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.
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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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