The script-processor-node directory contains a simple demo showing how to use the Web Audio API's ScriptProcessorNode interface to process a loaded audio track, adding a little bit of white noise to each audio sample. The ConvolverNode interface is an AudioNode that performs a Linear Convolution on a given AudioBuffer, and is often used to achieve a reverb effect. This is the first solution I've seen online that gave me gapless loop, even with a .wav file. For example, there is no ceiling of 32 or 64 sound calls at one time. For more information see Web audio spatialization basics. Since our scripts are playing audio in response to a user input event (a click on a play button, for instance), we're in good shape and should have no problems from autoplay blocking. 'Web Audio API is not supported in this browser', // connect the source to the context's destination (the speakers), '../sounds/hyper-reality/br-jam-loop.wav'. The AudioBufferSourceNode interface represents an audio source consisting of in-memory audio data, stored in an AudioBuffer. The BaseAudioContext interface acts as a base definition for online and offline audio-processing graphs, as represented by AudioContext and OfflineAudioContext respectively. Also does the same thing with an oscillator-based LFO. Example of a monophonic Web MIDI/Web Audio synth, with no UI. The MediaStreamAudioDestinationNode 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(). A simple, typical workflow for web audio would look something like this: Timing 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. Advanced techniques: Creating and sequencing audio, Background audio processing using AudioWorklet, Controlling multiple parameters with ConstantSourceNode, Example and tutorial: Simple synth keyboard, providing atmosphere like futurelibrary.no, Advanced techniques: creating sound, sequencing, timing, scheduling, Autoplay guide for media and Web Audio APIs, Developing Game Audio with the Web Audio API (2012), Porting webkitAudioContext code to standards based AudioContext, Guide to media types and formats on the web, Inside the context, create sources such as, Create effects nodes, such as reverb, biquad filter, panner, compressor, Choose final destination of audio, for example your system speakers. The WaveShaperNode interface represents a non-linear distorter. A BiquadFilterNode always has exactly one input and one output. It is an AudioNode that can represent different kinds of filters, tone control devices, or graphic equalizers. The break-off point is determined by the frequency value, and the Q factor is unitless, and determines the shape of the graph. All of this has stayed intact; we are merely allowing the sound to be available to the Web Audio API. For the most part, you don't need to create an output node, you can just connect your other nodes to BaseAudioContext.destination, which handles the situation for you: A good way to visualize these nodes is by drawing an audio graph so you can visualize it. It is an AudioNode that acts as an audio source. The create-media-stream-destination directory contains a simple example showing how the Web Audio API AudioContext.createMediaStreamDestination() method can be used to output a stream - in this case to a MediaRecorder instance - to output a sinewave to an opus file. The following snippet creates an AudioContext: For older WebKit-based browsers, use the webkit prefix, as with webkitAudioContext. Many of the example applications undergo routine improvements and additions. It is an AudioNode audio-processing module that is linked to two buffers, one containing the current input, one containing the output. This playSound() function could be called every time somebody presses a key or clicks something with the mouse. You signed in with another tab or window. Run the demo live. As if its extensive variety of sound processing (and other) options wasn't enough, the Web Audio API also includes facilities to allow you to emulate the difference in sound as a listener moves around a sound source, for example panning as you move around a sound source inside a 3D game. Because OscillatorNode is based on AudioScheduledSourceNode, this is to some extent an example for that as well. We've already created an input node by passing our audio element into the API. We'll expose the song on the page using an