AudioContext.createBufferSource()
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since April 2021.
createBufferSource()
方法用于创建一个新的AudioBufferSourceNode
接口,该接口可以通过AudioBuffer
对象来播放音频数据。AudioBuffer
对象可以通过AudioContext.createBuffer
来创建或者通过 AudioContext.decodeAudioData
成功解码音轨后获取。
语法
js
var audioCtx = new AudioContext();
var source = audioCtx.createBufferSource();
返回
例子
在这个例子中,我们将会创建一个 2 秒的缓冲器,并用白噪音填充它,然后通过AudioBufferSourceNode
来播放它。
备注:You can also run the code live, or view the source.
js
var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
var button = document.querySelector("button");
var pre = document.querySelector("pre");
var myScript = document.querySelector("script");
pre.innerHTML = myScript.innerHTML;
// Stereo
var channels = 2;
// Create an empty two second stereo buffer at the
// sample rate of the AudioContext
var frameCount = audioCtx.sampleRate * 2.0;
var myArrayBuffer = audioCtx.createBuffer(2, frameCount, audioCtx.sampleRate);
button.onclick = function () {
// Fill the buffer with white noise;
//just random values between -1.0 and 1.0
for (var channel = 0; channel < channels; channel++) {
// This gives us the actual ArrayBuffer that contains the data
var nowBuffering = myArrayBuffer.getChannelData(channel);
for (var i = 0; i < frameCount; i++) {
// Math.random() is in [0; 1.0]
// audio needs to be in [-1.0; 1.0]
nowBuffering[i] = Math.random() * 2 - 1;
}
}
// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
var source = audioCtx.createBufferSource();
// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;
// connect the AudioBufferSourceNode to the
// destination so we can hear the sound
source.connect(audioCtx.destination);
// start the source playing
source.start();
};
规范
Specification |
---|
Web Audio API # dom-baseaudiocontext-createbuffersource |
浏览器兼容性
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