This specification describes a high-level Web API for processing and
synthesizing audio in web applications. The primary paradigm is of an
audio routing graph, where a number of AudioNode
objects are connected together to define the overall audio rendering.
The actual processing will primarily take place in the underlying
implementation (typically optimized Assembly / C / C++ code), but
direct script processing and synthesis is
also supported.
The introductory section covers the motivation behind this specification.
This API is designed to be used in conjunction with other APIs and
elements on the web platform, notably: XMLHttpRequest [[XHR]] (using
the responseType
and response
attributes).
For games and interactive applications, it is anticipated to be used
with the canvas
2D [[2dcontext]] and WebGL [[WEBGL]] 3D
graphics APIs.
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.
The API supports these primary features:
audio
or
video
media
element.
MediaStreamTrackAudioSourceNode
and
[[!webrtc]].
MediaStreamAudioDestinationNode
and [[!webrtc]].
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:
var context = new AudioContext(); function playSound() { var 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:
var context = 0; var compressor = 0; var reverb = 0; var source1 = 0; var source2 = 0; var source3 = 0; var lowpassFilter = 0; var waveShaper = 0; var panner = 0; var dry1 = 0; var dry2 = 0; var dry3 = 0; var wet1 = 0; var wet2 = 0; var wet3 = 0; var masterDry = 0; var masterWet = 0; 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 master wet and dry. masterDry = context.createGain(); masterWet = context.createGain(); // Connect final compressor to final destination. compressor.connect(context.destination); // Connect master dry and wet to compressor. masterDry.connect(compressor); masterWet.connect(compressor); // Connect reverb to master wet. reverb.connect(masterWet); // 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(masterDry); wet1.connect(reverb); // Connect source2 dry2 = context.createGain(); wet2 = context.createGain(); source2.connect(waveShaper); waveShaper.connect(dry2); waveShaper.connect(wet2); dry2.connect(masterDry); wet2.connect(reverb); // Connect source3 dry3 = context.createGain(); wet3 = context.createGain(); source3.connect(panner); panner.connect(dry3); panner.connect(wet3); dry3.connect(masterDry); 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() { var context = new AudioContext(); // Create the low frequency oscillator that supplies the modulation signal var lfo = context.createOscillator(); lfo.frequency.value = 1.0; // Create the high frequency oscillator to be modulated var hfo = context.createOscillator(); hfo.frequency.value = 440.0; // Create a gain node whose gain determines the amplitude of the modulation signal var 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); }
The interfaces defined are:
AudioNode
s.
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
.
AnalyserNode
interface, an
AudioNode
for use with music visualizers, or
other visualization applications.
AudioBuffer
interface, for working with
memory-resident audio assets. These can represent one-shot sounds, or
longer audio clips.
AudioBufferSourceNode
interface, an
AudioNode
which generates audio from an
AudioBuffer.
AudioDestinationNode
interface, an
AudioNode
subclass representing the final
destination for all rendered audio.
AudioParam
interface, for controlling an
individual aspect of an AudioNode
's functioning,
such as volume.
AudioListener
interface, which works with
a PannerNode for spatialization.
AudioWorklet
interface representing a
factory for creating custom nodes that can process audio directly
using scripts.
AudioWorkletGlobalScope
interface, the
context in which AudioWorkletProcessor processing scripts run.
AudioWorkletNode
interface, an
AudioNode
representing a node processed in an
AudioWorkletProcessor.
AudioWorkletProcessor
interface,
representing a single node instance inside an audio worker.
BiquadFilterNode
interface, an
AudioNode
for common low-order filters such as:
ChannelMergerNode
interface, an
AudioNode
for combining channels from multiple
audio streams into a single audio stream.
ChannelSplitterNode
interface, an
AudioNode
for accessing the individual channels of an
audio stream in the routing graph.
ConstantSourceNode
interface, an
AudioNode for generating a nominally constant output value
with an AudioParam to allow automation of the value.
ConvolverNode
interface, an
AudioNode
for applying a real-time linear effect (such as the sound of
a concert hall).
DelayNode
interface, an
AudioNode
which applies a dynamically adjustable
variable delay.
DynamicsCompressorNode
interface, an
AudioNode
for dynamics compression.
GainNode
interface, an
AudioNode
for explicit gain control. Because
inputs to AudioNode
s support multiple connections
(as a unity-gain summing junction), mixers can be easily built with GainNodes.
IIRFilterNode
interface, an
AudioNode
for a general IIR filter.
MediaElementAudioSourceNode
interface, an
AudioNode
which is the audio source from an
audio
, video
, or other media element.
MediaStreamAudioSourceNode
interface, an
AudioNode
which is the audio source from a
MediaStream such as live audio input, or from a remote peer.
MediaStreamTrackAudioSourceNode
interface,
an AudioNode
which is the audio source from a
MediaStreamTrack
.
MediaStreamAudioDestinationNode
interface,
an AudioNode
which is the audio destination to a
MediaStream sent to a remote peer.
PannerNode
interface, an
AudioNode
for spatializing / positioning audio in
3D space.
PeriodicWave
interface for specifying
custom periodic waveforms for use by the
OscillatorNode
.
OscillatorNode
interface, an
AudioNode
for generating a periodic waveform.
StereoPannerNode
interface, an
AudioNode
for equal-power positioning of audio
input in a stereo stream.
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:
ScriptProcessorNode
interface, an
AudioNode
for generating or processing audio directly
using scripts.
AudioProcessingEvent
interface, which is
an event type used with ScriptProcessorNode
objects.
The following conformance classes are defined by this specification:
A user agent is considered to be a conforming implementation if it satisfies all of the MUST-, REQUIRED- and SHALL-level criteria in this specification that apply to implementations.
User agents that use ECMAScript to implement the APIs defined in this specification must implement them in a manner consistent with the ECMAScript Bindings defined in the Web IDL specification [[!WEBIDL]] as this specification uses that specification and terminology.
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).
InvalidStateError
.
(AudioBuffers may still be created, through
createBuffer,
decodeAudioData, or the AudioBuffer constructor.)
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
.
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.
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.
An AudioListener
which
is used for 3D spatialization.
Describes the current state of the AudioContext, on the control thread.
Resumes the progression of the BaseAudioContext's currentTime when it has been suspended.
When resume is called, execute these steps:
closed
reject the promise
with InvalidStateError
, abort these steps, returning
promise.
running
, resolve promise, return it, and
abort these steps.
running
.
Running a control message to resume an BaseAudioContext means running these steps on the rendering thread:
running
.
running
:
running
.
statechange
at the BaseAudioContext.
A property used to set the EventHandler
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). An event of type
Event
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 oncomplete
event is
fired.
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.
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. The system shall ensure that the AudioContext is not garbage collected before the promise is resolved or rejected and any callback function is called and completes.
When decodeAudioData
is
called, the following steps must be performed on the control
thread:
IsDetachedBuffer
(described in [[!ECMASCRIPT]]) on audioData is
false
, execute the following steps:
DataCloneError
.
When queuing a decoding operation to be performed on another thread, the following steps MUST happen on a thread that is not the control thread nor the rendering thread, called the decoding thread.
decodeAudioData
.
DOMException
whose
name is "EncodingError"
.
AudioContext
if it is different from the
sample-rate of audioData.
AudioBuffer
containing the final result (after possibly sample-rate
conversion).
Factory method for a
ConstantSourceNode
.
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.
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.
NotSupportedError
must
be thrown if the number of channels is not supported.
NotSupportedError
must
be thrown if the number of channels is not supported.
It is invalid for both numberOfInputChannels
and numberOfOutputChannels
to be zero. In
this case an IndexSizeError
MUST be thrown.
Factory method for an AnalyserNode
.
Factory method for GainNode.
Factory method for a DelayNode. The initial default delay time will be 0 seconds.
NotSupportedError
exception MUST be thrown.
Factory method for a BiquadFilterNode
representing a second order filter which can be configured as one
of several common filter types.
Factory method for an IIRFilterNode
representing a general IIR Filter.
InvalidStateError
MUST be
thrown. A
NotSupportedError
MUST be thrown if the array
length is 0 or greater than 20.
InvalidStateError
MUST be thrown. A
NotSupportedError
MUST be thrown if the array
length is 0 or greater than 20.
Factory method for a WaveShaperNode
representing a non-linear distortion.
Factory method for a PannerNode
.
Factory method for an a
StereoPannerNode
.
Factory method for a ConvolverNode
.
Factory method for a
ChannelSplitterNode
representing a channel
splitter. An
IndexSizeError
exception MUST be thrown for invalid
parameter values.
Factory method for a ChannelMergerNode
representing a channel merger. An
IndexSizeError
exception MUST be thrown for invalid
parameter values.
Factory method for an OscillatorNode
.
Factory method to create a
PeriodicWave
. When calling this method,
execute these steps:
real
and imag
parameters passed to this factory method to the attributes of the
same name on o.
disableNormalization
attribute on
o to the value of the disableNormalization
attribute of the constraints
attribute passed to
the factory method.
constraints
.
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.
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 AudioContexts, 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.
For example, this can involve waiting for the audio callbacks to fire regularly, or to wait for the hardware to be ready for processing.
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.
An AudioContext
is said to be allowed to
start if the user agent and the system allow audio output in
the current context. In other words, if the
AudioContext
control thread state is
allowed to transition from suspended
to
running
.
For example, a user agent could require that an
AudioContext
control thread state change to
running is
triggered by a user activation (as described in [[HTML]]).
When creating an AudioContext, execute these steps:
control thread state
to
suspended
on the AudioContext.
suspended
on the AudioContext.
Sending a control message to start processing means executing the following steps:
running
on the AudioContext.
running
.
statechange
at the AudioContext.
It is unfortunately not possible to programatically notify authors that the creation of the AudioContext failed. User-Agents are encouraged to log an informative message if they have access to a logging mechanism, such as a developer tools console.
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 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.
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.
The outputLatency
attribute value depends on
the platform and the connected hardware audio output device. The
outputLatency
attribute value does not change
for the context's lifetime as long as the connected audio output
device remains the same. If the audio output device is changed
the outputLatency
attribute value will be
updated accordingly.
Returns a new AudioTimestamp
instance
containing two correlated context's audio stream position values:
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-2]]).
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) { var timestamp = context.getOutputTimestamp(); var 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.
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.
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.
When suspend is called, execute these steps:
closed
reject the promise
with InvalidStateError
, abort these steps, returning
promise.
suspended
,
resolve promise, return it, and abort these steps.
suspended
.
Running a control message to suspend an AudioContext means running these steps on the rendering thread:
suspended
.
suspended
:
suspended
.
statechange
at the AudioContext.
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. AudioWorkletNodes and
ScriptProcessorNodes 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.
Closes the AudioContext, releasing the system
resources it's using. 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 close is called, execute these steps:
closed
reject the promise
with InvalidStateError
, abort these steps, returning
promise.
closed
,
resolve promise, return it, and abort these steps.
closed
.
Running a control message to close an AudioContext means running these steps on the rendering thread:
suspended
.
closed
:
closed
.
statechange
at the AudioContext.
When an AudioContext has been closed, implementation can choose to aggressively release more resources than when suspending.
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
.
Creates a MediaStreamAudioSourceNode
.
Creates a MediaStreamTrackAudioSourceNode
.
MediaStreamTrack
that will act as source.
The value of its kind
attribute must be equal to "audio"
, or an
InvalidStateError
exception MUST be thrown.
Creates a MediaStreamAudioDestinationNode
The AudioContextOptions
dictionary is used to
specify a requested latency for an AudioContext.
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.
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.
currentTime
.
Performance
interface implementation (described in
[[!hr-time-2]]).
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
.
The OfflineAudioContext is 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.
Given the current connections and scheduled changes, starts
rendering audio. The system shall ensure that the
OfflineAudioContext
is not garbage collected until
either the promise is resolved and any callback function is
called and completes, or until the suspend
function
is called.
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.
When startRendering
is
called, the following steps must be performed on the control
thread:
InvalidStateError
, and abort these
steps.
When rendering an audio graph on another thread, the following steps MUST happen on a rendering thread that is created for the occasion.
AudioBuffer
, with
a number of channels, length and sample rate equal respectively
to the numberOfChannels
, length
and
sampleRate
parameters used when this instance's
constructor was called.
length
sample-frames of audio into
buffer.
complete
at this instance, using an instance
of OfflineAudioCompletionEvent
whose
renderedBuffer
property is set to
buffer.
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 down 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.
InvalidStateError
.
The size of the buffer in sample-frames. This is the same as the
value of the length
parameter for the constructor.
An EventHandler of type OfflineAudioCompletionEvent. It is the last event fired on an OfflineAudioContext.
This is an Event
object which is dispatched to
OfflineAudioContext
for legacy reasons.
An AudioBuffer
containing the rendered audio data.
renderedBuffer
attribute of the event.
AudioNodes 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 (usually an up-mixing) of all connections to that input.
Please see for more informative
details, and the
section for normative requirements.
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.
For performance reasons, practical implementations will need to use
block processing, with each AudioNode
processing
a fixed number of sample-frames of size block-size. In order
to get uniform behavior across implementations, we will define this
value explicitly. block-size is defined to be 128
sample-frames which corresponds to roughly 3ms at a sample-rate of
44.1 kHz.
AudioNodes 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 AudioNodes 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 n using its constructor, with a BaseAudioContext c as first argument, and an associated option object option as second argument, from the relevant global of c, execute these steps:
To create a new AudioNode of a particular type n using its factory method, called on a BaseAudioContext c, execute these steps:
Initializing an object o of interface n that inherits from AudioNode means executing the following steps, given the arguments context and dict passed to the constructor of this interface.
disableNormalization
or
buffer
and n is ConvolverNode,
jump to the beginning of this loop.
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.
AudioNodes are EventTargets, as described in
DOM [[!DOM]].
This means that it is possible to dispatch events to
AudioNode
s the same way that other EventTargets
accept events.
computedNumberOfChannels
is computed as the
maximum of the number of channels of all connections. In this mode
channelCount is ignored
computedNumberOfChannels
is the exact value as
specified in channelCount
destination
parameter is the
AudioNode
to connect to. If the
destination
parameter is an
AudioNode
that has been created using
another AudioContext
, an
InvalidAccessError
MUST be thrown. That is,
AudioNodes
cannot be shared between
AudioContext
s.
output
parameter is an index describing which
output of the AudioNode
from which to
connect. If this parameter is
out-of-bound, an IndexSizeError
exception MUST be
thrown. It is possible to connect an
AudioNode
output to more than one input
with multiple calls to connect(). Thus, "fan-out" is supported.
input
parameter is an index describing which
input of the destination AudioNode
to
connect to. If this parameter is
out-of-bounds, an IndexSizeError
exception MUST be
thrown. It is possible to connect an
AudioNode
to another
AudioNode
which creates a cycle:
an AudioNode
may connect to another
AudioNode
, which in turn connects back to
the first AudioNode
. This is allowed only
if there is at least one DelayNode
in the
cycle or a
NotSupportedError
exception MUST be thrown.
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.
Connects the AudioNode
to an
AudioParam
, controlling the parameter value
with an audio-rate signal.
destination
parameter is the
AudioParam
to connect to. This method does
not return destination
AudioParam
object. If destination belongs to an
AudioNode that belongs to a BaseAudioContext that
is different from the BaseAudioContext that has created
the AudioNode on which this method was called, an
InvalidAccessError
MUST be thrown.
output
parameter is an index describing which
output of the AudioNode
from which to
connect. If the
parameter
is out-of-bound, an
IndexSizeError
exception MUST be thrown.
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.
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);
Disconnects all outgoing connections from the
AudioNode
.
Disconnects a single output of the AudioNode
from any other AudioNode
or
AudioParam
objects to which it is connected.
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.
Disconnects all outputs of the AudioNode
that
go to a specific destination AudioNode
.
destination
parameter is the
AudioNode
to disconnect. It disconnects all
outgoing connections to the given destination
.
If there is no connection to
destination
, an InvalidAccessError
exception MUST be thrown.
Disconnects a specific output of the
AudioNode
from a specific destination
AudioNode
.
destination
parameter is the
AudioNode
to disconnect. If there is no connection to the
destination
from the given output, an
InvalidAccessError
exception MUST be
thrown.
output
parameter is an index describing which
output of the AudioNode
from which to
disconnect. If this parameter is
out-of-bound, an IndexSizeError
exception MUST be
thrown.
Disconnects a specific output of the
AudioNode
from a specific input of some
destination AudioNode
.
destination
parameter is the
AudioNode
to disconnect. If there is no connection to the
destination
from the given output to the given
input, an InvalidAccessError
exception MUST be
thrown.
output
parameter is an index describing which
output of the AudioNode
from which to
disconnect. If this parameter is
out-of-bound, an IndexSizeError
exception MUST be
thrown.
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.
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.
destination
parameter is the
AudioParam
to disconnect. If there is no connection to the
destination
, an InvalidAccessError
exception MUST be thrown.
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.
destination
parameter is the
AudioParam
to disconnect. If there is no connection to the
destination
, an InvalidAccessError
exception MUST be thrown.
output
parameter is an index describing which
output of the AudioNode
from which to
disconnect. If the
parameter
is out-of-bound, an
IndexSizeError
exception MUST be thrown.
The BaseAudioContext
which owns this
AudioNode
.
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.
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
.
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:
The behavior depends on whether the destination node is the destination of an AudioContext or OfflineAudioContext
IndexSizeError
exception must be
thrown for any attempt to set the count outside this
range.
InvalidStateError
exception MUST
be thrown for any attempt to change the value.
InvalidStateError
exception MUST be
thrown for any attempt to change the value.
InvalidStateError
exception MUST be
thrown for any attempt to change the value.
NotSupportedError
exception MUST be
thrown for any attempt to change the value..
NotSupportedError
exception MUST be thrown for any attempt to change the to a
value greater than two.
InvalidStateError
exception MUST be
thrown for any attempt to change the value.
NotSupportedError
exception MUST be thrown for any attempt to change the to a
value greater than two.
channelCountMode determines how channels will be counted when up-mixing and down-mixing connections to any inputs to the node. 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:
InvalidStateError
exception MUST be
thrown for any attempt to change the value.
InvalidStateError
exception must be thrown for any attempt to change the
value.
InvalidStateError
exception must be thrown for any attempt to change the
value.
NotSupportedError
exception MUST be thrown for any attempt to change the
value.
NotSupportedError
exception MUST be thrown for any attempt to set it to
"max".
InvalidStateError
exception MUST be thrown for any attempt to change the
value.
NotSupportedError
exception MUST be thrown for any attempt to set it to
"max".
channelInterpetation determines how individual channels will be treated when up-mixing and down-mixing connections to any inputs to the node. This attribute has no effect for nodes with no inputs.
See the section for more information on this attribute.
When attempting to this attribute on a
ChannelSplitterNode, an InvalidStateError
MUST be thrown.
This specifies the options that can be used in constructing all AudioNodes. All members are optional. However, the specific values used for each node depends on the actual node.
The following behaviors provide a normative description of the conditions under which an AudioNode is alive, meaning that it MUST be retained in the graph by an implementation. Where these conditions do not apply, AudioNodes MAY be released by an implementation.
There are several types of references:
AudioBufferSourceNode
s,
MediaElementAudioSourceNode
s,
MediaStreamAudioSourceNode
s and
OscillatorNode
s. These nodes maintain a
playing reference to themselves while they are currently
playing.
running
.
AudioNode
maintains on itself as long as it has
any internal processing state which has not yet been emitted. For
example, a ConvolverNode
has a tail which
continues to play even after receiving silent input (think about
clapping your hands in a large concert hall and continuing to hear
the sound reverberate throughout the hall). Some
AudioNode
s have this property. Please see
details for specific nodes.
MediaStream
s keep a
MediaStreamAudioSourceNode alive as long as the underlying
MediaStreamTrack
that is playing through the
MediaStreamAudioSourceNode has not ended
(as per [[!mediacapture-streams]]).
HTMLMediaElement
s keep their associated
MediaElementAudioSourceNode alive as long as the
HTMLMediaElement
is in a state where audio could
ever be played in the future.
An HTMLMediaElement
that has its
src
attribute set to ""
, and all
its references dropped allows the
MediaElementAudioSourceNode to be released as well
(granted nothing keeps the MediaElementAudioSourceNode
alive).
Any AudioNode
s which are connected in a cycle
and are directly or indirectly connected to a
AudioDestinationNode
or
MediaStreamAudioDestinationNode within the
AudioContext
will stay alive as long as the
AudioContext
is alive.
The uninterrupted operation of AudioNodes implies that as long as live references exist to a node, the node will continue processing its inputs and evolving its internal state even if it is disconnected from the audio graph. Since this processing will consume CPU and power, developers should carefully consider the resource usage of disconnected nodes. In particular, it is a good idea to minimize resource consumption by explicitly putting disconnected nodes into a stopped state when possible.
When an AudioNode
has no references it will be
deleted. Before it is deleted, it will disconnect itself from any
other AudioNode
s which it is connected to. In
this way it releases all connection references (3) it has to other
nodes.
Regardless of any of the above references, it can be assumed that
the AudioNode
will be deleted when its
AudioContext
is deleted.
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]]).
numberOfInputs : 1 numberOfOutputs : 1
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
channelCount = 2 channelCountMode = "explicit" channelInterpretation = "speakers"
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
channelCount = numberOfChannels channelCountMode = "explicit" channelInterpretation = "speakers"
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.
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.
AudioParam
controls an individual aspect of an
AudioNode
's functioning, 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
AudioParams
as attributes whose values must be taken
into account on a per-audio-sample basis. For other
AudioParams
, 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.
Each AudioParam
includes minValue
and maxValue
attributes that
together form the nominal range for the parameter. In effect,
value of the parameter is clamped to the range \([\mathrm{minValue},
\mathrm{maxValue}]\). See the section Computation of Value for full details.
An AudioParam
maintains a time-ordered event list which
is initially empty. The times are in the time coordinate system of
the AudioContext
's currentTime attribute. The
events define a mapping from time to value. The following methods can
change the event list by adding a new event into the list of a type
specific to the method. Each event has a time associated with it, and
the events will always be kept in time-order in the list. These
methods will be called automation methods:
The following rules will apply when calling these methods:
NotSupportedError
exception MUST be thrown. In
other words, it's not ok to schedule a value curve during a time
period containing other events.
NotSupportedError
exception MUST be thrown if any
automation method is called at a time which is inside of
the time interval of a SetValueCurve event at time T and
duration D.
The parameter's floating-point value. This attribute is
initialized to the defaultValue
.
The effect of setting this attribute is equivalent to calling
setValueAtTime()
with the current
AudioContext
's currentTime
and the
requested value. Subsequent accesses to this attribute's getter
will return the same value.
Initial value for the value
attribute.
The nominal minimum value that the parameter can take. Together
with maxValue
, this forms the nominal range
for this parameter.
The nominal maximum value that the parameter can take. Together
with minValue
, this forms the nominal range
for this parameter.
Schedules a parameter value change at the given time.
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.
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.
Schedules a linear continuous change in parameter value from the previous scheduled parameter value to the given value.
AudioContext
's currentTime attribute
at which the automation ends. A
RangeError exception MUST be thrown if endTime
is
negative or is not a finite number. If
endTime is less than currentTime, it is
clamped to currentTime.
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.
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.
RangeError
exception MUST be thrown if this value is equal to 0.
AudioContext
's currentTime attribute
where the exponential ramp ends. A
RangeError exception MUST be thrown if endTime
is
negative or is not a finite number. If
endTime is less than currentTime, it is
clamped to currentTime.
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.
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
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).
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 .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.
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.
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.
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.
RangeError
exception MUST be thrown if
duration
is not strictly positive or is not a
finite number.
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.
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 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
.
AudioContext
's currentTime attribute.
A RangeError exception MUST be thrown
if cancelTime
is negative or is not a finite
number. If cancelTime is less than currentTime, it is
clamped to currentTime.
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
proprogated 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
setTarget
event,
setValueAtTime
event
at time \(t_c\) with the value that the
setTarget
would have at time
\(t_c\).
setValueCurve
with a start
time of \(t_3\) and a duration of \(d\)
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.)
If no events are added, then the automation value after
cancelAndHoldAtTime
is the the constant value that
the original timeline would have had at time \(t_c\).
AudioContext
's currentTime attribute.
A RangeError exception MUST be thrown
if cancelTime
is negative or is not a finite
number. If cancelTime is less than currentTime, it is
clamped to currentTime.
There are two different kind of AudioParams, 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 AudioParams that are used with other AudioParams 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. It must be internally computed as follows:
value
attribute, or, if there are any scheduled
parameter changes (automation events) with times before or at this
time, the value as calculated from these events. When read, the
value
attribute always returns the intrinsic
value for the current time. If automation events are removed from a
given time range, then the intrinsic 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.
AudioParam
buffer.
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 nominal range for this parameter. Compound parameters have their final value clamped to their nominal range after having been computed from the different AudioParam value 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.
var curveLength = 44100; var curve = new Float32Array(curveLength); for (var i = 0; i < curveLength; ++i) curve[i] = Math.sin(Math.PI * i / curveLength); var t0 = 0; var t1 = 0.1; var t2 = 0.2; var t3 = 0.3; var t4 = 0.325; var t5 = 0.5; var t6 = 0.6; var t7 = 0.7; var t8 = 1.0; var 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);
The interface represents the common features of the 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.
A property used to set the EventHandler
(described
in
HTML[[!HTML]]) for the ended event that is dispatched
to AudioScheduledSourceNode
node types. When
the source node has stopped playing (as determined by the
concrete node), an event of type Event
(described in
HTML [[!HTML]]) will be dispatched to the event
handler.
For all AudioScheduledSourceNode
s, the
onended
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.
Schedules a sound to playback at an exact time.
start
may only be called one time and must be called before stop
is called
or an InvalidStateError exception MUST be thrown.
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.
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
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.
Changing the gain of an audio signal is a fundamental operation in
audio applications. The GainNode
is one of the building
blocks for creating mixers. This
interface is an AudioNode
with a single input and
single output:
numberOfInputs : 1 numberOfOutputs : 1 channelCountMode = "max"; channelInterpretation = "speakers";
Each sample of each channel of the input data of the
GainNode
MUST be multiplied by the
computedValue of the gain
AudioParam
.
This node has no tail-time reference.
Let gain be a new GainNode object. Initialize gain, and return gain.
Represents the amount of gain to apply. This parameter is a-rate. Its nominal range is (-\(\infty\), +\(\infty\)).
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.
gain
AudioParam.
A delay-line is a fundamental building block in audio applications.
This interface is an AudioNode
with a single
input and single output:
numberOfInputs : 1 numberOfOutputs : 1 channelCountMode = "max"; channelInterpretation = "speakers";
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.
This node has a tail-time reference such that this node
continues to output non-silent audio with zero input up to the
maxDelayTime
of
the node.
By definition, a DelayNode introduces an audio processing latency equal to the amount of the delay.
Let node be a new DelayNode object. Initialize node, and return node.
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
.
If DelayNode
is part of a cycle, then
the value of the delayTime
attribute is
clamped to a minimum of one render
quantum.
Its nominal range is [0, maxDelayTime], where
maxDelayTime
is the value passed to the
createDelay
method on the
AudioContext
or the maxDelayTime
member of the DelayOptions
dictionary in the
node constructor.
This parameter is a-rate.
This specifies options for constructing a
DelayNode
. All members are optional; if not
given, the node is constructed using the normal defaults.
This interface represents a memory-resident audio asset (for one-shot
sounds and other short audio clips). Its format is non-interleaved
32-bit linear floating-point PCM values with a normal range of \([-1,
1]\), but values are not limited to this range. It can contain one or
more channels. 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:
Let b be a new AudioBuffer object. Respectively assign the values of the attributes numberOfChannels, length, sampleRate of the AudioBufferOptions passed in the constructor to the internal slots [[number of channels]], [[\length]], [[sample rate]].
Set the internal slot [[internal data]] of this
AudioBuffer to the result of calling CreateByteDataBlock([[\length]]
* [[number of channels]])
.
This initializes the underlying storage to zero.
The sample-rate for the PCM audio data in samples per second. This MUST return the value of [[sample rate]].
Length of the PCM audio data in sample-frames. This MUST return the value of [[\length]].
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]].
The number of discrete audio channels. This MUST return the value of [[number of channels]].
According to the rules described in acquire the content either
get a reference to or get
a copy of the bytes stored in [[internal data]] in a new
Float32Array
.
numberOfChannels
or an
IndexSizeError
exception MUST be thrown.
The copyFromChannel
method copies the samples from
the specified channel of the AudioBuffer to the
destination
array.
Let buffer
be the AudioBuffer buffer with
\(N_b\) frames, let \(N_f\) be the number of elements in the
destination
array, and \(k\) be the value of
startInChannel
. Then the number of frames copied
from buffer
to destination
is
\(\min(N_b - k, N_f)\). If this is less than \(N_f\), then the
remaining elements of destination
are not modified.
channelNumber
is greater or equal than the number
of channel of the AudioBuffer, an IndexSizeError
MUST be
thrown.
startInChannel
is greater than the
length
of the AudioBuffer, an IndexSizeError
MUST be
thrown.
The copyToChannel
method copies the samples to the
specified channel of the AudioBuffer, from the
source
array.
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
startInChannel
. Then the number of frames copied
from source
to the buffer
is \(\min(N_b
- k, N_f)\). If this is less than \(N_f\), then the remaining
elements of buffer
are not modified.
channelNumber
is greater or equal than the number
of channel of the AudioBuffer, an IndexSizeError
MUST be
thrown.
startInChannel
is greater than the
length
of the AudioBuffer, an IndexSizeError
MUST be
thrown.
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.
When an acquire the content operation occurs on an AudioBuffer, run the following steps:
IsDetachedBuffer
on any of the AudioBuffer's ArrayBuffer
s return
true
, abort these steps, and return a zero-length
channel data buffer to the invoker.
ArrayBuffer
s for arrays previously returned by
getChannelData
on this AudioBuffer.
ArrayBuffer
s and return references to them to the
invoker.
ArrayBuffer
s containing copies of the data to
the AudioBuffer, to be returned by the next call to
getChannelData
.
AudioBufferSourceNode.start
is called, it
acquires the contents of the
node's buffer
. If the operation fails, nothing is
played.
buffer
is set to an
AudioBuffer while the node is connected to an output node, or
a ConvolverNode is connected to an output node while the
ConvolverNode's buffer
is set to an
AudioBuffer, it acquires the
content of the AudioBuffer.
outputBuffer
.
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.
This specifies the options to use in constructing an
AudioBuffer
. The length
and
sampleRate
members are required. A NotFoundError
exception MUST
be thrown if any of the required members are not specified.
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()
description.
numberOfInputs : 0 numberOfOutputs : 1
The number of channels of the output always equals the number of
channels of the AudioBuffer assigned to the buffer
attribute, or is one channel of silence if buffer
is
null
.
This node has no tail-time reference.
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.
AudioBufferSourceNodes are created with an internal boolean
slot [[buffer set]]
, initially set to false.
Let node be a new AudioBufferSourceNode object. Initialize node, and return node.
Represents the audio asset to be played. To set the
buffer
attribute, execute these steps:
new buffer
be the AudioBuffer to be
assigned to buffer
.
new buffer
is not null
and
[[buffer set]] is true, throw an
InvalidStateError
and abort these steps.
new buffer
is not null
, set
[[buffer set]] to true.
new buffer
to the buffer
attribute.
The speed at which to render the audio stream. Its default
value
is 1. This parameter is k-rate. This is
a compound parameter with detune
. Its
nominal range is \([-\infty, \infty]\).
An additional parameter, in cents, to modulate the speed at which
is rendered the audio stream. Its default value is 0. This
parameter is k-rate. This parameter is a compound
parameter with playbackRate
. Its nominal
range is \((-\infty, \infty)\).
Indicates if the region of audio data designated by
loopStart
and loopEnd
should be played
continuously in a loop. The default value is false
.
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.
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.
Schedules a sound to playback at an exact time.
When this method is called, execute these steps:
stop
has been called on this node, or if an
earlier call to start
has already occurred, an
InvalidStateError
exception MUST be thrown.
Running a control message to start the
AudioBufferSourceNode means invoking the
handleStart()
function in the playback algorithm which
follows.
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
is
negative. If offset
is greater than
loopEnd
, playback will begin at
loopEnd
(and immediately loop to
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
parameter describes the
duration of the sound (in seconds) to be played. If this
parameter is passed, this method has exactly the same effect as
the invocation of start(when, offset)
followed by
stop(when + duration)
. A
RangeError exception MUST be thrown if duration
is
negative.
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 this method is called, execute these steps:
stop
has been called on this node, or if an
earlier call to start
has already occurred, an
InvalidStateError
exception MUST be thrown.
Running a control message to start the
AudioBufferSourceNode means invoking the
handleStop()
function in the playback algorithm which
follows.
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.
This specifies options for constructing a
AudioBufferSourceNode
. All members are
optional; if not specified, the normal default is used in
constructing the node.
buffer
to the buffer
attribute of the AudioBufferSourceNode.
detune
AudioParam.
loop
attribute.
loopEnd
attribute.
loopStart
attribute.
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 stop()
is called, or the scheduled stop time has
been reached.
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, which can vary dynamically during playback:
The algorithm to be followed internally to generate output from an AudioBufferSourceNode conforms to the following principles:
The description of the algorithm is as follows:
let buffer; // AudioBuffer employed by this node let 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 parameters let start = 0, offset = 0; // Set by start() let stop = Infinity; // Set by stop(), or by start() with a supplied duration // Variables for tracking node's playback state let bufferTime = 0, started = false, enteredLoop = false; let dt = 1 / context.sampleRate; // Handle invocation of start method call function handleStart(when, pos, duration) { if (arguments.length >= 1) { start = when; } offset = pos; if (arguments.length >= 3) { stop = when + duration; } } // Handle invocation of stop method call function 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 between 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 let output = []; // accumulates rendered sample frames // Combine the two k-rate parameters affecting playback rate let computedPlaybackRate = playbackRate * Math.pow(2, detune / 1200); // Determine loop endpoints as applicable let actualLoopStart, actualLoopEnd; if (loop) { 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; } // Render each sample frame in the quantum for (let index = 0; index < numberOfFrames; index++) { // Check that currentTime is within allowable range for playback if (currentTime < start || currentTime >= stop) { 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. bufferTime = offset + ((currentTime - start) * computedPlaybackRate); 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; currentTime += dt; } // End of render quantum loop if (currentTime >= stop) { // end playback state of this node. // no further invocations of process() will occur. } 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:
start
at the x origin.
This figure illustrates basic playback of a buffer, with a simple loop that ends after the last sample frame in the buffer:
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:
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.
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:
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:
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).
numberOfInputs : 0 numberOfOutputs : 1
Let node be a new ConstantSourceNode object. Initialize node, and return node.
The constant value of the source. Its default value is 1. This parameter is a-rate. Its nominal range is \((-\infty, \infty)\).
This specifies options for constructing a
ConstantSourceNode
. All members are optional;
if not specified, the normal defaults are used for constructing the
node.
offset
AudioParam of this node.
This interface represents an audio source from an audio
or video
element.
numberOfInputs : 0 numberOfOutputs : 1
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.
This node has no tail-time reference.
Let node be a new MediaElementAudioSourceNode object. Initialize node, and return node.
the HTMLMediaElement
used when constructing this
MediaElementAudioSourceNode.
A MediaElementAudioSourceNode is created given an
HTMLMediaElement
using the AudioContext
createMediaElementSource()
method.
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.
var mediaElement = document.getElementById('mediaElementID'); var sourceNode = context.createMediaElementSource(mediaElement); sourceNode.connect(filterNode);
This specifies the options to use in constructing a
MediaElementAudioSourceNode
.
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
a 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 labeled the resource as
CORS-cross-origin.
The AudioWorklet object allows developers to supply scripts (such as JavaScript or WebAssembly code) to process audio on the rendering thread, supporting custom AudioNodes. This processing mechanism ensures the synchronous execution of the script code with other built-in AudioNodes 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.
Importing a script via the import(moduleUrl) method registers class definitions of AudioWorkletProcessor under the AudioWorkletGlobalScope. There are two internal storage areas for the imported class definitions and the active instances created from the definition.
// bypass.js script file, AudioWorkletGlobalScope registerProcessor("Bypass", class extends AudioWorkletProcessor { process (inputs, outputs) { // Single input, single channel. var input = inputs[0], output = outputs[0]; output[0].set(input[0]); } });
// The main global scope window.audioWorklet.addModule("bypass.js").then(function () { var context = new AudioContext(); var bypass = new AudioWorkletNode(context, "Bypass"); });
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 the processing model section.
The audioWorklet
attributes allows access to the
Worklet
object that can import a script containing
AudioWorkletProcessor
class definitions via
the algorithm defined by [[!worklets-1]].
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 AudioWorkletProcessors, in a 1:1 association with AudioWorkletNodes in the main scope.
At least one AudioWorkletGlobalScope exists for each AudioContext that contains one or more AudioWorkletNodes. The running of imported scripts is performed by the UA as defined in [[!worklets-1]], in such a way that all scripts are applied consistently to every global scope, and all scopes thus exhibit identical behavior. Beyond these guarantees, the creation of global scopes is transparent to the author and cannot be observed from the main window scope.
AudioWorkletGlobalScope has a node name to processor
definition map. This map stores definitions of
AudioWorkletProcessor with the associated string key.
Initially it is empty and populated when
registerProcessor
method is called, but this storage
is internal and is not directly exposed to the user.
Registers a class definition derived from AudioWorkletProcessor.
When the registerProcessor(name,
processorConstructor)
method is called, the
user agent must run the following steps:
name
is the empty string,
throw a
NotSupportedError
exception and abort these steps
because the empty string is not a valid key.
name
exists as a key in the
node name to processor definition map, throw a NotSupportedError
exception
and abort these steps because registering a definition
with a duplicated key is not allowed.
IsConstructor(argument=processorConstructor)
is false, throw a
TypeError
and abort these steps.
prototype
be the result of
Get(O=processorConstructor,
P="prototype")
.
Type(argument=prototype)
is not
Object
, throw a
TypeError
and abort all these steps.
IsCallable(argument=Get(O=prototype,
P="process"))
is false, throw a TypeError
and abort these
steps.
Get(O=processorConstructor,
P="parameterDescriptors")
is not an array or
undefined
, throw a
TypeError
and abort these steps.
The class constructor should only be looked up once, thus it does not have the opportunity to dynamically change its definition.
This interface represents a user-defined AudioNode which lives on the control thread. The user can create an AudioWorkletNode from an BaseAudioContext, and such a node can be connected with other built-in AudioNodes to form an audio graph.
Every AudioWorkletNode has an associated processor reference, initially null, which refers to the AudioWorkletProcessor handling the processing for this node.
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.
true
.
false
.
constructor
, process
method, or any
user-defined class method throws an exception. Note that once an
AudioWorkletNode reaches to this state, the processor will
output silence throughout its lifetime.
Let node be a new AudioWorkletNode object.
Initialize
node. Perform the construction
procedure of an AudioWorkletNode
and
the corresponding AudioWorkletProcessor
object. Return node.
The parameters
attribute is a collection of
AudioParam objects with associated names. This maplike
object is populated from a list of AudioParamDescriptors
in the AudioWorkletProcessor class definition at the
instantiation.
Every AudioWorkletNode has an associated
port
which is a
MessagePort. It is connected to the port on the
corresponding AudioWorkletProcessor object allowing
bidirectional communication between a pair of
AudioWorkletNode and AudioWorkletProcessor.
Indicates the state of the associated processor. The propagation from the actual processor's active source flag to this property is done by queueing a task.
Any state change on the processor will queue a task on the control thread to fire onprocessorstatechange event to the node.
The AudioWorkletNodeOptions
dictionary can be used
for the custom initialization of AudioNode
attributes in the AudioWorkletNode
constructor. Entries in this dictionary whose names correspond to
AudioParam
s in the class definition of an
AudioWorkletProcessor
are used to initialize
the parameter values upon the creation of a node.
This interface represents an audio processing code that runs on the
audio rendering thread. It lives in an
AudioWorkletGlobalScope
and the definition of
the class manifests the actual audio processing mechanism of a
custom audio node. AudioWorkletProcessor
can
only be instantiated by the construction of an
AudioWorkletNode
instance. Every
AudioWorkletProcessor has an associated node
reference, initially null.
Returns an AudioContextInfo
object that contains
various states of the associated BaseAudioContext.
Every AudioWorkletProcessor has an associated
port
which is a
MessagePort. It is connected to the port on the
corresponding AudioWorkletProcessor object allowing
bidirectional communication between a pair of
AudioWorkletNode and AudioWorkletProcessor.
User can define a custom audio processor by extending
AudioWorkletProcessor. The subclass must define a method
named process()
that implements the audio processing
algorithm and have a valid static property named
parameterDescriptors
which is an iterable of
AudioParamDescriptor that is looked up by the
AudioWorkletProcessor constructor to create instances of
AudioParam in the parameters
maplike storage
in the node. The step 5 and 6 of
registerProcessor() ensure the validity of a given
AudioWorkletProcessor subclass.
An example of a valid subclass is as follows:
class MyProcessor extends AudioWorkletProcessor { static get parameterDescriptors() { return [{ name: 'myParam', defaultValue: 0.5, minValue: 0, maxValue: 1 }]; } process(inputs, outputs, parameters) { // Get the first input and output. var input = inputs[0]; var output = outputs[0]; var myParam = parameters.myParam; // A simple amplifier for single input and output. for (var channel = 0; channel < output.length; ++channel) { for (var i = 0; i < output[channel].length; ++i) { output[channel][i] = input[channel][i] * myParam[i]; } } } }
The process()
method is called synchronously by the
audio rendering thread at every render quantum, if
ANY of the following active processing conditions are
true:
true
.
The method is invoked with the following arguments:
inputs
of type
sequence<sequence<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 n
th input. While the
number of inputs is fixed at the construction, the number of
channels can be changed dynamically.
If no connections exist to the n
th input of the
node during 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
sequence<sequence<Float32Array>>
outputs[n][m]
is a
Float32Array
object containing the audio samples
for m
th channel of n
th output. While
the number of outputs is fixed at the construction, the number
of channels can be changed dynamically.
parameters
of type Object
Float32Array
s.
parameters["name"]
corresponds to the automation
values of the AudioParam
named
"name"
.
The return value of this method controls the lifetime of the
AudioWorkletProcessor's associated
AudioWorkletNode. At the conclusion of each call to the
process()
method, if the result of applying ToBoolean
(described in [[!ECMASCRIPT]]) to the return value is assigned to
the associated AudioWorkletProcessor's active
source flag. This in turn can affects whether subsequent
invocations of process()
occur and also the flag
change is propagated by queueing a task on
the control thread to update the corresponding
AudioWorkletNode's state
property
accordingly.
false
from
process()
which allows the presence or absence of
connected inputs to determine whether active processing occurs.
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 processor's
contextInfo
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.
true
from
process()
until the point at which they are no
longer producing an output.
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.
If process()
is not called during some rendering
quantum due to the lack of any applicable active processing
conditions, the result is is as if the processor emitted
silence for this period.
The AudioParamDescriptor
dictionary is used to
specify properties for an AudioParam
object
that is used in an AudioWorkletNode
.
NotSupportedError
exception MUST be thrown when a
duplicated name is found when registering the class definition.
minValue
and maxValue
, an
NotSupportedError
exception MUST be thrown.
NotSupportedError
exception MUST be thrown if this value is out of range of float
data type or it is greater than maxValue
. This
value is the most negative finite single precision
floating-point number.
NotSupportedError
exception MUST be thrown if this value is out of range of float
data type or it is smaller than minValue
. This
value is the most positive finite single precision
floating-point number.
The AudioContextInfo
dictionary provides an
AudioWorkletGlobalScope with a view of a
BaseAudioContext.
When the constructor of AudioWorkletNode is invoked in the main global scope, the corresponding AudioWorkletProcessor instance is automatically created in AudioWorkletGlobalScope. After the construction, they maintain the internal reference to each other until the AudioWorkletNode instance is destroyed.
When AudioWorkletNode(context, name, options) constructor is called, the user agent must run the following steps atomically.
NotSupportedError
exception and abort these steps.
undefined
, skip to the step 8.
Number
, perform Set(audioParam,
"value",
Get(O=options, P=paramName),
false).
The following figure illustrates an idealized sequence of events occurring relative to an AudioWorklet:
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.
window.audioWorklet
is
requested to import a script. No AudioWorkletGlobalScopes
exist yet, so the script is fetched and added to the Worklet module
responses map.
"Custom1"
within the AudioWorkletGlobalScope.
"Custom1"
along with an opts
dictionary of options.
opts
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
.
window.audioWorklet.addModule('bitcrusher.js').then(function () { let context = new AudioContext(); let osc = new OscillatorNode(context); let 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. let bitcrusher = new AudioWorkletNode(context, 'BitCrusher', { bitDepth: 8, frequencyReduction: 0.5 }); osc.connect(bitcrusher).connect(amp).connect(context.destination); osc.start(); });
registerProcessor('BitCrusher', class extends AudioWorkletProcessor { static get parameterDescriptors () { return [{ name: 'bitDepth', defaultValue: 12, minValue: 1, maxValue: 16 }, { name: 'frequencyReduction', defaultValue: 0.5, minValue: 0, maxValue: 1 }]; } constructor (options) { // We don't need to look at options: only AudioParams are initialized, // which were taken care of by the node. super(options); this._phase = 0; this._lastSampleValue = 0; } process (inputs, outputs, parameters) { let input = inputs[0]; let output = outputs[0]; let bitDepth = parameters.bitDepth; let frequencyReduction = parameters.frequencyReduction; 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]); this._phase += frequencyReduction[i]; 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. } });
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
in clean method calls
and attribute accesses. This node does not use any output.
class VUMeterNode extends AudioWorkletNode { constructor (context, options) { // Setting default values for the input, the output and the channel count. options.numberOfInputs = 1; options.numberOfOutputs = 0; options.channelCount = 1; options.updatingInterval = options.hasOwnProperty('updatingInterval') ? options.updatingInterval : 100; super(context, 'VUMeter', options); // States in AudioWorkletNode this._updatingInterval = options.updatingInterval; 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 updatingInterval() { return this._updatingInterval; } set updatingInterval (intervalValue) { this._updatingInterval = intervalValue; this.port.postMessage({ updatingInterval: intervalValue }); } draw () { /* Draw the meter based on the volume value. */ } } // The application can use the node when this promise resolves. let importAudioWorkletNode = window.audioWorklet.addModule('vumeterprocessor.js');
registerProcessor('VUMeter', class extends AudioWorkletProcessor { static meterSmoothingFactor = 0.9; static meterMinimum = 0.00001; constructor (options) { super(options); this._volume = 0; this._updatingInterval = options.updatingInterval; this._nextUpdateFrames = this.interval; this.port.onmessage = event => { if (event.data.updatingInterval) this._updatingInterval = event.data.updatingInterval; } this.port.start(); } get interval () { return this._updatingInterval / 1000 * this.contextInfo.sampleRate; } process (inputs, outputs, parameters) { // Note that the input will be down-mixed to mono; however, if no inputs are // connected then zero channels will be passed in. if (inputs[0].length > 0) { let buffer = inputs[0][0]; let bufferLength = buffer.length; let sum = 0, x = 0, rms = 0; // Calculated the squared-sum. for (let i = 0; i < bufferLength; ++i) { x = buffer[i]; sum += x * x; } // Calculate the RMS level and update the volume. rms = Math.sqrt(sum / bufferLength); this.volume = Math.max(rms, this._volume * meterSmoothingFactor); // Update and sync the volume property with the main thread. this._nextUpdateFrame -= bufferLength; if (this._nextUpdateFrame < 0) { this._nextUpdateFrame += this.interval; 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 >= meterMinimum; } });
<script src="vumeternode.js"></script> <script> importAudioWorkletNode.then(function () { let context = new AudioContext(); let oscillator = new Oscillator(context); let vuMeterNode = new VUMeterNode(context, { updatingInterval: 50 }); oscillator.connect(vuMeterNode); function drawMeter () { vuMeterNode.draw(); requestAnimationFrame(drawMeter); } drawMeter(); }); </script>
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.
numberOfInputs : 1 numberOfOutputs : 1 channelCount = numberOfInputChannels; channelCountMode = "explicit"; channelInterpretation = "speakers";
There are channelCount constraints and channelCountMode constraints for this node.
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.
var node = context.createScriptProcessor(bufferSize, numberOfInputChannels, numberOfOutputChannels);
A property used to set the EventHandler
(described
in
HTML[[!HTML]]) for the audioprocess
event that is dispatched to
ScriptProcessorNode
node types. An event of
type AudioProcessingEvent
will be dispatched
to the event handler.
The size of the buffer (in sample-frames) which needs to be
processed each time onaudioprocess
is called. Legal values are (256, 512, 1024, 2048, 4096, 8192,
16384).
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
.
The time when the audio will be played in the same time
coordinate system as the AudioContext
's
currentTime.
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 onaudioprocess
function. Its values will be meaningless outside of this scope.
An AudioBuffer where the output audio data should 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 onaudioprocess
function is 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
attribute of the event.
inputBuffer
attribute of the event.
outputBuffer
attribute of the event.
This interface represents a processing node which positions / spatializes an incoming audio
stream in three-dimensional space. The spatialization is in relation
to the AudioContext's AudioListener
(listener
attribute).
numberOfInputs : 1 numberOfOutputs : 1 channelCount = 2; channelCountMode = "clamped-max"; channelInterpretation = "speakers";
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.
There are channelCount constraints and channelCountMode constraints for this node.
The output of this node is hard-coded to stereo (2 channels) and cannot be configured.
The PanningModelType
enum determines which
spatialization algorithm will be used to position the audio in 3D
space. The default is "equalpower"
.
This node may have a tail-time reference. If the panningModel is set to "HRTF", the node will produce non-silent output for silent input due to the inherent processing for the head responses.
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.
A linear distance model which calculates distanceGain according to:
$$ 1 - f\frac{\max(\min(d, d'_{max}), d'_{ref}) - d'_{ref}}{d'_{max} - d'_{ref}} $$
where \(d'_{ref} = \min(d_{ref}, d_{max})\) and \(d'_{max} = \max(d_{ref}, d_{max})\). 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 \([d'_{ref},\, d'_{max}]\).
An inverse distance model which calculates distanceGain according to:
$$ \frac{d_{ref}}{d_{ref} + f (\max(d, d_{ref}) - d_{ref})} $$
That is, \(d\) is clamped to the interval \([d_{ref},\, \infty)\). If \(d_{ref} = 0\), the value of the inverse model is taken to be 0, independent of the value of \(d\) and \(f\).
An exponential distance model which calculates distanceGain according to:
$$ \left(\frac{\max(d, d_{ref})}{d_{ref}}\right)^{-f} $$
That is, \(d\) is clamped to the interval \([d_{ref},\, \infty)\). If \(d_{ref} = 0\), the value of the exponential model is taken to be 0, independent of \(d\) and \(f\).
Let node be a new PannerNode object. Initialize node, and return node.
Specifies the panning model used by this
PannerNode
. Defaults to
"equalpower"
.
Sets the x coordinate position of the audio source in a 3D
Cartesian system. The default value is 0. This parameter is
a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the y coordinate position of the audio source in a 3D
Cartesian system. The default value is 0. This parameter is
a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the z coordinate position of the audio source in a 3D
Cartesian system. The default value is 0. The default value is 0.
This parameter is a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Describes the x component of the vector of the direction the
audio source is pointing in 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 default value is 1.
This parameter is a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Describes the y component of the vector of the direction the
audio source is pointing in 3D cartesian coordinate space. The
default value is 0. This parameter is a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Describes the Z component of the vector of the direction the
audio source is pointing in 3D cartesian coordinate space. The
default value is 0. This parameter is a-rate when panningModel is
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Specifies the distance model used by this
PannerNode
. Defaults to
"inverse"
.
A reference distance for reducing volume as source moves further
from the listener. The default value is 1. A
RangeError
exception must be thrown if this is set
to a non-negative value.
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.
Describes how quickly the volume is reduced as source moves away from listener. The default value is 1.
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
inverse
exponential
A parameter for directional audio sources, this 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].
A parameter for directional audio sources, this 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].
A parameter for directional audio sources, this 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.
This method is DEPRECATED. It is equivalent to setting
positionX
, positionY
, and
positionZ
AudioParams directly.
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)
This method is DEPRECATED. It is equivalent to setting
orientationX
, orientationY
, and
orientationZ
AudioParams directly.
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)
This specifies options for constructing a
PannerNode
. All members are optional; if not
specified, the normal default is used in constructing the node.
positionX
AudioParam.
positionY
AudioParam.
positionZ
AudioParam.
orientationX
AudioParam.
orientationY
AudioParam.
orientationZ
AudioParam.
refDistance
attribute of the node.
maxDistance
attribute of the node.
rolloffFactor
attribute of the node.
coneInnerAngle
attribute of the node.
coneOuterAngle
attribute of the node.
coneOuterGain
attribute of the node.
The set of channel
limitations for StereoPannerNode
also apply
to PannerNode
.
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
Spatialization/Panning for more details about spatialization.
The positionX, positionY, 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, 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 values are expected to be linearly
independent (at right angles to each other), and unpredictable
behavior may result if they are not. For normative requirements of
how these values are to be interpreted, see the
Spatialization/Panning section.
Sets the x coordinate position of the audio listener in a 3D
Cartesian coordinate space. The default value is 0. This
parameter is a-rate when used with a PannerNode
that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the y coordinate position of the audio listener in a 3D
Cartesian coordinate space. The default value is 0. This
parameter is a-rate when used with a PannerNode
that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the z coordinate position of the audio listener in a 3D
Cartesian coordinate space. The default value is 0. This
parameter is a-rate when used with a PannerNode
that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the x coordinate component of the forward direction the
listener is pointing in 3D Cartesian coordinate space. The
default value is 0. This parameter is a-rate when used
with a PannerNode that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the y coordinate component of the forward direction the
listener is pointing in 3D Cartesian coordinate space. The
default value is 0. This parameter is a-rate when used
with a PannerNode that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the z coordinate component of the forward direction the
listener is pointing in 3D Cartesian coordinate space. The
default value is -1. This parameter is a-rate when used
with a PannerNode that has a panningModel set to
"equalpower"
, k-rate otherwise. Its nominal
range is \((-\infty, \infty)\).
Sets the x coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space. The default value is 0. This parameter is a-rate. Its nominal range is \((-\infty, \infty)\).
Sets the y coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space. The default value is 1. This parameter is a-rate. Its nominal range is \((-\infty, \infty)\).
Sets the z coordinate component of the up direction the listener is pointing in 3D Cartesian coordinate space. The default value is 0. This parameter is a-rate. Its nominal range is \((-\infty, \infty)\).
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.
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, z
parameters represent the coordinates in
3D space.
The default value is (0,0,0)
This method is DEPRECATED. It is equivalent to setting
orientationX.value
, orientationY.value
,
orientationZ.value
, upX.value
,
upY.value
, and upZ.value
directly with
the given x
, y
, z
,
xUp
, yUp
, and zUp
values,
respectively.
Describes which direction the listener is pointing in the 3D cartesian coordinate space. Both a front vector and an up vector are provided. In simple human terms, the front 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 values are expected to be linearly independent (at right angles to each other). For normative requirements of how these values are to be interpreted, see the spatialization section.
The x, y, z
parameters represent a front
direction vector in 3D space, with the default value being
(0,0,-1).
The xUp, yUp, zUp
parameters represent an up
direction vector in 3D space, with the default value being
(0,1,0).
This interface represents a processing node which positions an incoming audio stream in a stereo image using a low-cost equal-power panning algorithm. This panning effect is common in positioning audio components in a stereo stream.
numberOfInputs : 1 numberOfOutputs : 1 channelCount = 2; channelCountMode = "clamped-max"; channelInterpretation = "speakers";
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.
There are channelCount constraints and channelCountMode constraints for this node.
The output of this node is hard-coded to stereo (2 channels) and cannot be configured.
This node has no tail-time reference.
Let node be a new StereoPannerNode object. Initialize node, and return node.
The position of the input in the output's stereo image. -1 represents full left, +1 represents full right. Its default value is 0, and its nominal range is [-1, 1]. This parameter is a-rate.
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.
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.
This interface represents a processing node which applies a linear convolution effect given an impulse response.
numberOfInputs : 1 numberOfOutputs : 1 channelCount = 2; channelCountMode = "clamped-max"; channelInterpretation = "speakers";
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.
This node has a tail-time reference such that this node
continues to output non-silent audio with zero input for the length
of the buffer
.
ConvolverNodes are created with an internal flag buffer
set
, initially set to false.
Let node be a new ConvolverNode object.
Initialize
node. Set an internal boolean slot [[buffer
set]], and initialize it to false
. Return
node.
A mono, stereo, or 4-channel AudioBuffer
containing the (possibly multi-channel) impulse response used by
the ConvolverNode
. The AudioBuffer
must have 1, 2, or 4
channels or a NotSupportedError
exception MUST be
thrown. This
AudioBuffer
must be of the same sample-rate
as the AudioContext
or a
NotSupportedError
exception MUST be thrown.
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.
To set the buffer
attribute, execute these steps:
new buffer
be the AudioBuffer to be
assigned to buffer
.
new buffer
is not null
and
[[buffer set]] is true, throw
an InvalidStateError
and abort these steps.
new buffer
is not null
, set
[[buffer set]] to true.
new buffer
to the buffer
attribute.
The following text is non-normative. For normative information please see the channel configuration diagrams.
The ConvolverNode only produces a mono output 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.
Controls whether the impulse response from the buffer will be
scaled by an equal-power normalization when the
buffer
atttribute 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) { var GainCalibration = 0.00125; var GainCalibrationSampleRate = 44100; var MinPower = 0.000125; // Normalize by RMS power. var numberOfChannels = buffer.numberOfChannels; var length = buffer.length; var power = 0; for (var i = 0; i < numberOfChannels; i++) { var channelPower = 0; var channelData = buffer.getChannelData(i); for (var j = 0; j < length; j++) { var 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; var 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.
The specifies options for constructing a
ConvolverNode
. All members are optional; if not
specified, the node is contructing using the normal defaults.
ConvolverNode
.
This buffer will be normalized according to the value of
disableNormalization
.
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.
The first image in the diagram illustrates the general case, where
the source has N input channels, the impulse response has K
channels, and the playback system has M output channels. Because
ConvolverNode
is limited to 1 or 2 channels of
input, not every case can be handled.
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 N and M are 1 or 2 and K is 1, 2, or 4.
Developers desiring more complex and arbitrary matrixing can use a
ChannelSplitterNode
, multiple single-channel
ConvolverNode
s and a
ChannelMergerNode
.
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.
numberOfInputs : 1 numberOfOutputs : 1 Note that this output may be left unconnected. channelCount = 1; channelCountMode = "max"; channelInterpretation = "speakers";
This node has no tail-time reference.
Let node be a new AnalyserNode object. Initialize node, and return node.
Copies the current frequency data into the passed
floating-point array. If the array has fewer elements than the
frequencyBinCount
, the excess elements will
be dropped. If the 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.
Copies the current frequency data into the passed unsigned
byte array. If the array has fewer elements than the
frequencyBinCount
, the excess elements will
be dropped. If the 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 getByteFreqencyData
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 maxDecibels
. If
\(b[k]\) lies outside the range of 0 to 255, \(b[k]\) is clipped
to lie in that range.
Copies the current down-mixed time-domain (waveform) data into
the passed floating-point array. If the array has fewer elements
than the value of fftSize
, the excess
elements will be dropped. If the array has more elements than
fftSize
,
the excess elements will be ignored. The most recent fftSize
frames are
returned (after downmixing).
Copies the current down-mixed time-domain (waveform) data into
the passed unsigned byte array. If the array has fewer elements
than the value of fftSize
, the excess
elements will be dropped. If the array has more elements than
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.
The size of the FFT used for frequency-domain analysis.
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 \(k\).
Half the FFT size.
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.
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.
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.
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.
fftSize
frames are
used for the down-mixing operation.
In the following, let \(N\) be the value of the
.fftSize
attribute of this AnalyserNode
.
Applying a Blackman window 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
$$ X[k] = \frac{1}{N} \sum_{n = 0}^{N - 1} \hat{x}[n]\, e^{\frac{-2\pi i k n}{N}} $$
for \(k = 0, \dots, N/2-1\).
Smoothing over time frequency data consists in the following operation:
smoothingTimeConstant
attribute for this AnalyserNode
.
Then the smoothed value, \(\hat{X}[k]\), is computed by
$$ \hat{X}[k] = \tau\, \hat{X}_{-1}[k] + (1 - \tau)\, |X[k]| $$
for \(k = 0, \ldots, N - 1\).
Conversion to dB consists of the following operation, where \(\hat{X}[k]\) is computed in smoothing over time:
$$ Y[k] = 20\log_{10}\hat{X}[k] $$
for \(k = 0, \ldots, N-1\).
This array, \(Y[k]\), is copied to the output array for
getFloatFrequencyData
. For
getByteFrequencyData
, the \(Y[k]\) is clipped to lie
between minDecibels
and
maxDecibels
and then scaled to fit in an
unsigned byte such that minDecibels
is
represented by the value 0 and maxDecibels
is
represented by the value 255.
The ChannelSplitterNode
is for use in more advanced
applications and would often be used in conjunction with
ChannelMergerNode
.
numberOfInputs : 1 numberOfOutputs : Variable N (defaults to 6) // number of "active" (non-silent) outputs is determined by number of channels in the input channelCountMode = "explicit"; channelInterpretation = "discrete";
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.
The channelCount
is set equal to
numberOfOutputs
. There are channelCount
constraints and channelCountMode constraints for this
node.
This node has no tail-time reference.
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.
Let node be a new ChannelSplitterNode object. Initialize of node, and return node.
ChannelSplitterNode
.
The ChannelMergerNode
is for use in more advanced
applications and would often be used in conjunction with
ChannelSplitterNode
.
numberOfInputs : Variable N (default to 6) numberOfOutputs : 1 channelCount = 1; channelCountMode = "explicit"; channelInterpretation = "speakers";
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.
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.
There are channelCount constraints and channelCountMode constraints for this node.
This node has no tail-time reference.
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.
Let node be a new ChannelMergerNode object. Initialize node, and return node.
ChannelSplitterNode
.
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.
numberOfInputs : 1 numberOfOutputs : 1 channelCount = 2; channelCountMode = "explicit"; channelInterpretation = "speakers";
This node has no tail-time reference.
Let node be a new DynamicsCompressorNode object. Initialize node, and return node.
The decibel value above which the compression will start taking
effect. Its default value
is -24. This parameter is
k-rate. Its nominal range is [-100, 0].
A decibel value representing the range above the threshold where
the curve smoothly transitions to the "ratio" portion. Its
default value
is 30. This parameter is
k-rate. Its nominal range is [0, 40].
The amount of dB change in input for a 1 dB change in output. Its
default value
is 12. This parameter is
k-rate. Its nominal range is [1, 20].
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).
The amount of time (in seconds) to reduce the gain by 10dB. Its
default value
is 0.003. This parameter is
k-rate. Its nominal range is [0, 1].
The amount of time (in seconds) to increase the gain by 10dB. Its
default value
is 0.250. This parameter is
k-rate. Its nominal range is [0, 1].
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.
attack
AudioParam.
knee
AudioParam.
ratio
AudioParam.
release
AudioParam.
threshold
AudioParam.
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].
numberOfInputs : 1 numberOfOutputs : 1 channelCountMode = "max"; channelInterpretation = "speakers";
The number of channels of the output always equals the number of channels of the input.
This node has a tail-time reference such that this node continues to output non-silent audio with zero input. Since this is an IIR filter, the filter produces non-zero input forever, but in practice, this can be limited after some finite time where the output is sufficiently close to zero. The actual time depends on the filter coefficients.
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.
- frequency
- The cutoff frequency
- Q
- Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked. Please note that for this filter type, this value is not a traditional Q, but is a resonance value in decibels.
- gain
- Not used in this filter type
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.
- frequency
- The cutoff frequency below which the frequencies are attenuated
- Q
- Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked. Please note that for this filter type, this value is not a traditional Q, but is a resonance value in decibels.
- gain
- Not used in this filter type
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.
- frequency
- The center of the frequency band
- Q
- Controls the width of the band. The width becomes narrower as the Q value increases.
- gain
- Not used in this filter type
The lowshelf filter allows all frequencies through, but adds a boost (or attenuation) to the lower frequencies. It implements a second-order lowshelf filter.
- frequency
- The upper limit of the frequences where the boost (or attenuation) is applied.
- Q
- Not used in this filter type.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
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
- frequency
- The lower limit of the frequences where the boost (or attenuation) is applied.
- Q
- Not used in this filter type.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
The peaking filter allows all frequencies through, but adds a boost (or attenuation) to a range of frequencies.
- frequency
- The center frequency of where the boost is applied.
- Q
- Controls the width of the band of frequencies that are boosted. A large value implies a narrow width.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
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.
- frequency
- The center frequency of where the notch is applied.
- Q
- Controls the width of the band of frequencies that are attenuated. A large value implies a narrow width.
- gain
- Not used in this filter type.
An allpass filter allows all frequencies through, but changes the phase relationship between the various frequencies. It implements a second-order allpass filter
- frequency
- The frequency where the center of the phase transition occurs. Viewed another way, this is the frequency with maximal group delay.
- Q
- Controls how sharp the phase transition is at the center frequency. A larger value implies a sharper transition and a larger group delay.
- gain
- Not used in this filter type.
All attributes of the BiquadFilterNode
are
a-rate AudioParam
.
Let node be a new BiquadFilterNode object. Initialize node, and return node.
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.
The frequency at which the BiquadFilterNode
will operate, in Hz. Its default value is 350Hz. It forms a
compound parameter with detune
. Its
nominal range is [0, Nyquist frequency].
A detune value, in cents, for the frequency. Its default value is
0. It forms a compound parameter with
frequency
. Its nominal range is \((-\infty,
\infty)\).
The Q factor has a default value of 1. Its nominal range is \((-\infty, \infty)\). This is not used for lowshelf or highshelf filters.
The gain has a default value of 0. Its nominal range is \((-\infty, \infty)\). Its value is in dB units. The gain is only used for lowshelf, highshelf, and peaking filters.
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.
The frequency response returned MUST be computed with the
AudioParam
sampled for the current processing
block.
This parameter specifies an array of frequencies at which the response values will be calculated.
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
.
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
.
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.
Q
.
detune
.
frequency
.
gain
.
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 transfer function for the filters implemented by the
BiquadFilterNode
is:
$$ H(z) = \frac{\frac{b_0}{a_0} + \frac{b_1}{a_0}z^{-1} + \frac{b_2}{a_0}z^{-2}} {1+\frac{a_1}{a_0}z^{-1}+\frac{a_2}{a_0}z^{-2}} $$
The initial filter state is 0.
The coefficients in the transfer function above are different for each node type. The following intermediate variable are necessary for their computation, based on the computedValue of theAudioParam
s of the
BiquadFilterNode
.
sampleRate
attribute for this AudioContext.
computedFrequency
.
gain
AudioParam
.
Q
AudioParam
.
$$ \begin{align*} A &= 10^{\frac{G}{40}} \\ \omega_0 &= 2\pi\frac{f_0}{F_s} \\ \alpha_Q &= \frac{\sin\omega_0}{2Q} \\ \alpha_{Q_{dB}} &= \frac{\sin\omega_0}{2 \cdot 10^{Q/20}} \\ S &= 1 \\ \alpha_S &= \frac{\sin\omega_0}{2}\sqrt{\left(A+\frac{1}{A}\right)\left(\frac{1}{S}-1\right)+2} \end{align*} $$
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
$$ \begin{align*} b_0 &= A\left[ (A+1) + (A-1)\cos\omega_0 + 2\alpha_S\sqrt{A} )\right] \\ b_1 &= -2A\left[ (A-1) + (A+1)\cos\omega_0 )\right] \\ b_2 &= A\left[ (A+1) + (A-1)\cos\omega_0 - 2\alpha_S\sqrt{A} )\right] \\ a_0 &= (A+1) - (A-1)\cos\omega_0 + 2\alpha_S\sqrt{A} \\ a_1 &= 2\left[ (A-1) - (A+1)\cos\omega_0\right] \\ a_2 &= (A+1) - (A-1)\cos\omega_0 - 2\alpha_S\sqrt{A} \end{align*} $$
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:
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.
numberOfInputs : 1 numberOfOutputs : 1 channelCountMode = "max"; channelInterpretation = "speakers";
The number of channels of the output always equals the number of channels of the input.
This node has a tail-time reference such that this node continues to output non-silent audio with zero input. Since this is an IIR filter, the filter produces non-zero input forever, but in practice, this can be limited after some finite time where the output is sufficiently close to zero. The actual time depends on the filter coefficients.
Let node be a new IIRFilterNode object. Initialize node, and return node.
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.
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
.
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
.
The IIRFilterOptions
dictionary is used to specify the
filter coefficients of the IIRFilterNode
.
IIRFilterNode
. This member is required. If
not specifed, a NotFoundError
MUST be thrown.
IIRFilterNode
. This member is required. If
not specifed, a NotFoundError
MUST be thrown.
Let \(b_m\) be the feedforward
coefficients and
\(a_n\) be the feedback
coefficients specified by
createIIRFilter. 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 \(a_0\) cannot be 0. At least one of \(b_m\) must be non-zero.
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.
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.
numberOfInputs : 1 numberOfOutputs : 1 channelCountMode = "max"; channelInterpretation = "speakers";
The number of channels of the output always equals the number of channels of the input.
WaveShaperNodes are created with an internal flag curve
set
, initially set to false.
If the oversample attribute is set to none, the WaveShaperNode has no tail-time. If the oversample attribute is set to 2x or 4x, the WaveShaperNode can have tail-time caused by the resampling technique used. The duration of this tail-time is therefore implementation-dependent.
Let node be a new WaveShaperNode object. Initialize node, and return node.
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.
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: the attribute must be set
again in order to change the curve.
To set the curve
attribute, execute these steps:
new curve
be the Float32Array
to be assigned to curve
.
new curve
is not null
and
curve set
is true, throw an
InvalidStateError
and abort these steps.
new curve
is not null
, set
curve set
to true.
new curve
to the curve
attribute.
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:
AudioContext
. Thus for each render
quantum, generate 256 (for 2x) or 512 (for 4x) samples.
AudioContext
. Thus taking the 256 (or 512)
processed samples, generating 128 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, and performance.
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.
This specifies the options for constructing a
WaveShaperNode
. All members are optional; if
not specified, the normal default is used in constructing the node.
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 computedFrequency value:
computedFrequency(t) = frequency(t) * pow(2, detune(t) / 1200)
The OscillatorNode's instantaneous phase at each time is the definite time integral of computedFrequency, assuming a phase angle of zero at the node's exact start time. Its nominal range is [-Nyquist frequency, Nyquist frequency].
numberOfInputs : 0 numberOfOutputs : 1 (mono output)
Let node be a new OscillatorNode object. Initialize node, and return node.
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.
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
. Its
nominal range is [-Nyquist frequency, Nyquist
frequency].
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
.
Its nominal range is \((-\infty, \infty)\).
Sets an arbitrary custom periodic waveform given a
PeriodicWave
.
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.
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".
OscillatorNode
.
OscillatorNode
.
PeriodicWave
for the
OscillatorNode
. If this is specified, then
any valid value for type
is ignored;
it is treated as if "custom" were specified.
The idealized mathematical waveforms for the various oscillator types are defined here. 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 normalization enabled were used to create these basic waveforms.
$$ x(t) = \sin t $$.
$$ x(t) = \begin{cases} 1 & \mbox{for } 0≤ t < \pi \\ -1 & \mbox{for } -\pi < t < 0. \end{cases} $$
$$ x(t) = \frac{t}{\pi} \mbox{ for } -\pi < t ≤ \pi; $$
$$ x(t) = \begin{cases} \frac{2}{\pi} t & \mbox{for } 0 ≤ t ≤ \frac{\pi}{2} \\ 1-\frac{2}{\pi} (t-\frac{\pi}{2}) & \mbox{for } \frac{\pi}{2} < t ≤ \pi. \end{cases} $$This is extended to all \(t\) by using the fact that the waveform is an odd function with period \(2\pi\).
PeriodicWave represents an arbitrary periodic waveform to be used
with an OscillatorNode
.
Conforming implementations MUST support PeriodicWave up to at least 8192 elements.
IndexSizeError
exception MUST be thrown.
Float32Array
and length 2. Set the
second element of the [[\imag]] array be 1.
"sine"
.
Float32Array
, of
length both equal to the maximum length of the real
and imag of the attributes of the
PeriodicWaveOptions passed in. Make
a copy of those arrays into their respective internal slots.
The BaseAudioContext for which to create this PeriodicWave.
Unlike AudioBuffer, PeriodicWaves can't be shared accross AudioContexts or OfflineAudioContexts. It is associated with a particular BaseAudioContext.
PeriodicWaveConstraints
dictionary is used to
specify how the waveform is normalized.
true
, the waveform is not normalized; otherwise, the
waveform is normalized.
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.
The real parameter represents an array
of cosine
terms. The first element (index 0) is
the DC-offset of the periodic waveform. Implementations MUST
set it to zero when computing the waveform. The second element
(index 1) represents the fundamental frequency. The third
element represents the first overtone, and so on.
This defaults to a sequence of all zeroes of the same length as
imag
if imag
is given.
The imag parameter represents an array
of sine
terms. The first element (index 0) does
not exist in the Fourier series. Implementations MUST set it to
zero when computing the waveform. The second element (index 1)
represents the fundamental frequency. The third element
represents the first overtone, and so on.
real
if real
is given.
The createPeriodicWave() method takes two arrays to specify the Fourier coefficients of the PeriodicWave. Let \(a\) and \(b\) represent the real and imaginary arrays of length \(L\). 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.
If 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.
The 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.
$$ b[n] = \begin{cases} 1 & \mbox{for } n = 1 \\ 0 & \mbox{otherwise} \end{cases} $$
$$ b[n] = \frac{2}{n\pi}\left[1 - (-1)^n\right] $$
$$ b[n] = (-1)^{n+1} \dfrac{2}{n\pi} $$
$$ b[n] = \frac{8\sin\dfrac{n\pi}{2}}{(\pi n)^2} $$
This interface represents an audio source from a
MediaStream
. The track that will be used as the source
of audio and will be output from this node is the first
MediaStreamTrack
whose kind
attribute has
the value "audio"
, when alphabetically sorting the
tracks of this MediaStream
by their id
attribute. Those interfaces are described in
[[!mediacapture-streams]].
The behaviour for picking the track to output is weird for legacy reasons. MediaStreamTrackAudioSourceNode should be used instead.
numberOfInputs : 0 numberOfOutputs : 1
The number of channels of the output corresponds to the number of
channels of the MediaStreamTrack
. If there is no valid
audio track, then the number of channels output will be one silent
channel.
This node has no tail-time reference.
Let node be a new MediaStreamAudioSourceNode object. Initialize node, and return node.
mediaStreamTrack
parameter does not reference a
MediaStreamTrack
whose kind
attribute
has the value "audio"
, an InvalidStateError
MUST be
thrown.
The MediaStream
used when constructing this
MediaStreamAudioSourceNode.
This specifies the options for constructing a
MediaStreamAudioSourceNode
.
This interface represents an audio source from a
MediaStreamTrack
.
numberOfInputs : 0 numberOfOutputs : 1
The number of channels of the output corresponds to the number of
channels of the MediaStreamTrack
.
This node has no tail-time reference.
Let node be a new MediaStreamTrackAudioSourceNode object. Initialize node, and return node.
This specifies the options for constructing a
MediaStreamTrackAudioSourceNode
. This is
required.
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.
numberOfInputs : 1 numberOfOutputs : 0 channelCount = 2; channelCountMode = "explicit"; channelInterpretation = "speakers";
The number of channels of the input is by default 2 (stereo).
Let node be a new MediaStreamAudioDestinationNode object. Initialize node, and return node.
A MediaStream containing a single MediaStreamTrack with the same
number of channels as the node itself, and whose
kind
attribute has the value "audio"
.
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 callback is 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, as any 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 AudioNodes usually share the same execution context.
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.
The 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 operation 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 rendering and audio graph offline using 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 control thread.
Queuing a control message means adding the message to the end of the control message queue of an AudioContext.
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.
Swapping a control message queue QA with another control message queue QB means executing the following steps:
For example, successfuly calling start()
on an
AudioBufferSourceNode source
adds a control
message to the control message
queue of the AudioContext source.context
.
Calling methods on AudioNodes 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 AudioNodes and AudioContexts, 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.
Rendering an audio graph is done in blocks of 128 samples-frames. A block of 128 samples-frames is called a render quantum.
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 an AudioContext G with a control message queue Q is as follows.
If the algorithm returns true then it MUST be executed again in the future, to render the next block of audio. Else, the rendering thread yields and the processing stops. The control thread can restart executing this algoritm if needed.
In practice, the AudioContext rendering thread is often running off a system level audio callback, that executes in an isochronous fashion. This callback passes in a buffer that has to be filled with the audio that will be output. The size of the buffer is often larger than a rendering quantum. In this case, multiple invocations of the rendering algorithm will be called in a rapid succession, in the same callback, before returning. After some time, the underlying audio system will call the callback again, and the algorithm will be executed again. This is an implementation detail that should not be observable, apart from the latency implications.
OfflineAudioContext will execute the algorithm continuously, until length (as passed in the OfflineAudioContext contructor) frames have been rendered.
running
, return false.
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 AudioNodes connected to this AudioNode can safely read from it.
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 128 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.
One of the most important considerations when dealing with audio processing graphs is how to adjust the gain (volume) at various points. For example, in a standard mixing board model, each input bus has pre-gain, post-gain, and send-gains. Submix and master out busses also have gain control. The gain control described here can be used to implement standard mixing boards as well as other architectures.
The inputs to AudioNode
s have the ability to
accept connections from multiple outputs. The input then acts as a
unity gain summing junction with each output signal being added with
the others:
In cases where the channel layouts of the outputs do not match, a mix (usually up-mix) will occur according to the mixing rules.
No clipping is applied at the inputs or outputs of the
AudioNode
to allow a maximum of dynamic range
within the audio graph.
In many scenarios, it's important to be able to control the gain for
each of the output signals. The GainNode
gives
this control:
Using these two concepts of unity gain summing junctions and GainNodes, it's possible to construct simple or complex mixing scenarios.
In a routing scenario involving multiple sends and submixes, explicit control is needed over the volume or "gain" of each connection to a mixer. Such routing topologies are very common and exist in even the simplest of electronic gear sitting around in a basic recording studio.
Here's an example with two send mixers and a main mixer. Although possible, for simplicity's sake, pre-gain control and insert effects are not illustrated:
This diagram is using a shorthand notation where "send 1", "send 2",
and "main bus" are actually inputs to AudioNode
s,
but here are represented as summing busses, where the intersections
g2_1, g3_1, etc. represent the "gain" or volume for the given source
on the given mixer. In order to expose this gain, a
GainNode
is used:
Here's how the above diagram could be constructed in JavaScript:
var context = 0; var compressor = 0; var reverb = 0; var delay = 0; var s1 = 0; var s2 = 0; var source1 = 0; var source2 = 0; var g1_1 = 0; var g2_1 = 0; var g3_1 = 0; var g1_2 = 0; var g2_2 = 0; var g3_2 = 0; // Setup routing graph function setupRoutingGraph() { context = new AudioContext(); compressor = context.createDynamicsCompressor(); // Send1 effect reverb = context.createConvolver(); // Convolver impulse response may be set here or later // Send2 effect delay = context.createDelay(); // Connect final compressor to final destination compressor.connect(context.destination); // Connect sends 1 & 2 through effects to main mixer s1 = context.createGain(); reverb.connect(s1); s1.connect(compressor); s2 = context.createGain(); delay.connect(s2); s2.connect(compressor); // Create a couple of sources source1 = context.createBufferSource(); source2 = context.createBufferSource(); source1.buffer = manTalkingBuffer; source2.buffer = footstepsBuffer; // Connect source1 g1_1 = context.createGain(); g2_1 = context.createGain(); g3_1 = context.createGain(); source1.connect(g1_1); source1.connect(g2_1); source1.connect(g3_1); g1_1.connect(compressor); g2_1.connect(reverb); g3_1.connect(delay); // Connect source2 g1_2 = context.createGain(); g2_2 = context.createGain(); g3_2 = context.createGain(); source2.connect(g1_2); source2.connect(g2_2); source2.connect(g3_2); g1_2.connect(compressor); g2_2.connect(reverb); g3_2.connect(delay); // We now have explicit control over all the volumes g1_1, g2_1, ..., s1, s2 g2_1.gain.value = 0.2; // For example, set source1 reverb gain // Because g2_1.gain is an "AudioParam", // an automation curve could also be attached to it. // A "mixing board" UI could be created in canvas or WebGL controlling these gains. }
This section is non-normative. Please see AudioContext lifetime and AudioNode lifetime for normative requirements.
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:
var context = 0; var compressor = 0; var gainNode1 = 0; var streamingAudioSource = 0; // Initial setup of the "long-lived" part of the routing graph function setupAudioContext() { context = new AudioContext(); compressor = context.createDynamicsCompressor(); gainNode1 = context.createGain(); // Create a streaming audio source. var 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() { var oneShotSound = context.createBufferSource(); oneShotSound.buffer = dogBarkingBuffer; // Create a filter, panner, and gain node. var lowpass = context.createBiquadFilter(); var panner = context.createPanner(); var 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); }
This section is normative.
describes how an input to an
AudioNode
can be connected from one or more outputs
of an AudioNode
. Each of these connections from an
output represents a stream with a specific non-zero number of channels.
An 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 use three basic pieces of
information to determine how to mix all the outputs connected to it. As
part of this process it computes an internal value
computedNumberOfChannels
representing the
actual number of channels of the input at any given time:
The AudioNode
attributes involved in channel
up-mixing and down-mixing rules are defined above. The following is a more precise
specification on what each of them mean.
channelCount
is used to help compute computedNumberOfChannels
.
channelCountMode
determines how computedNumberOfChannels
will be
computed. Once this number is computed, all of the connections will
be up or down-mixed to that many channels. For most nodes, the
default value is "max"
.
"max"
:
computedNumberOfChannels
is computed as the
maximum of the number of channels of all connections. In this
mode channelCount
is
ignored.
"clamped-max"
:
same as “max” up to a limit of the channelCount
"explicit"
:
computedNumberOfChannels
is the exact value
as specified in channelCount
channelInterpretation
determines how the individual channels will be treated. For example,
will they be treated as speakers having a specific layout, or will
they be treated as simple discrete channels? This value influences
exactly how the up and down mixing is performed. The default value is
"speakers".
“speakers”
:
use up-down-mix equations for
mono/stereo/quad/5.1. 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
For each input of an AudioNode
, an implementation
must:
computedNumberOfChannels
.
computedNumberOfChannels
according to
channelInterpretation
.
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 layout may be supported in future version of this specification.
Mono 0: M: mono Stereo 0: L: left 1: R: right
Quad 0: L: left 1: R: right 2: SL: surround left 3: SR: surround right 5.1 0: L: left 1: R: right 2: C: center 3: LFE: subwoofer 4: SL: surround left 5: SR: surround right
Mono 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;
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.SR
// 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";
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. Game audio engines such as OpenAL, FMOD, Creative's EAX, Microsoft's XACT Audio, etc. have this ability.
Using an PannerNode
, an audio stream can be
spatialized or positioned in space relative to an
AudioListener
. An
AudioContext
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 an orientation and up vector
representing in which direction the person is facing.
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
:
// Calculate the source-listener vector. vec3 sourceListener = source.position - listener.position; if (sourceListener.isZero()) { // Handle degenerate case if source and listener are at the same point. azimuth = 0; elevation = 0; return; } sourceListener.normalize(); // Align axes. vec3 listenerFront = listener.orientation; vec3 listenerUp = listener.up; vec3 listenerRight = listenerFront.cross(listenerUp); listenerRight.normalize(); vec3 listenerFrontNorm = listenerFront; listenerFrontNorm.normalize(); vec3 up = listenerRight.cross(listenerFrontNorm); float upProjection = sourceListener.dot(up); vec3 projectedSource = sourceListener - upProjection * up; projectedSource.normalize(); azimuth = 180 * acos(projectedSource.dot(listenerRight)) / PI; // Source in front or behind the listener. float frontBack = projectedSource.dot(listenerFrontNorm); if (frontBack < 0) azimuth = 360 - azimuth; // Make azimuth relative to "front" and not "right" listener vector. if ((azimuth >= 0) && (azimuth <= 270)) azimuth = 90 - azimuth; else azimuth = 450 - azimuth; elevation = 90 - 180 * acos(sourceListener.dot(up)) / PI; if (elevation > 90) elevation = 180 - elevation; else if (elevation < -90) elevation = -180 - elevation;
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.
This is a simple and relatively inexpensive algorithm which
provides basic, but reasonable results. It is used for the 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 a-rate parameters.
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; }
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.
For a StereoPannerNode
, the following algorithm
MUST be implemented.
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 dotProduct(v1, v2) { var d = 0; for (var i = 0; i < Math.min(v1.length, v2.length); i++) d += v1[i] * v2[i]; return d; } var v = panner.position - listener.position; var distance = Math.sqrt(dotProduct(v, v));
distance will then be used to calculate distanceGain which depends on the distanceModel attribute. See the distanceModel section for details of how this is calculated for each distance model. The value computed by the distanceModel equations are to be clamped to [0, 1].
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 algorithm must be used to calculate the gain
contribution due to the cone effect, given the source (the
PannerNode
) and the listener:
function dotProduct(v1, v2) { var d = 0; for (var i = 0; i < Math.min(v1.length, v2.length); i++) d += v1[i] * v2[i]; return d; } function diff(v1, v2) { var v = []; for (var i = 0; i & lt; Math.min(v1.length, v2.length); i++) v[i] = v1[i] - v2[i]; return v; } function coneGain() { if (dotProduct(source.orientation, source.orientation) == 0 || ((source.coneInnerAngle == 360) && (source.coneOuterAngle == 360))) return 1; // no cone specified - unity gain // Normalized source-listener vector var sourceToListener = diff(listener.position, source.position); sourceToListener.normalize(); var normalizedSourceOrientation = source.orientation; normalizedSourceOrientation.normalize(); // Angle between the source orientation vector and the source-listener vector var dotProduct = dotProduct(sourceToListener, normalizedSourceOrientation); var angle = 180 * Math.acos(dotProduct) / Math.PI; var absAngle = Math.abs(angle); // Divide by 2 here since API is entire angle (not half-angle) var absInnerAngle = Math.abs(source.coneInnerAngle) / 2; var absOuterAngle = Math.abs(source.coneOuterAngle) / 2; var 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 var x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle); gain = (1 - x) + source.coneOuterGain * x; } return gain; }
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.
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 AudioBuffers, 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.
The W3C TAG is developing a Self-Review Questionnaire: Security and Privacy for editors of specifications to informatively answer.
Per the Questions to Consider
Does this specification deal with personally-identifiable information?
No.
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. right?
Does this specification expose persistent, cross-origin state to the web?
Not sure. If audio sample data is loaded cross-origin, it exposes state (whether that sample data resolves or not) to the script origin.
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.
Does this specification enable new script execution/loading mechanisms?
No. However, it does use the worker 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.
Does this specification allow an origin access to aspects of a user’s local computing environment?
Not sure. Does it allow probing of supported sample rates? Supported audio codecs? We should mention denial of service attack by consuming CPU cycles.
Does this specification allow an origin access to other devices?
No.
Does this specification allow an origin some measure of control over a user agent’s native UI?
No?. Though it could be used to emulate system sounds to make an attack seem more like a local system event?
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?
No differently.
Does this specification persist data to a user’s local device?
Maybe? Cached impulses or audio sample data stored locally?
Does this specification have a "Security Considerations" and "Privacy Considerations" section?
Yes.
Does this specification allow downgrading default security characteristics?
No.
Please see [[webaudio-usecases]].
This specification is the collective work of the W3C Audio Working Group.
Members of the Working Group are (at the time of writing, and by
alphabetical order):
Adenot, Paul (Mozilla Foundation) - Specification Co-editor; Akhgari,
Ehsan (Mozilla Foundation); Berkovitz, Joe (Hal Leonard/Noteflight) –
WG Chair; Bossart, Pierre (Intel Corporation); Carlson, Eric (Apple,
Inc.); Choi, Hongchan (Google, Inc.); Geelnard, Marcus (Opera
Software); Goode, Adam (Google, Inc.); Gregan, Matthew (Mozilla
Foundation); Hofmann, Bill (Dolby Laboratories); Jägenstedt, Philip
(Opera Software); Kalliokoski, Jussi (Invited Expert); Lilley, Chris
(W3C Staff); Lowis, Chris (Invited Expert. WG co-chair from December
2012 to September 2013, affiliated with British Broadcasting
Corporation); Mandyam, Giridhar (Qualcomm Innovation Center, Inc);
Noble, Jer (Apple, Inc.); O'Callahan, Robert(Mozilla Foundation);
Onumonu, Anthony (British Broadcasting Corporation); Paradis, Matthew
(British Broadcasting Corporation); Raman, T.V. (Google, Inc.);
Schepers, Doug (W3C/MIT); Shires, Glen (Google, Inc.); Smith, Michael
(W3C/Keio); Thereaux, Olivier (British Broadcasting Corporation); Toy,
Raymond (Google, Inc.); Verdie, Jean-Charles (MStar Semiconductor,
Inc.); Wilson, Chris (Google,Inc.) - Specification Co-editor; ZERGAOUI,
Mohamed (INNOVIMAX)
Former members of the Working Group and contributors to the
specification include:
Caceres, Marcos (Invited Expert); Cardoso, Gabriel (INRIA); Chen, Bin
(Baidu, Inc.); MacDonald, Alistair (W3C Invited Experts) — WG co-chair
from March 2011 to July 2012; Michel, Thierry (W3C/ERCIM); Rogers,
Chris (Google, Inc.) – Specification Editor until August 2013; Wei,
James (Intel Corporation);
See changelog.html.