The decodeAudioData()
method of the BaseAudioContext
Interface is used to asynchronously decode audio file data contained in an ArrayBuffer
. In this case the ArrayBuffer
is loaded from XMLHttpRequest
and FileReader
. The decoded AudioBuffer is resampled to the AudioContext's sampling rate, then passed to a callback or promise.
This is the preferred method of creating an audio source for Web Audio API from an audio track.
Older callback syntax:
baseAudioContext.decodeAudioData(ArrayBuffer, successCallback, errorCallback);
Newer promise-based syntax:
Promise<decodedData> baseAudioContext.decodeAudioData(ArrayBuffer);
XMLHttpRequest
, WindowOrWorkerGlobalScope.fetch()
or FileReader
.AudioBufferSourceNode
, from which it can be played and manipulated how you want.Void, or a Promise
object that fulfills with the decodedData.
In this section we will first cover the older callback-based system and then the newer promise-based syntax.
In this example, the getData()
function uses XHR to load an audio track, setting the responseType
of the request to arraybuffer
so that it returns an array buffer as its response
that we then store in the audioData
variable . We then pass this buffer into a decodeAudioData()
function; the success callback takes the successfully decoded PCM data, puts it into an AudioBufferSourceNode
created using AudioContext.createBufferSource()
, connects the source to the AudioContext.destination
and sets it to loop.
The buttons in the example simply run getData()
to load the track and start it playing, and stop it playing, respectively. When the stop()
method is called on the source, the source is cleared out.
Note: You can run the example live (or view the source.)
// define variables var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); var source; var pre = document.querySelector('pre'); var myScript = document.querySelector('script'); var play = document.querySelector('.play'); var stop = document.querySelector('.stop'); // use XHR to load an audio track, and // decodeAudioData to decode it and stick it in a buffer. // Then we put the buffer into the source function getData() { source = audioCtx.createBufferSource(); var request = new XMLHttpRequest(); request.open('GET', 'viper.ogg', true); request.responseType = 'arraybuffer'; request.onload = function() { var audioData = request.response; audioCtx.decodeAudioData(audioData, function(buffer) { source.buffer = buffer; source.connect(audioCtx.destination); source.loop = true; }, function(e){ console.log("Error with decoding audio data" + e.err); }); } request.send(); } // wire up buttons to stop and play audio play.onclick = function() { getData(); source.start(0); play.setAttribute('disabled', 'disabled'); } stop.onclick = function() { source.stop(0); play.removeAttribute('disabled'); } // dump script to pre element pre.innerHTML = myScript.innerHTML;
ctx.decodeAudioData(compressedBuffer).then(function(decodedData) { // use the decoded data here });
Specification | Status | Comment |
---|---|---|
Web Audio API The definition of 'decodeAudioData()' in that specification. | Working Draft |
Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
---|---|---|---|---|---|---|
Basic support | 10webkit | (Yes) | 25.0 (25.0) | No support | 15.0webkit 22 (unprefixed) | 6.0webkit |
Promise-based syntax | 49 | ? | (Yes) | No support | (Yes) | No support |
Feature | Android Webview | Chrome for Android | Edge | Firefox Mobile (Gecko) | Firefox OS | IE Mobile | Opera Mobile | Safari Mobile | Chrome for Android |
---|---|---|---|---|---|---|---|---|---|
Basic support | 33 | 33 | (Yes) | 26.0 | 1.2 | ? | ? | ? | 33.0 |
Promise-based syntax | 49 | 49 | ? | (Yes) | (Yes) | No support | ? | ? | 49.0 |
© 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/BaseAudioContext/decodeAudioData