The connect()
method of the AudioNode
interface lets you connect one of the node's outputs to a target, which may be either another AudioNode
(thereby directing the sound data to the specified node) or an AudioParam
, so that the node's output data is automatically used to change the value of that parameter over time.
var destinationNode = AudioNode.connect(destination, outputIndex, inputIndex); AudioNode.connect(destination, outputIndex);
destination
AudioNode
or AudioParam
to which to connect.outputIndex
Optional
AudioNode
to connect to the destination. The index numbers are defined according to the number of output channels (see Audio channels). While you can only connect a given output to a given input once (repeated attempts are ignored), you can connect an output to multiple inputs by calling connect()
repeatedly. This makes fan-out possible. The default value is 0.inputIndex
Optional
AudioNode
to; the default is 0. The index numbers are defined according to the number of input channels (see Audio channels). It is possible to connect an AudioNode
to another AudioNode
, which in turn connects back to the first AudioNode
, creating a cycle. This is allowed only if there is at least one DelayNode
in the cycle. Otherwise, a NotSupportedError
exception is thrown. This parameter is not allowed if the destination is an AudioParam
.If the destination is a node, connect()
returns a reference to the destination AudioNode
object, allowing you to chain multiple connect()
calls. In some browsers, older implementations of this interface return undefined
.
If the destination is an AudioParam
, connect()
returns undefined
.
IndexSizeError
outputIndex
or inputIndex
doesn't correspond to an existing input or output.InvalidAccessError
NotSupportedError
DelayNode
s in the cycle to prevent the resulting waveform from getting stuck constructing the same audio frame indefinitely.The most obvious use of the connect()
method is to direct the audio output from one node into the audio input of another node for further processing. For example, you might send the audio from a MediaElementAudioSourceNode
—that is, the audio from an HTML5 media element such as <audio>
—through a band pass filter implemented using a BiquadFilterNode
to reduce noise before then sending the audio along to the speakers.
This example creates an oscillator, then links it to a gain node, so that the gain node controls the volume of the oscillator node.
var AudioContext = window.AudioContext || window.webkitAudioContext; var audioCtx = new AudioContext(); var oscillator = audioCtx.createOscillator(); var gainNode = audioCtx.createGain(); oscillator.connect(gainNode); gainNode.connect(audioCtx.destination);
In this example, we will be altering the gain value of a GainNode
using an OscillatorNode
with a slow frequency value. This technique is know as an LFO-controlled parameter.
var AudioContext = window.AudioContext || window.webkitAudioContext; var audioCtx = new AudioContext(); // create an normal oscillator to make sound var oscillator = audioCtx.createOscillator(); // create a second oscillator that will be used as an LFO (Low-frequency // oscillator), and will control a parameter var lfo = audioCtx.createOscillator(); // set the frequency of the second oscillator to a low number lfo.frequency.value = 2.0; // 2Hz: two oscillations par second // create a gain whose gain AudioParam will be controlled by the LFO var gain = audioCtx.createGain(); // connect the LFO to the gain AudioParam. This means the value of the LFO // will not produce any audio, but will change the value of the gain instead lfo.connect(gain.gain); // connect the oscillator that will produce audio to the gain oscillator.connect(gain); // connect the gain to the destination so we hear sound gain.connect(audioCtx.destination); // start the oscillator that will produce audio oscillator.start(); // start the oscillator that will modify the gain value lfo.start();
It is possible to connect an AudioNode
output to more than one AudioParam
, and more than one AudioNode output to a single AudioParam
, with multiple calls to connect()
. Fan-in and fan-out are therefore 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). Next, it will mix it together with any other such outputs, and the intrinsic parameter value (the value the AudioParam
would normally have without any audio connections), including any timeline changes scheduled for the parameter.
Therefore, it is possible to choose the range in which an AudioParam
will change by setting the value of the AudioParam
to the central frequency, and to use a GainNode
between the audio source and the AudioParam
to adjust the range of the AudioParam
changes.
Specification | Status | Comment |
---|---|---|
Web Audio API The definition of 'connect() to an AudioNode' in that specification. | Working Draft | |
Web Audio API The definition of 'connect() to an AudioParam' in that specification. | Working Draft |
Feature | Chrome | Edge | Firefox | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|---|
Basic support | 14 | Yes | 25 | No | 15 | 6 |
Feature | Android webview | Chrome for Android | Edge mobile | Firefox for Android | IE mobile | Opera Android | iOS Safari |
---|---|---|---|---|---|---|---|
Basic support | Yes | 14 | Yes | 26 | No | 15 | ? |
© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/AudioNode/connect