The Web Audio API provides a powerful and versatile system for controlling audio on the Web, allowing developers to choose audio sources, add effects to audio, create audio visualizations, apply spatial effects (such as panning) and much more.
The Web Audio API involves handling audio operations inside an audio context, and has been designed to allow modular routing. Basic audio operations are performed with audio nodes, which are linked together to form an audio routing graph. Several sources — with different types of channel layout — are supported even within a single context. This modular design provides the flexibility to create complex audio functions with dynamic effects.
Audio nodes are linked into chains and simple webs by their inputs and outputs. They typically start with one or more sources. Sources provide arrays of sound intensities (samples) at very small timeslices, often tens of thousands of them per second. These could be either computed mathematically (such as OscillatorNode), or they can be recordings from sound/video files (like AudioBufferSourceNode and MediaElementAudioSourceNode) and audio streams (MediaStreamAudioSourceNode). In fact, sound files are just recordings of sound intensities themselves, which come in from microphones or electric instruments, and get mixed down into a single, complicated wave.
Outputs of these nodes could be linked to inputs of others, which mix or modify these streams of sound samples into different streams. A common modification is multiplying the samples by a value to make them louder or quieter (as is the case with GainNode). Once the sound has been sufficiently processed for the intended effect, it can be linked to the input of a destination (AudioContext.destination), which sends the sound to the speakers or headphones. This last connection is only necessary if the user is supposed to hear the audio.
A simple, typical workflow for web audio would look something like this:
<audio>, oscillator, streamTiming is controlled with high precision and low latency, allowing developers to write code that responds accurately to events and is able to target specific samples, even at a high sample rate. So applications such as drum machines and sequencers are well within reach.
The Web Audio API also allows us to control how audio is spatialized. Using a system based on a source-listener model, it allows control of the panning model and deals with distance-induced attenuation or doppler shift induced by a moving source (or moving listener).
You can read about the theory of the Web Audio API in a lot more detail in our article Basic concepts behind Web Audio API.
The Web Audio API has a number of interfaces and associated events, which we have split up into nine categories of functionality.
General containers and definitions that shape audio graphs in Web Audio API usage.
AudioContextAudioContext interface represents an audio-processing graph built from audio modules linked together, each represented by an AudioNode. An audio context controls the creation of the nodes it contains and the execution of the audio processing, or decoding. You need to create an AudioContext before you do anything else, as everything happens inside a context.AudioNodeAudioNodeinterface represents an audio-processing module like an audio source (e.g. an HTML <audio> or <video> element), audio destination, intermediate processing module (e.g. a filter like BiquadFilterNode, or volume control like GainNode).AudioParamAudioParaminterface represents an audio-related parameter, like one of an AudioNode. It can be set to a specific value or a change in value, and can be scheduled to happen at a specific time and following a specific pattern.AudioParamMapAudioParam interfaces, which means it provides the methods forEach(), get(), has(), keys(), and values(), as well as a size property.BaseAudioContextBaseAudioContext interface acts as a base definition for online and offline audio-processing graphs, as represented by AudioContext and OfflineAudioContext resepectively. You wouldn't use BaseAudioContext directly — you'd use its features via one of these two inheriting interfaces.ended eventended event is fired when playback has stopped because the end of the media was reached.Interfaces that define audio sources for use in the Web Audio API.
AudioScheduledSourceNodeAudioScheduledSourceNode is a parent interface for several types of audio source node interfaces. It is an AudioNode.OscillatorNodeOscillatorNodeinterface represents a periodic waveform, such as a sine or triangle wave. It is an AudioNode audio-processing module that causes a given frequency of wave to be created.AudioBufferAudioBuffer interface represents a short audio asset residing in memory, created from an audio file using the AudioContext.decodeAudioData() method, or created with raw data using AudioContext.createBuffer(). Once decoded into this form, the audio can then be put into an AudioBufferSourceNode.AudioBufferSourceNodeAudioBufferSourceNode interface represents an audio source consisting of in-memory audio data, stored in an AudioBuffer. It is an AudioNode that acts as an audio source.MediaElementAudioSourceNodeMediaElementAudioSourceNode interface represents an audio source consisting of an HTML5 <audio> or <video> element. It is an AudioNode that acts as an audio source.MediaStreamAudioSourceNodeMediaStreamAudioSourceNode interface represents an audio source consisting of a WebRTC MediaStream (such as a webcam, microphone, or a stream being sent from a remote computer). It is an AudioNode that acts as an audio source.Interfaces for defining effects that you want to apply to your audio sources.
BiquadFilterNodeBiquadFilterNodeinterface represents a simple low-order filter. It is an AudioNode that can represent different kinds of filters, tone control devices, or graphic equalizers. A BiquadFilterNode always has exactly one input and one output.ConvolverNodeConvolverNodeinterface is an AudioNode that performs a Linear Convolution on a given AudioBuffer, and is often used to achieve a reverb effect.
DelayNodeDelayNodeinterface represents a delay-line; an AudioNode audio-processing module that causes a delay between the arrival of an input data and its propagation to the output.DynamicsCompressorNodeDynamicsCompressorNode interface provides a compression effect, which lowers the volume of the loudest parts of the signal in order to help prevent clipping and distortion that can occur when multiple sounds are played and multiplexed together at once.GainNodeGainNodeinterface represents a change in volume. It is an AudioNode audio-processing module that causes a given gain to be applied to the input data before its propagation to the output.WaveShaperNodeWaveShaperNodeinterface represents a non-linear distorter. It is an AudioNode that use a curve to apply a waveshaping distortion to the signal. Beside obvious distortion effects, it is often used to add a warm feeling to the signal.PeriodicWaveOscillatorNode.IIRFilterNodeOnce you are done processing your audio, these interfaces define where to output it.
AudioDestinationNodeAudioDestinationNode interface represents the end destination of an audio source in a given context — usually the speakers of your device.MediaStreamAudioDestinationNodeMediaStreamAudioDestinationNode interface represents an audio destination consisting of a WebRTC MediaStream with a single AudioMediaStreamTrack, which can be used in a similar way to a MediaStream obtained from getUserMedia(). It is an AudioNode that acts as an audio destination.If you want to extract time, frequency, and other data from your audio, the AnalyserNode is what you need.
AnalyserNodeAnalyserNode interface represents a node able to provide real-time frequency and time-domain analysis information, for the purposes of data analysis and visualization.To split and merge audio channels, you'll use these interfaces.
ChannelSplitterNodeChannelSplitterNode interface separates the different channels of an audio source out into a set of mono outputs.ChannelMergerNodeChannelMergerNode interface reunites different mono inputs into a single output. Each input will be used to fill a channel of the output.These interfaces allow you to add audio spatialization panning effects to your audio sources.
AudioListenerAudioListenerinterface represents the position and orientation of the unique person listening to the audio scene used in audio spatialization.PannerNodePannerNode interface represents the position and behavior of an audio source signal in 3D space, allowing you to create complex panning effects.StereoPannerNodeStereoPannerNode interface represents a simple stereo panner node that can be used to pan an audio stream left or right.Using audio worklets, you can define custom audio nodes written in JavaScript or WebAssembly. Audio worklets implement the Worklet interface, a lightweight version of the Worker interface. As of January 2018, audio worklets are available in Chrome 64 behind a flag.
AudioWorklet
AudioWorklet interface is available via BaseAudioContext.audioWorklet and allows you to add new modules to the audio worklet.AudioWorkletNode
AudioWorkletNode interface represents an AudioNode that is embedded into an audio graph and can pass messages to the AudioWorkletProcessor.AudioWorkletProcessor
AudioWorkletProcessor interface represents audio processing code running in a AudioWorkletGlobalScope that generates, processes, or analyses audio directly, and can pass messages to the AudioWorkletNode.AudioWorkletGlobalScope
AudioWorkletGlobalScope interface is a WorkletGlobalScope-derived object representing a worker context in which an audio processing script is run; it is designed to enable the generation, processing, and analysis of audio data directly using JavaScript in a worklet thread.Before audio worklets were defined, the Web Audio API used the ScriptProcessorNode for JavaScript-based audio processing. Because the code is running in the main thread, it had bad performance. The ScriptProcessorNode is kept for historic reasons but is marked as deprecated and will be removed in a future version of the specification.
ScriptProcessorNode
ScriptProcessorNodeinterface allows the generation, processing, or analyzing of audio using JavaScript. It is an AudioNode audio-processing module that is linked to two buffers, one containing the current input, one containing the output. An event, implementing the AudioProcessingEvent interface, is sent to the object each time the input buffer contains new data, and the event handler terminates when it has filled the output buffer with data.audioprocess (event)
audioprocess event is fired when an input buffer of a Web Audio API ScriptProcessorNode is ready to be processed.AudioProcessingEvent
AudioProcessingEvent represents events that occur when a ScriptProcessorNode input buffer is ready to be processed.It is possible to process/render an audio graph very quickly in the background — rendering it to an AudioBuffer rather than to the device's speakers — with the following.
OfflineAudioContextOfflineAudioContext interface is an AudioContext interface representing an audio-processing graph built from linked together AudioNodes. In contrast with a standard AudioContext, an OfflineAudioContext doesn't really render the audio but rather generates it, as fast as it can, in a buffer.complete (event)complete event is fired when the rendering of an OfflineAudioContext is terminated.OfflineAudioCompletionEventOfflineAudioCompletionEvent represents events that occur when the processing of an OfflineAudioContext is terminated. The complete event implements this interface.The following interfaces were defined in old versions of the Web Audio API spec, but are now obsolete and have been replaced by other interfaces.
JavaScriptNodeScriptProcessorNode.WaveTableNodePeriodicWave.This example shows a wide variety of Web Audio API functions being used. You can see this code in action on the Voice-change-o-matic demo (also check out the full source code at Github) — this is an experimental voice changer toy demo; keep your speakers turned down low when you use it, at least to start!
The Web Audio API lines are highlighted; if you want to find out more about what the different methods, etc. do, have a search around the reference pages.
var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); // define audio context
// Webkit/blink browsers need prefix, Safari won't work without window.
var voiceSelect = document.getElementById("voice"); // select box for selecting voice effect options
var visualSelect = document.getElementById("visual"); // select box for selecting audio visualization options
var mute = document.querySelector('.mute'); // mute button
var drawVisual; // requestAnimationFrame
var analyser = audioCtx.createAnalyser();
var distortion = audioCtx.createWaveShaper();
var gainNode = audioCtx.createGain();
var biquadFilter = audioCtx.createBiquadFilter();
function makeDistortionCurve(amount) { // function to make curve shape for distortion/wave shaper node to use
var k = typeof amount === 'number' ? amount : 50,
n_samples = 44100,
curve = new Float32Array(n_samples),
deg = Math.PI / 180,
i = 0,
x;
for ( ; i < n_samples; ++i ) {
x = i * 2 / n_samples - 1;
curve[i] = ( 3 + k ) * x * 20 * deg / ( Math.PI + k * Math.abs(x) );
}
return curve;
};
navigator.getUserMedia (
// constraints - only audio needed for this app
{
audio: true
},
// Success callback
function(stream) {
source = audioCtx.createMediaStreamSource(stream);
source.connect(analyser);
analyser.connect(distortion);
distortion.connect(biquadFilter);
biquadFilter.connect(gainNode);
gainNode.connect(audioCtx.destination); // connecting the different audio graph nodes together
visualize(stream);
voiceChange();
},
// Error callback
function(err) {
console.log('The following gUM error occured: ' + err);
}
);
function visualize(stream) {
WIDTH = canvas.width;
HEIGHT = canvas.height;
var visualSetting = visualSelect.value;
console.log(visualSetting);
if(visualSetting == "sinewave") {
analyser.fftSize = 2048;
var bufferLength = analyser.frequencyBinCount; // half the FFT value
var dataArray = new Uint8Array(bufferLength); // create an array to store the data
canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);
function draw() {
drawVisual = requestAnimationFrame(draw);
analyser.getByteTimeDomainData(dataArray); // get waveform data and put it into the array created above
canvasCtx.fillStyle = 'rgb(200, 200, 200)'; // draw wave with canvas
canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);
canvasCtx.lineWidth = 2;
canvasCtx.strokeStyle = 'rgb(0, 0, 0)';
canvasCtx.beginPath();
var sliceWidth = WIDTH * 1.0 / bufferLength;
var x = 0;
for(var i = 0; i < bufferLength; i++) {
var v = dataArray[i] / 128.0;
var y = v * HEIGHT/2;
if(i === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
x += sliceWidth;
}
canvasCtx.lineTo(canvas.width, canvas.height/2);
canvasCtx.stroke();
};
draw();
} else if(visualSetting == "off") {
canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);
canvasCtx.fillStyle = "red";
canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);
}
}
function voiceChange() {
distortion.curve = new Float32Array;
biquadFilter.gain.value = 0; // reset the effects each time the voiceChange function is run
var voiceSetting = voiceSelect.value;
console.log(voiceSetting);
if(voiceSetting == "distortion") {
distortion.curve = makeDistortionCurve(400); // apply distortion to sound using waveshaper node
} else if(voiceSetting == "biquad") {
biquadFilter.type = "lowshelf";
biquadFilter.frequency.value = 1000;
biquadFilter.gain.value = 25; // apply lowshelf filter to sounds using biquad
} else if(voiceSetting == "off") {
console.log("Voice settings turned off"); // do nothing, as off option was chosen
}
}
// event listeners to change visualize and voice settings
visualSelect.onchange = function() {
window.cancelAnimationFrame(drawVisual);
visualize(stream);
}
voiceSelect.onchange = function() {
voiceChange();
}
mute.onclick = voiceMute;
function voiceMute() { // toggle to mute and unmute sound
if(mute.id == "") {
gainNode.gain.value = 0; // gain set to 0 to mute sound
mute.id = "activated";
mute.innerHTML = "Unmute";
} else {
gainNode.gain.value = 1; // gain set to 1 to unmute sound
mute.id = "";
mute.innerHTML = "Mute";
}
}
| Specification | Status | Comment |
|---|---|---|
| Web Audio API | Working Draft |
| Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
|---|---|---|---|---|---|---|
| Basic support | 14 webkit | (Yes) | 23 | No support | 15 webkit 22 (unprefixed) | 6 webkit |
| Feature | Android | Chrome | Edge | Firefox Mobile (Gecko) | Firefox OS | IE Phone | Opera Mobile | Safari Mobile |
|---|---|---|---|---|---|---|---|---|
| Basic support | No support | 28 webkit | (Yes) | 25 | 1.2 | No support | No support | 6 webkit |
AnalyserNodeAudioBufferAudioScheduledSourceNodeAudioBufferSourceNodeAudioContextAudioDestinationNodeAudioListenerAudioNodeAudioParamaudioprocess (event)AudioProcessingEventBiquadFilterNodeChannelMergerNodeChannelSplitterNodecomplete (event)ConvolverNodeDelayNodeDynamicsCompressorNodeended (event)GainNodeMediaElementAudioSourceNodeMediaStreamAudioDestinationNodeMediaStreamAudioSourceNodeOfflineAudioCompletionEventOfflineAudioContextOscillatorNodePannerNodePeriodicWaveScriptProcessorNodeWaveShaperNode
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API