AudioBuffer
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.
The AudioBuffer
interface represents a short audio asset residing in memory, created from an audio file using the AudioContext.decodeAudioData()
method, or from raw data using AudioContext.createBuffer()
. Once put into an AudioBuffer, the audio can then be played by being passed into an AudioBufferSourceNode
.
Objects of these types are designed to hold small audio snippets, typically less than 45 s. For longer sounds, objects implementing the MediaElementAudioSourceNode
are more suitable. The buffer contains the audio signal waveform encoded as a series of amplitudes in the following format: non-interleaved IEEE754 32-bit linear PCM with a nominal range between -1
and +1
, that is, a 32-bit floating point buffer, with each sample between -1.0 and 1.0. If the AudioBuffer
has multiple channels, they are stored in separate buffers.
Constructor
AudioBuffer()
-
Creates and returns a new
AudioBuffer
object instance.
Instance properties
AudioBuffer.sampleRate
Read only-
Returns a float representing the sample rate, in samples per second, of the PCM data stored in the buffer.
AudioBuffer.length
Read only-
Returns an integer representing the length, in sample-frames, of the PCM data stored in the buffer.
AudioBuffer.duration
Read only-
Returns a double representing the duration, in seconds, of the PCM data stored in the buffer.
AudioBuffer.numberOfChannels
Read only-
Returns an integer representing the number of discrete audio channels described by the PCM data stored in the buffer.
Instance methods
AudioBuffer.getChannelData()
-
Returns a
Float32Array
containing the PCM data associated with the channel, defined by thechannel
parameter (with0
representing the first channel). AudioBuffer.copyFromChannel()
-
Copies the samples from the specified channel of the
AudioBuffer
to thedestination
array. AudioBuffer.copyToChannel()
-
Copies the samples to the specified channel of the
AudioBuffer
, from thesource
array.
Example
The following simple example shows how to create an AudioBuffer
and fill it with random white noise. You can find the full source code at our webaudio-examples repository; a running live version is also available.
const audioCtx = new AudioContext();
// Create an empty three-second stereo buffer at the sample rate of the AudioContext
const myArrayBuffer = audioCtx.createBuffer(
2,
audioCtx.sampleRate * 3,
audioCtx.sampleRate,
);
// Fill the buffer with white noise;
// just random values between -1.0 and 1.0
for (let channel = 0; channel < myArrayBuffer.numberOfChannels; channel++) {
// This gives us the actual array that contains the data
const nowBuffering = myArrayBuffer.getChannelData(channel);
for (let i = 0; i < myArrayBuffer.length; i++) {
// Math.random() is in [0; 1.0]
// audio needs to be in [-1.0; 1.0]
nowBuffering[i] = Math.random() * 2 - 1;
}
}
// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
const source = audioCtx.createBufferSource();
// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;
// connect the AudioBufferSourceNode to the
// destination so we can hear the sound
source.connect(audioCtx.destination);
// start the source playing
source.start();
Specifications
Specification |
---|
Web Audio API # AudioBuffer |
Browser compatibility
BCD tables only load in the browser