynchronous) between AudioWorkletNode
and AudioWorkletProcessor
. This node does not use any output.
/* vumeter-node.js: Main global scope */export default class VUMeterNode extends AudioWorkletNode { constructor (context, updateIntervalInMS) { super(context, 'vumeter', { numberOfInputs: 1, numberOfOutputs: 0, channelCount: 1, processorOptions: { updateIntervalInMS: updateIntervalInMS || 16.67 } }); // States in AudioWorkletNode this._updateIntervalInMS = updateIntervalInMS; this._volume = 0; // Handles updated values from AudioWorkletProcessor this.port.onmessage = event => { if (event.data.volume) this._volume = event.data.volume; } this.port.start(); } get updateInterval() { return this._updateIntervalInMS; } set updateInterval(updateIntervalInMS) { this._updateIntervalInMS = updateIntervalInMS; this.port.postMessage({updateIntervalInMS: updateIntervalInMS}); } draw () { // Draws the VU meter based on the volume value // every |this._updateIntervalInMS| milliseconds. }};
/* vumeter-processor.js: AudioWorkletGlobalScope */const SMOOTHING_FACTOR = 0.9;const MINIMUM_VALUE = 0.00001;registerProcessor('vumeter', class extends AudioWorkletProcessor { constructor (options) { super(); this._volume = 0; this._updateIntervalInMS = options.processorOptions.updateIntervalInMS; this._nextUpdateFrame = this._updateIntervalInMS; this.port.onmessage = event => { if (event.data.updateIntervalInMS) this._updateIntervalInMS = event.data.updateIntervalInMS; } } get intervalInFrames () { return this._updateIntervalInMS / 1000 * sampleRate; } process (inputs, outputs, parameters) { const input = inputs[0]; // Note that the input will be down-mixed to mono; however, if no inputs are // connected then zero channels will be passed in. if (input.length > 0) { const samples = input[0]; let sum = 0; let rms = 0; // Calculated the squared-sum. for (let i = 0; i < samples.length; ++i) sum += samples[i] * samples[i]; // Calculate the RMS level and update the volume. rms = Math.sqrt(sum / samples.length); this._volume = Math.max(rms, this._volume * SMOOTHING_FACTOR); // Update and sync the volume property with the main thread. this._nextUpdateFrame -= samples.length; if (this._nextUpdateFrame < 0) { this._nextUpdateFrame += this.intervalInFrames; this.port.postMessage({volume: this._volume}); } } // Keep on processing if the volume is above a threshold, so that // disconnecting inputs does not immediately cause the meter to stop // computing its smoothed value. return this._volume >= MINIMUM_VALUE; }});
/* index.js: Main global scope, entry point */import VUMeterNode from './vumeter-node.js';const context = new AudioContext();context.audioWorklet.addModule('vumeter-processor.js').then(() => { const oscillator = new OscillatorNode(context); const vuMeterNode = new VUMeterNode(context, 25); oscillator.connect(vuMeterNode); oscillator.start(); function drawMeter () { vuMeterNode.draw(); requestAnimationFrame(drawMeter); } drawMeter();});2. Processing model 2.1. Background
This section is non-normative.
Real-time audio systems that require low latency are often implemented using callback functions, where the operating system calls the program back when more audio has to be computed in order for the playback to stay uninterrupted. Such a callback is ideally called on a high priority thread (often the highest priority on the system). This means that a program that deals with audio only executes code from this callback. Crossing thread boundaries or adding some buffering between a rendering thread and the callback would naturally add latency or make the system less resilient to glitches.
For this reason, the traditional way of executing asynchronous operations on the Web Platform, the event loop, does not work here, as the thread is not continuously executing. Additionally, a lot of unnecessary and potentially blocking operations are available from traditional execution contexts (Windows and Workers), which is not something that is desirable to reach an acceptable level of performance.
Additionally, the Worker model makes creating a dedicated thread necessary for a script execution context, while all AudioNode
s usually share the same execution context.
Note: This section specifies how the end result should look like, not how it should be implemented. In particular, instead of using message queue, implementors can use memory that is shared between threads, as long as the memory operations are not reordered.
2.2. Control Thread and Rendering ThreadThe Web Audio API MUST be implemented using a control thread, and a rendering thread.
The control thread is the thread from which the AudioContext
is instantiated, and from which authors manipulate the audio graph, that is, from where the operations on a BaseAudioContext
are invoked. The rendering thread is the thread on which the actual audio output is computed, in reaction to the calls from the control thread. It can be a real-time, callback-based audio thread, if computing audio for an AudioContext
, or a normal thread if computing audio for an OfflineAudioContext
.
The control thread uses a traditional event loop, as described in [HTML].
The rendering thread uses a specialized rendering loop, described in the section Rendering an audio graph
Communication from the control thread to the rendering thread is done using control message passing. Communication in the other direction is done using regular event loop tasks.
Each AudioContext
has a single control message queue that is a list of control messages that are operations running on the rendering thread.
Queuing a control message means adding the message to the end of the control message queue of an BaseAudioContext
.
Note: For example, successfuly calling start()
on an AudioBufferSourceNode
source
adds a control message to the control message queue of the associated BaseAudioContext
.
Control messages in a control message queue are ordered by time of insertion. The oldest message is therefore the one at the front of the control message queue.
2.3. Asynchronous OperationsCalling methods on AudioNode
s is effectively asynchronous, and MUST to be done in two phases: a synchronous part and an asynchronous part. For each method, some part of the execution happens on the control thread (for example, throwing an exception in case of invalid parameters), and some part happens on the rendering thread (for example, changing the value of an AudioParam
).
In the description of each operation on AudioNode
s and BaseAudioContext
s, the synchronous section is marked with a ⌛. All the other operations are executed in parallel, as described in [HTML].
The synchronous section is executed on the control thread, and happens immediately. If it fails, the method execution is aborted, possibly throwing an exception. If it succeeds, a control message, encoding the operation to be executed on the rendering thread is enqueued on the control message queue of this rendering thread.
The synchronous and asynchronous sections order with respect to other events MUST be the same: given two operation A and B with respective synchronous and asynchronous section ASync and AAsync, and BSync and BAsync, if A happens before B, then ASync happens before BSync, and AAsync happens before BAsync. In other words, synchronous and asynchronous sections can’t be reordered.
2.4. Rendering an Audio GraphAudio graph rendering is done in blocks of sample-frames, with the size of each block remaining constant for the lifetime of a BaseAudioContext
. The number of sample-frames in a block is called render quantum size, and the block itself is called a render quantum. Its default value is 128, and it can be configured by setting renderSizeHint
.
Operations that happen atomically on a given thread can only be executed when no other atomic operation is running on another thread.
The algorithm for rendering a block of audio from a BaseAudioContext
G with a control message queue Q is comprised of multiple steps and explained in further detail in the algorithm of rendering a graph.
The AudioContext
rendering thread is driven by a system-level audio callback, that is periodically called at regular intevals. Each call has a system-level audio callback buffer size, which is a varying number of sample-frames that needs to be computed on time before the next system-level audio callback arrives.
A load value is computed for each system-level audio callback, by dividing its execution duration by the system-level audio callback buffer size divided by sampleRate
.
Ideally the load value is below 1.0, meaning that it took less time to render the audio that it took to play it out. An audio buffer underrun happens when this load value is greater than 1.0: the system could not render audio fast enough for real-time.
Note that the concepts of system-level audio callback and load value do not apply to OfflineAudioContext
s.
The audio callback is also queued as a task in the control message queue. The UA MUST perform the following algorithms to process render quanta to fulfill such task by filling up the requested buffer size. Along with the control message queue, each AudioContext
has a regular task queue, called its associated task queue for tasks that are posted to the rendering thread from the control thread. An additional microtask checkpoint is performed after processing a render quantum to run any microtasks that might have been queued during the execution of the process
methods of AudioWorkletProcessor
.
All tasks posted from an AudioWorkletNode
are posted to the associated task queue of its associated BaseAudioContext
.
The following step MUST be performed once before the rendering loop starts.
Set the internal slot [[current frame]]
of the BaseAudioContext
to 0. Also set currentTime
to 0.
The following steps MUST be performed when rendering a render quantum.
Let render result be false
.
Process the control message queue.
Let Qrendering be an empty control message queue. Atomically swap Qrendering with the current control message queue.
While there are messages in Qrendering, execute the following steps:
Execute the asynchronous section of the oldest message of Qrendering.
Remove the oldest message of Qrendering.
Process the BaseAudioContext
’s associated task queue.
Let task queue be the BaseAudioContext
’s associated task queue.
Let task count be the number of tasks in the in task queue
While task count is not equal to 0, execute the following steps:
Let oldest task be the first runnable task in task queue, and remove it from task queue.
Set the rendering loop’s currently running task to oldest task.
Perform oldest task’s steps.
Set the rendering loop currently running task back to null
.
Decrement task count
Perform a microtask checkpoint.
Process a render quantum.
If the [[rendering thread state]]
of the BaseAudioContext
is not running
, return false.
Order the AudioNode
s of the BaseAudioContext
to be processed.
Let ordered node list be an empty list of AudioNode
s and AudioListener
. It will contain an ordered list of AudioNode
s and the AudioListener
when this ordering algorithm terminates.
Let nodes be the set of all nodes created by this BaseAudioContext
, and still alive.
Add the AudioListener
to nodes.
Let cycle breakers be an empty set of DelayNode
s. It will contain all the DelayNode
s that are part of a cycle.
For each AudioNode
node in nodes:
If node is a DelayNode
that is part of a cycle, add it to cycle breakers and remove it from nodes.
For each DelayNode
delay in cycle breakers:
Let delayWriter and delayReader respectively be a DelayWriter and a DelayReader, for delay. Add delayWriter and delayReader to nodes. Disconnect delay from all its input and outputs.
Note: This breaks the cycle: if a DelayNode
is in a cycle, its two ends can be considered separately, because delay lines cannot be smaller than one render quantum when in a cycle.
If nodes contains cycles, mute all the AudioNode
s that are part of this cycle, and remove them from nodes.
Consider all elements in nodes to be unmarked. While there are unmarked elements in nodes:
Choose an element node in nodes.
Visit node.
means performing the following steps:
Reverse the order of ordered node list.
Compute the value(s) of the AudioListener
’s AudioParam
s for this block.
For each AudioNode
, in ordered node list:
For each AudioParam
of this AudioNode
, execute these steps:
If this AudioParam
has any AudioNode
connected to it, sum the buffers made available for reading by all AudioNode
connected to this AudioParam
, down mix the resulting buffer down to a mono channel, and call this buffer the input AudioParam buffer.
Compute the value(s) of this AudioParam
for this block.
Queue a control message to set the [[current value]]
slot of this AudioParam
according to § 1.6.3 Computation of Value.
If this AudioNode
has any AudioNode
s connected to its input, sum the buffers made available for reading by all AudioNode
s connected to this AudioNode
. The resulting buffer is called the input buffer. Up or down-mix it to match if number of input channels of this AudioNode
.
If this AudioNode
is a source node, compute a block of audio, and make it available for reading.
If this AudioNode
is an AudioWorkletNode
, execute these substeps:
Let processor be the associated AudioWorkletProcessor
instance of AudioWorkletNode
.
Let O be the ECMAScript object corresponding to processor.
Let processCallback be an uninitialized variable.
Let completion be an uninitialized variable.
Prepare to run script with the current settings object.
Let getResult be Get(O, "process").
If getResult is an abrupt completion, set completion to getResult and jump to the step labeled return.
Set processCallback to getResult.[[Value]].
If ! IsCallable(processCallback) is false
, then:
Set completion to new Completion {[[Type]]: throw, [[Value]]: a newly created TypeError object, [[Target]]: empty}.
Jump to the step labeled return.
Set [[callable process]]
to true
.
Perform the following substeps:
Let args be a Web IDL arguments list consisting of inputs
, outputs
, and parameters
.
Let esArgs be the result of converting args to an ECMAScript arguments list.
Let callResult be the Call(processCallback, O, esArgs). This operation computes a block of audio with esArgs. Upon a successful function call, a buffer containing copies of the elements of the Float32Array
s passed via the outputs
is made available for reading. Any Promise
resolved within this call will be queued into the microtask queue in the AudioWorkletGlobalScope
.
If callResult is an abrupt completion, set completion to callResult and jump to the step labeled return.
Set processor’s active source flag to ToBoolean(callResult.[[Value]]).
Return: at this point completion will be set to an ECMAScript completion value.
Clean up after running a callback with the current settings object.
Clean up after running script with the current settings object.
If completion is an abrupt completion:
Set [[callable process]]
to false
.
Set processor’s active source flag to false
.
Queue a task to the control thread to fire an event named processorerror
at the associated AudioWorkletNode
using ErrorEvent
.
If this AudioNode
is a destination node, record the input of this AudioNode
.
Else, process the input buffer, and make available for reading the resulting buffer.
Atomically perform the following steps:
Increment [[current frame]]
by the render quantum size.
Set currentTime
to [[current frame]]
divided by sampleRate
.
Set render result to true
.
Return render result.
Muting an AudioNode
means that its output MUST be silence for the rendering of this audio block.
Making a buffer available for reading from an AudioNode
means putting it in a state where other AudioNode
s connected to this AudioNode
can safely read from it.
Note: For example, implementations can choose to allocate a new buffer, or have a more elaborate mechanism, reusing an existing buffer that is now unused.
Recording the input of an AudioNode
means copying the input data of this AudioNode
for future usage.
Computing a block of audio means running the algorithm for this AudioNode
to produce [[render quantum size]]
sample-frames.
Processing an input buffer means running the algorithm for an AudioNode
, using an input buffer and the value(s) of the AudioParam
(s) of this AudioNode
as the input for this algorithm.
AudioContext
An interruption is an event generated by the user agent when it needs to halt audio playback for an AudioContext
. For example, The user agent may create an interruption when another application requests exclusive access to the audio output hardware.
When an interruption happens, the user agent MUST queue a control message to interrupt the AudioContext
.
Running a control message to interrupt an
context means running these steps on the rendering thread:AudioContext
If the context’s [[rendering thread state]]
is closed
or interrupted
, abort these steps.
If the context’s [[rendering thread state]]
is running
:
Attempt to release system resources.
Queue a media element task to execute the following steps:
Set the context’s [[control thread state]]
to interrupted
.
Set the context’s [[state before interruption]]
slot to "running
".
Fire an event named statechange
at the context.
If the context’s [[rendering thread state]]
is suspended
:
Queue a media element task to execute the following steps:
Set the context’s [[control thread state]]
to interrupted
.
Set the context’s [[state before interruption]]
slot to "suspended
".
Set the context’s [[rendering thread state]]
to interrupted
.
Note: If the AudioContext
is suspended
a statechange
event is not fired for privacy reasons to avoid over-sharing user activity - e.g. when a phone call comes in or when the screen gets locked.
When an interruption ends, the user agent MUST queue a control message to end the
.AudioContext
interruption
Running a control message to end an AudioContext
context interruption means running these steps on the rendering thread:
If the context’s [[rendering thread state]]
is not interrupted
, abort these steps.
If the context’s [[state before interruption]]
is "running
":
Attempt to acquire system resources.
Set the [[rendering thread state]]
on the AudioContext
to "running
".
Start rendering the audio graph.
Queue a media element task to execute the following steps:
If the state
attribute of the AudioContext
is not already "running
":
Set the context’s [[control thread state]]
to "running
".
Fire an event named statechange
at the context.
If the context’s [[state before interruption]]
is "suspended
"
Set the [[rendering thread state]]
on the AudioContext
to suspended
.
Queue a media element task to execute the following steps:
Set the context’s [[control thread state]]
to suspended
.
Set the context’s [[state before interruption]]
to null
.
AudioContext
The AudioContext
audioContext performs the following steps on rendering thread in the event of an audio system resource error.
If the audioContext’s [[rendering thread state]]
is running
:
Attempt to release system resources.
Set the audioContext’s [[rendering thread state]]
to suspended
.
Queue a media element task to execute the following steps:
Fire an event named error
at audioContext.
Set the audioContext’s [[suspended by user]]
to false
.
Set the audioContext’s [[control thread state]]
to suspended
.
Fire an event named statechange
at the audioContext.
Abort these steps.
If the audioContext’s [[rendering thread state]]
is suspended
:
Queue a media element taskto execute the following steps:
Fire an event named error
at audioContext.
Note: An example of system audio resource errors would be when an external or wireless audio device becoming disconnected during the active rendering of the AudioContext
.
BaseAudioContext
:
Reject all the promises of [[pending promises]]
with InvalidStateError
, for each AudioContext
and OfflineAudioContext
whose relevant global object is the same as the document’s associated Window.
Stop all decoding thread
s.
Queue a control message to close()
the AudioContext
or OfflineAudioContext
.
Note: The normative description of AudioContext
and AudioNode
lifetime characteristics is described by the AudioContext lifetime and AudioNode lifetime.
This section is non-normative.
In addition to allowing the creation of static routing configurations, it should also be possible to do custom effect routing on dynamically allocated voices which have a limited lifetime. For the purposes of this discussion, let’s call these short-lived voices "notes". Many audio applications incorporate the ideas of notes, examples being drum machines, sequencers, and 3D games with many one-shot sounds being triggered according to game play.
In a traditional software synthesizer, notes are dynamically allocated and released from a pool of available resources. The note is allocated when a MIDI note-on message is received. It is released when the note has finished playing either due to it having reached the end of its sample-data (if non-looping), it having reached a sustain phase of its envelope which is zero, or due to a MIDI note-off message putting it into the release phase of its envelope. In the MIDI note-off case, the note is not released immediately, but only when the release envelope phase has finished. At any given time, there can be a large number of notes playing but the set of notes is constantly changing as new notes are added into the routing graph, and old ones are released.
The audio system automatically deals with tearing-down the part of the routing graph for individual "note" events. A "note" is represented by an AudioBufferSourceNode
, which can be directly connected to other processing nodes. When the note has finished playing, the context will automatically release the reference to the AudioBufferSourceNode
, which in turn will release references to any nodes it is connected to, and so on. The nodes will automatically get disconnected from the graph and will be deleted when they have no more references. Nodes in the graph which are long-lived and shared between dynamic voices can be managed explicitly. Although it sounds complicated, this all happens automatically with no extra handling required.
The low-pass filter, panner, and second gain nodes are directly connected from the one-shot sound. So when it has finished playing the context will automatically release them (everything within the dotted line). If there are no longer any references to the one-shot sound and connected nodes, then they will be immediately removed from the graph and deleted. The streaming source has a global reference and will remain connected until it is explicitly disconnected. Here’s how it might look in JavaScript:
let context = 0;let compressor = 0;let gainNode1 = 0;let streamingAudioSource = 0;// Initial setup of the "long-lived" part of the routing graphfunction setupAudioContext() { context = new AudioContext(); compressor = context.createDynamicsCompressor(); gainNode1 = context.createGain(); // Create a streaming audio source. const audioElement = document.getElementById('audioTagID'); streamingAudioSource = context.createMediaElementSource(audioElement); streamingAudioSource.connect(gainNode1); gainNode1.connect(compressor); compressor.connect(context.destination);}// Later in response to some user action (typically mouse or key event)// a one-shot sound can be played.function playSound() { const oneShotSound = context.createBufferSource(); oneShotSound.buffer = dogBarkingBuffer; // Create a filter, panner, and gain node. const lowpass = context.createBiquadFilter(); const panner = context.createPanner(); const gainNode2 = context.createGain(); // Make connections oneShotSound.connect(lowpass); lowpass.connect(panner); panner.connect(gainNode2); gainNode2.connect(compressor); // Play 0.75 seconds from now (to play immediately pass in 0) oneShotSound.start(context.currentTime + 0.75);}4. Channel Up-Mixing and Down-Mixing
This section is normative.
An AudioNode input has mixing rules for combining the channels from all of the connections to it. As a simple example, if an input is connected from a mono output and a stereo output, then the mono connection will usually be up-mixed to stereo and summed with the stereo connection. But, of course, it’s important to define the exact mixing rules for every input to every AudioNode
. The default mixing rules for all of the inputs have been chosen so that things "just work" without worrying too much about the details, especially in the very common case of mono and stereo streams. Of course, the rules can be changed for advanced use cases, especially multi-channel.
To define some terms, up-mixing refers to the process of taking a stream with a smaller number of channels and converting it to a stream with a larger number of channels. down-mixing refers to the process of taking a stream with a larger number of channels and converting it to a stream with a smaller number of channels.
An AudioNode
input needs to mix all the outputs connected to this input. As part of this process it computes an internal value computedNumberOfChannels representing the actual number of channels of the input at any given time.
When channelInterpretation
is "speakers
" then the up-mixing and down-mixing is defined for specific channel layouts.
Mono (one channel), stereo (two channels), quad (four channels), and 5.1 (six channels) MUST be supported. Other channel layouts may be supported in future version of this specification.
4.2. Channel OrderingChannel ordering is defined by the following table. Individual multichannel formats MAY not support all intermediate channels. Implementations MUST present the channels provided in the order defined below, skipping over those channels not present.
Order Label Mono Stereo Quad 5.1 0 SPEAKER_FRONT_LEFT 0 0 0 0 1 SPEAKER_FRONT_RIGHT 1 1 1 2 SPEAKER_FRONT_CENTER 2 3 SPEAKER_LOW_FREQUENCY 3 4 SPEAKER_BACK_LEFT 2 4 5 SPEAKER_BACK_RIGHT 3 5 6 SPEAKER_FRONT_LEFT_OF_CENTER 7 SPEAKER_FRONT_RIGHT_OF_CENTER 8 SPEAKER_BACK_CENTER 9 SPEAKER_SIDE_LEFT 10 SPEAKER_SIDE_RIGHT 11 SPEAKER_TOP_CENTER 12 SPEAKER_TOP_FRONT_LEFT 13 SPEAKER_TOP_FRONT_CENTER 14 SPEAKER_TOP_FRONT_RIGHT 15 SPEAKER_TOP_BACK_LEFT 16 SPEAKER_TOP_BACK_CENTER 17 SPEAKER_TOP_BACK_RIGHT 4.3. Implication of tail-time on input and output channel countWhen an AudioNode
has a non-zero tail-time, and an output channel count that depends on the input channels count, the AudioNode
’s tail-time must be taken into account when the input channel count changes.
When there is a decrease in input channel count, the change in output channel count MUST happen when the input that was received with greater channel count no longer affects the output.
When there is an increase in input channel count, the behavior depends on the AudioNode
type:
For a DelayNode
or a DynamicsCompressorNode
, the number of output channels MUST increase when the input that was received with greater channel count begins to affect the output.
For other AudioNode
s that have a tail-time, the number of output channels MUST increase immediately.
Note: For a ConvolverNode
, this only applies to the case where the impulse response is mono. Otherwise, the ConvolverNode
always outputs a stereo signal regardless of its input channel count.
Note: Intuitively, this allows not losing stereo information as part of processing: when multiple input render quanta of different channel count contribute to an output render quantum then the output render quantum’s channel count is a superset of the input channel count of the input render quantums.
4.4. Up Mixing Speaker LayoutsMono up-mix: 1 -> 2 : up-mix from mono to stereo output.L = input; output.R = input; 1 -> 4 : up-mix from mono to quad output.L = input; output.R = input; output.SL = 0; output.SR = 0; 1 -> 5.1 : up-mix from mono to 5.1 output.L = 0; output.R = 0; output.C = input; // put in center channel output.LFE = 0; output.SL = 0; output.SR = 0; Stereo up-mix: 2 -> 4 : up-mix from stereo to quad output.L = input.L; output.R = input.R; output.SL = 0; output.SR = 0; 2 -> 5.1 : up-mix from stereo to 5.1 output.L = input.L; output.R = input.R; output.C = 0; output.LFE = 0; output.SL = 0; output.SR = 0; Quad up-mix: 4 -> 5.1 : up-mix from quad to 5.1 output.L = input.L; output.R = input.R; output.C = 0; output.LFE = 0; output.SL = input.SL; output.SR = input.SR;4.5. Down Mixing Speaker Layouts
A down-mix will be necessary, for example, if processing 5.1 source material, but playing back stereo.
Mono down-mix: 2 -> 1 : stereo to mono output = 0.5 * (input.L + input.R); 4 -> 1 : quad to mono output = 0.25 * (input.L + input.R + input.SL + input.SR); 5.1 -> 1 : 5.1 to mono output = sqrt(0.5) * (input.L + input.R) + input.C + 0.5 * (input.SL + input.SR) Stereo down-mix: 4 -> 2 : quad to stereo output.L = 0.5 * (input.L + input.SL); output.R = 0.5 * (input.R + input.SR); 5.1 -> 2 : 5.1 to stereo output.L = L + sqrt(0.5) * (input.C + input.SL) output.R = R + sqrt(0.5) * (input.C + input.SR) Quad down-mix: 5.1 -> 4 : 5.1 to quad output.L = L + sqrt(0.5) * input.C output.R = R + sqrt(0.5) * input.C output.SL = input.SL output.SR = input.SR4.6. Channel Rules Examples
// Set gain node to explicit 2-channels (stereo).gain.channelCount = 2;gain.channelCountMode = "explicit";gain.channelInterpretation = "speakers";// Set "hardware output" to 4-channels for DJ-app with two stereo output busses.context.destination.channelCount = 4;context.destination.channelCountMode = "explicit";context.destination.channelInterpretation = "discrete";// Set "hardware output" to 8-channels for custom multi-channel speaker array// with custom matrix mixing.context.destination.channelCount = 8;context.destination.channelCountMode = "explicit";context.destination.channelInterpretation = "discrete";// Set "hardware output" to 5.1 to play an HTMLAudioElement.context.destination.channelCount = 6;context.destination.channelCountMode = "explicit";context.destination.channelInterpretation = "speakers";// Explicitly down-mix to mono.gain.channelCount = 1;gain.channelCountMode = "explicit";gain.channelInterpretation = "speakers";5. Audio Signal Values 5.1. Audio sample format
Linear pulse code modulation (linear PCM) describes a format where the audio values are sampled at a regular interval, and where the quantization levels between two successive values are linearly uniform.
Whenever signal values are exposed to script in this specification, they are in linear 32-bit floating point pulse code modulation format (linear 32-bit float PCM), often in the form of Float32Array
objects.
The range of all audio signals at a destination node of any audio graph is nominally [-1, 1]. The audio rendition of signal values outside this range, or of the values NaN
, positive infinity or negative infinity, is undefined by this specification.
A common feature requirement for modern 3D games is the ability to dynamically spatialize and move multiple audio sources in 3D space. For example OpenAL has this ability.
Using a PannerNode
, an audio stream can be spatialized or positioned in space relative to an AudioListener
. A BaseAudioContext
will contain a single AudioListener
. Both panners and listeners have a position in 3D space using a right-handed cartesian coordinate system. The units used in the coordinate system are not defined, and do not need to be because the effects calculated with these coordinates are independent/invariant of any particular units such as meters or feet. PannerNode
objects (representing the source stream) have an orientation vector representing in which direction the sound is projecting. Additionally, they have a sound cone representing how directional the sound is. For example, the sound could be omnidirectional, in which case it would be heard anywhere regardless of its orientation, or it can be more directional and heard only if it is facing the listener. AudioListener
objects (representing a person’s ears) have forward and up vectors representing in which direction the person is facing.
The coordinate system for spatialization is shown in the diagram below, with the default values shown. The locations for the AudioListener
and PannerNode
are moved from the default positions so we can see things better.
During rendering, the PannerNode
calculates an azimuth and elevation. These values are used internally by the implementation in order to render the spatialization effect. See the Panning Algorithm section for details of how these values are used.
The following algorithm MUST be used to calculate the azimuth and elevation for the PannerNode
. The implementation must appropriately account for whether the various AudioParam
s below are "a-rate
" or "k-rate
".
// Let |context| be a BaseAudioContext and let |panner| be a// PannerNode created in |context|.// Calculate the source-listener vector.const listener = context.listener;const sourcePosition = new Vec3(panner.positionX.value, panner.positionY.value, panner.positionZ.value);const listenerPosition = new Vec3(listener.positionX.value, listener.positionY.value, listener.positionZ.value);const sourceListener = sourcePosition.diff(listenerPosition).normalize();if (sourceListener.magnitude == 0) { // Handle degenerate case if source and listener are at the same point. azimuth = 0; elevation = 0; return;}// Align axes.const listenerForward = new Vec3(listener.forwardX.value, listener.forwardY.value, listener.forwardZ.value);const listenerUp = new Vec3(listener.upX.value, listener.upY.value, listener.upZ.value);const listenerRight = listenerForward.cross(listenerUp);if (listenerRight.magnitude == 0) { // Handle the case where listener's 'up' and 'forward' vectors are linearly // dependent, in which case 'right' cannot be determined azimuth = 0; elevation = 0; return;}// Determine a unit vector orthogonal to listener's right, forwardconst listenerRightNorm = listenerRight.normalize();const listenerForwardNorm = listenerForward.normalize();const up = listenerRightNorm.cross(listenerForwardNorm);const upProjection = sourceListener.dot(up);const projectedSource = sourceListener.diff(up.scale(upProjection)).normalize();azimuth = 180 * Math.acos(projectedSource.dot(listenerRightNorm)) / Math.PI;// Source in front or behind the listener.const frontBack = projectedSource.dot(listenerForwardNorm);if (frontBack < 0) azimuth = 360 - azimuth;// Make azimuth relative to "forward" and not "right" listener vector.if ((azimuth >= 0) && (azimuth <= 270)) azimuth = 90 - azimuth;else azimuth = 450 - azimuth;elevation = 90 - 180 * Math.acos(sourceListener.dot(up)) / Math.PI;if (elevation > 90) elevation = 180 - elevation;else if (elevation < -90) elevation = -180 - elevation;6.3. Panning Algorithm
Mono-to-stereo and stereo-to-stereo panning MUST be supported. Mono-to-stereo processing is used when all connections to the input are mono. Otherwise stereo-to-stereo processing is used.
6.3.1. PannerNode "equalpower" PanningThis is a simple and relatively inexpensive algorithm which provides basic, but reasonable results. It is used for the PannerNode
when the panningModel
attribute is set to "equalpower
", in which case the elevation value is ignored. This algorithm MUST be implemented using the appropriate rate as specified by the automationRate
. If any of the PannerNode
’s AudioParam
s or the AudioListener
’s AudioParam
s are "a-rate
", a-rate processing must be used.
For each sample to be computed by this AudioNode
:
Let azimuth be the value computed in the azimuth and elevation section.
The azimuth value is first contained to be within the range [-90, 90] according to:
// First, clamp azimuth to allowed range of [-180, 180]. azimuth = max(-180, azimuth); azimuth = min(180, azimuth); // Then wrap to range [-90, 90]. if (azimuth < -90) azimuth = -180 - azimuth; else if (azimuth > 90) azimuth = 180 - azimuth;
A normalized value x is calculated from azimuth for a mono input as:
x = (azimuth + 90) / 180;
Or for a stereo input as:
if (azimuth <= 0) { // -90 -> 0 // Transform the azimuth value from [-90, 0] degrees into the range [-90, 90]. x = (azimuth + 90) / 90; } else { // 0 -> 90 // Transform the azimuth value from [0, 90] degrees into the range [-90, 90]. x = azimuth / 90; }
Left and right gain values are calculated as:
gainL = cos(x * Math.PI / 2); gainR = sin(x * Math.PI / 2);
For mono input, the stereo output is calculated as:
outputL = input * gainL; outputR = input * gainR;
Else for stereo input, the output is calculated as:
if (azimuth <= 0) { outputL = inputL + inputR * gainL; outputR = inputR * gainR; } else { outputL = inputL * gainL; outputR = inputR + inputL * gainR; }
Apply the distance gain and cone gain where the computation of the distance is described in Distance Effects and the cone gain is described in Sound Cones:
let distance = distance(); let distanceGain = distanceModel(distance); let totalGain = coneGain() * distanceGain(); outputL = totalGain * outputL; outputR = totalGain * outputR;
This requires a set of HRTF (Head-related Transfer Function) impulse responses recorded at a variety of azimuths and elevations. The implementation requires a highly optimized convolution function. It is somewhat more costly than "equalpower", but provides more perceptually spatialized sound.
A diagram showing the process of panning a source using HRTF. 6.3.3. StereoPannerNode PanningFor a
StereoPannerNode
, the following algorithm MUST be implemented.
For each sample to be computed by this AudioNode
Let pan be the computedValue of the pan
AudioParam
of this StereoPannerNode
.
Clamp pan to [-1, 1].
pan = max(-1, pan); pan = min(1, pan);
Calculate x by normalizing pan value to [0, 1]. For mono input:
x = (pan + 1) / 2;
For stereo input:
if (pan <= 0) x = pan + 1; else x = pan;
Left and right gain values are calculated as:
gainL = cos(x * Math.PI / 2); gainR = sin(x * Math.PI / 2);
For mono input, the stereo output is calculated as:
outputL = input * gainL; outputR = input * gainR;
Else for stereo input, the output is calculated as:
if (pan <= 0) { outputL = inputL + inputR * gainL; outputR = inputR * gainR; } else { outputL = inputL * gainL; outputR = inputR + inputL * gainR; }
Sounds which are closer are louder, while sounds further away are quieter. Exactly how a sound’s volume changes according to distance from the listener depends on the distanceModel
attribute.
During audio rendering, a distance value will be calculated based on the panner and listener positions according to:
function distance(panner) { const pannerPosition = new Vec3(panner.positionX.value, panner.positionY.value, panner.positionZ.value); const listener = context.listener; const listenerPosition = new Vec3(listener.positionX.value, listener.positionY.value, listener.positionZ.value); return pannerPosition.diff(listenerPosition).magnitude;}
distance will then be used to calculate distanceGain which depends on the distanceModel
attribute. See the DistanceModelType
section for details of how this is calculated for each distance model.
As part of its processing, the PannerNode
scales/multiplies the input audio signal by distanceGain to make distant sounds quieter and nearer ones louder.
The listener and each sound source have an orientation vector describing which way they are facing. Each sound source’s sound projection characteristics are described by an inner and outer "cone" describing the sound intensity as a function of the source/listener angle from the source’s orientation vector. Thus, a sound source pointing directly at the listener will be louder than if it is pointed off-axis. Sound sources can also be omni-directional.
The following diagram ilustrates the relationship between the source’s cone with respect to the listener. In the diagram,
and coneInnerAngle
= 50
. That is, the inner cone extends 25 deg on each side of the direction vector. Similarly, the outer cone is 60 deg on each side.coneOuterAngle
= 120
The following algorithm MUST be used to calculate the gain contribution due to the cone effect, given the source (the PannerNode
) and the listener:
function coneGain() { const sourceOrientation = new Vec3(source.orientationX, source.orientationY, source.orientationZ); if (sourceOrientation.magnitude == 0 || ((source.coneInnerAngle == 360) && (source.coneOuterAngle == 360))) return 1; // no cone specified - unity gain // Normalized source-listener vector const sourcePosition = new Vec3(panner.positionX.value, panner.positionY.value, panner.positionZ.value); const listenerPosition = new Vec3(listener.positionX.value, listener.positionY.value, listener.positionZ.value); const sourceToListener = sourcePosition.diff(listenerPosition).normalize(); const normalizedSourceOrientation = sourceOrientation.normalize(); // Angle between the source orientation vector and the source-listener vector const angle = 180 * Math.acos(sourceToListener.dot(normalizedSourceOrientation)) / Math.PI; const absAngle = Math.abs(angle); // Divide by 2 here since API is entire angle (not half-angle) const absInnerAngle = Math.abs(source.coneInnerAngle) / 2; const absOuterAngle = Math.abs(source.coneOuterAngle) / 2; let gain = 1; if (absAngle <= absInnerAngle) { // No attenuation gain = 1; } else if (absAngle >= absOuterAngle) { // Max attenuation gain = source.coneOuterGain; } else { // Between inner and outer cones // inner -> outer, x goes from 0 -> 1 const x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle); gain = (1 - x) + source.coneOuterGain * x; } return gain;}7. Performance Considerations 7.1. Latency Use cases in which the latency can be important
For web applications, the time delay between mouse and keyboard events (keydown, mousedown, etc.) and a sound being heard is important.
This time delay is called latency and is caused by several factors (input device latency, internal buffering latency, DSP processing latency, output device latency, distance of user’s ears from speakers, etc.), and is cumulative. The larger this latency is, the less satisfying the user’s experience is going to be. In the extreme, it can make musical production or game-play impossible. At moderate levels it can affect timing and give the impression of sounds lagging behind or the game being non-responsive. For musical applications the timing problems affect rhythm. For gaming, the timing problems affect precision of gameplay. For interactive applications, it generally cheapens the users experience much in the same way that very low animation frame-rates do. Depending on the application, a reasonable latency can be from as low as 3-6 milliseconds to 25-50 milliseconds.
Implementations will generally seek to minimize overall latency.
Along with minimizing overall latency, implementations will generally seek to minimize the difference between an AudioContext
’s currentTime
and an AudioProcessingEvent
’s playbackTime
. Deprecation of ScriptProcessorNode
will make this consideration less important over time.
Additionally, some AudioNode
s can add latency to some paths of the audio graph, notably:
The AudioWorkletNode
can run a script that buffers internally, adding delay to the signal path.
The DelayNode
, whose role is to add controlled latency time.
The BiquadFilterNode
and IIRFilterNode
filter design can delay incoming samples, as a natural consequence of the causal filtering process.
The ConvolverNode
depending on the impulse, can delay incoming samples, as a natural result of the convolution operation.
The DynamicsCompressorNode
has a look ahead algorithm that causes delay in the signal path.
The MediaStreamAudioSourceNode
, MediaStreamTrackAudioSourceNode
and MediaStreamAudioDestinationNode
, depending on the implementation, can add buffers internally that add delays.
The ScriptProcessorNode
can have buffers between the control thread and the rendering thread.
The WaveShaperNode
, when oversampling, and depending on the oversampling technique, add delays to the signal path.
When an acquire the content operation is performed on an AudioBuffer
, the entire operation can usually be implemented without copying channel data. In particular, the last step SHOULD be performed lazily at the next getChannelData()
call. That means a sequence of consecutive acquire the contents operations with no intervening getChannelData()
(e.g. multiple AudioBufferSourceNode
s playing the same AudioBuffer
) can be implemented with no allocations or copying.
Implementations can perform an additional optimization: if getChannelData()
is called on an AudioBuffer
, fresh ArrayBuffer
s have not yet been allocated, but all invokers of previous acquire the content operations on an AudioBuffer
have stopped using the AudioBuffer
’s data, the raw data buffers can be recycled for use with new AudioBuffer
s, avoiding any reallocation or copying of the channel data.
While no automatic smoothing is done when directly setting the value
attribute of an AudioParam
, for certain parameters, smooth transition are preferable to directly setting the value.
Using the setTargetAtTime()
method with a low timeConstant
allows authors to perform a smooth transition.
Audio glitches are caused by an interruption of the normal continuous audio stream, resulting in loud clicks and pops. It is considered to be a catastrophic failure of a multi-media system and MUST be avoided. It can be caused by problems with the threads responsible for delivering the audio stream to the hardware, such as scheduling latencies caused by threads not having the proper priority and time-constraints. It can also be caused by the audio DSP trying to do more work than is possible in real-time given the CPU’s speed.
8. Security and Privacy ConsiderationsPer the Self-Review Questionnaire: Security and Privacy § questions:
Does this specification deal with personally-identifiable information?
It would be possible to perform a hearing test using Web Audio API, thus revealing the range of frequencies audible to a person (this decreases with age). It is difficult to see how this could be done without the realization and consent of the user, as it requires active particpation.
Does this specification deal with high-value data?
No. Credit card information and the like is not used in Web Audio. It is possible to use Web Audio to process or analyze voice data, which might be a privacy concern, but access to the user’s microphone is permission-based via getUserMedia()
.
Does this specification introduce new state for an origin that persists across browsing sessions?
No. AudioWorklet does not persist across browsing sessions.
Does this specification expose persistent, cross-origin state to the web?
Yes, the supported audio sample rate(s) and the output device channel count are exposed. See AudioContext
.
Does this specification expose any other data to an origin that it doesn’t currently have access to?
Yes. When giving various information on available AudioNode
s, the Web Audio API potentially exposes information on characteristic features of the client (such as audio hardware sample-rate) to any page that makes use of the AudioNode
interface. Additionally, timing information can be collected through the AnalyserNode
or ScriptProcessorNode
interface. The information could subsequently be used to create a fingerprint of the client.
Research by Princeton CITP’s Web Transparency and Accountability Project has shown that DynamicsCompressorNode
and OscillatorNode
can be used to gather entropy from a client to fingerprint a device. This is due to small, and normally inaudible, differences in DSP architecture, resampling strategies and rounding trade-offs between differing implementations. The precise compiler flags used and also the CPU architecture (ARM vs. x86) contribute to this entropy.
In practice however, this merely allows deduction of information already readily available by easier means (User Agent string), such as "this is browser X running on platform Y". However, to reduce the possibility of additional fingerprinting, we mandate browsers take action to mitigate fingerprinting issues that might be possible from the output of any node.
Fingerprinting via clock skew has been described by Steven J Murdoch and Sebastian Zander. It might be possible to determine this from getOutputTimestamp
. Skew-based fingerprinting has also been demonstrated by Nakibly et. al. for HTML. The High Resolution Time § 10. Privacy Considerations section should be consulted for further information on clock resolution and drift.
Fingerprinting via latency is also possible; it might be possible to deduce this from baseLatency
and outputLatency
. Mitigation strategies include adding jitter (dithering) and quantization so that the exact skew is incorrectly reported. Note however that most audio systems aim for low latency, to synchronise the audio generated by WebAudio to other audio or video sources or to visual cues (for example in a game, or an audio recording or music making environment). Excessive latency decreases usability and may be an accessibility issue.
Fingerprining via the sample rate of the AudioContext
is also possible. We recommend the following steps to be taken to minimize this:
44.1 kHz and 48 kHz are allowed as default rates; the system will choose between them for best applicability. (Obviously, if the audio device is natively 44.1, 44.1 will be chosen, etc., but also the system may choose the most "compatible" rate—e.g. if the system is natively 96kHz, 48kHz would likely be chosen, not 44.1kHz.
The system should resample to one of those two rates for devices that are natively at different rates, despite the fact that this may cause extra battery drain due to resampled audio. (Again, the system will choose the most compatible rate—e.g. if the native system is 16kHz, it’s expected that 48kHz would be chosen.)
It is expected (though not mandated) that browsers would offer a user affordance to force use of the native rate—e.g. by setting a flag in the browser on the device. This setting would not be exposed in the API.
It is also expected behavior that a different rate could be explicitly requested in the constructor for AudioContext
(this is already in the specification; it normally causes the audio rendering to be done at the requested sampleRate, and then up- or down-sampled to the device output), and if that rate is natively supported, the rendering could be passed straight through. This would enable apps to render to higher rates without user intervention (although it’s not observable from Web Audio that the audio output is not downsampled on output)—for example, if MediaDevices
capabilities were read (with user intervention) and indicated a higher rate was supported.
Fingerprinting via the number of output channels for the AudioContext
is possible as well. We recommend that maxChannelCount
be set to two (stereo). Stereo is by far the most common number of channels.
Does this specification enable new script execution/loading mechanisms?
No. It does use the [HTML] script execution method, defined in that specification.
Does this specification allow an origin access to a user’s location?
No.
Does this specification allow an origin access to sensors on a user’s device?
Not directly. Currently, audio input is not specified in this document, but it will involve gaining access to the client machine’s audio input or microphone. This will require asking the user for permission in an appropriate way, probably via the getUserMedia()
API.
Additionally, the security and privacy considerations from the Media Capture and Streams specification should be noted. In particular, analysis of ambient audio or playing unique audio may enable identification of user location down to the level of a room or even simultaneous occupation of a room by disparate users or devices. Access to both audio output and audio input might also enable communication between otherwise partitioned contexts in one browser.
Does this specification allow an origin access to aspects of a user’s local computing environment?
Not directly; all requested sample rates are supported, with upsampling if needed. It is possible to use Media Capture and Streams to probe for supported audio sample rates with MediaTrackSupportedConstraints. This requires explicit user consent. This does provide a small measure of fingerprinting. However, in practice most consumer and prosumer devices use one of two standardized sample rates: 44.1kHz (originally used by CD) and 48kHz (originally used by DAT). Highly resource constrained devices may support the speech-quality 11kHz sample rate, and higher-end devices often support 88.2, 96, or even the audiophile 192kHz rate.
Requiring all implementations to upsample to a single, commonly-supported rate such as 48kHz would increase CPU cost for no particular benefit, and requiring higher-end devices to use a lower rate would merely result in Web Audio being labelled as unsuitable for professional use.
Does this specification allow an origin access to other devices?
It typically does not allow access to other networked devices (an exception in a high-end recording studio might be Dante networked devices, although these typically use a separate, dedicated network). It does of necessity allow access to the user’s audio output device or devices, which are sometimes separate units to the computer.
For voice or sound-actuated devices, Web Audio API might be used to control other devices. In addition, if the sound-operated device is sensitive to near ultrasonic frequencies, such control might not be audible. This possibility also exists with HTML, through either the <audio> or <video> element. At common audio sampling rates, there is (by design) insufficient headroom for much ultrasonic information:
The limit of human hearing is usually stated as 20kHz. For a 44.1kHz sampling rate, the Nyquist limit is 22.05kHz. Given that a true brickwall filter cannot be physically realized, the space between 20kHz and 22.05kHz is used for a rapid rolloff filter to strongly attenuate all frequencies above Nyquist.
At 48kHz sampling rate, there is still rapid attenuation in the 20kHz to 24kHz band (but it is easier to avoid phase ripple errors in the passband).
Does this specification allow an origin some measure of control over a user agent’s native UI?
If the UI has audio components, such as a voice assistant or screenreader, Web Audio API might be used to emulate aspects of the native UI to make an attack seem more like a local system event. This possibility also exists with HTML, through the <audio> element.
Does this specification expose temporary identifiers to the web?
No.
Does this specification distinguish between behavior in first-party and third-party contexts?
No.
How should this specification work in the context of a user agent’s "incognito" mode?
Not differently.
Does this specification persist data to a user’s local device?
No.
Does this specification have a "Security Considerations" and "Privacy Considerations" section?
Yes (you are reading it).
Does this specification allow downgrading default security characteristics?
No.
Please see [webaudio-usecases].
10. Common Definitions for Specification CodeThis section describes common functions and classes employed by JavaScript code used within this specification.
// Three dimensional vector class.class Vec3 { // Construct from 3 coordinates. constructor(x, y, z) { this.x = x; this.y = y; this.z = z; } // Dot product with another vector. dot(v) { return (this.x * v.x) + (this.y * v.y) + (this.z * v.z); } // Cross product with another vector. cross(v) { return new Vec3((this.y * v.z) - (this.z * v.y), (this.z * v.x) - (this.x * v.z), (this.x * v.y) - (this.y * v.x)); } // Difference with another vector. diff(v) { return new Vec3(this.x - v.x, this.y - v.y, this.z - v.z); } // Get the magnitude of this vector. get magnitude() { return Math.sqrt(dot(this)); } // Get a copy of this vector multiplied by a scalar. scale(s) { return new Vec3(this.x * s, this.y * s, this.z * s); } // Get a normalized copy of this vector. normalize() { const m = magnitude; if (m == 0) { return new Vec3(0, 0, 0); } return scale(1 / m); }}11. Change Log 12. Acknowledgements
This specification is the collective work of the W3C Audio Working Group.
Members and former members of the Working Group and contributors to the specification are (at the time of writing, and by alphabetical order):
Adenot, Paul (Mozilla Foundation) - Specification Co-editor; Akhgari, Ehsan (Mozilla Foundation); Becker, Steven (Microsoft Corporation); Berkovitz, Joe (Invited Expert, affiliated with Noteflight/Hal Leonard) - WG co-chair from September 2013 to December 2017); Bossart, Pierre (Intel Corporation); Borins, Myles (Google, Inc); Buffa, Michel (NSAU); Caceres, Marcos (Invited Expert); Cardoso, Gabriel (INRIA); Carlson, Eric (Apple, Inc); Chen, Bin (Baidu, Inc); Choi, Hongchan (Google, Inc) - Specification Co-editor; Collichio, Lisa (Qualcomm); Geelnard, Marcus (Opera Software); Gehring, Todd (Dolby Laboratories); Goode, Adam (Google, Inc); Gregan, Matthew (Mozilla Foundation); Hikawa, Kazuo (AMEI); Hofmann, Bill (Dolby Laboratories); Jägenstedt, Philip (Google, Inc); Jeong, Paul Changjin (HTML5 Converged Technology Forum); Kalliokoski, Jussi (Invited Expert); Lee, WonSuk (Electronics and Telecommunications Research Institute); Kakishita, Masahiro (AMEI); Kawai, Ryoya (AMEI); Kostiainen, Anssi (Intel Corporation); Lilley, Chris (W3C Staff); Lowis, Chris (Invited Expert) - WG co-chair from December 2012 to September 2013, affiliated with British Broadcasting Corporation; MacDonald, Alistair (W3C Invited Experts) — WG co-chair from March 2011 to July 2012; Mandyam, Giridhar (Qualcomm Innovation Center, Inc); Michel, Thierry (W3C/ERCIM); Nair, Varun (Facebook); Needham, Chris (British Broadcasting Corporation); Noble, Jer (Apple, Inc); O’Callahan, Robert(Mozilla Foundation); Onumonu, Anthony (British Broadcasting Corporation); Paradis, Matthew (British Broadcasting Corporation) - WG co-chair from September 2013 to present; Pozdnyakov, Mikhail (Intel Corporation); Raman, T.V. (Google, Inc); Rogers, Chris (Google, Inc); Schepers, Doug (W3C/MIT); Schmitz, Alexander (JS Foundation); Shires, Glen (Google, Inc); Smith, Jerry (Microsoft Corporation); Smith, Michael (W3C/Keio); Thereaux, Olivier (British Broadcasting Corporation); Toy, Raymond (Google, Inc.) - WG co-chair from December 2017 - Present; Toyoshima, Takashi (Google, Inc); Troncy, Raphael (Institut Telecom); Verdie, Jean-Charles (MStar Semiconductor, Inc.); Wei, James (Intel Corporation); Weitnauer, Michael (IRT); Wilson, Chris (Google,Inc); Zergaoui, Mohamed (INNOVIMAX)
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