The AnalyserNodeinterface represents a node able to provide real-time frequency and time-domain analysis information. It is an AudioNode that passes the audio stream unchanged from the input to the output, but allows you to take the generated data, process it, and create audio visualizations.
AudioDestinationNode has no output (as it is the output, no more AudioNode can be linked after it in the audio graph) and one input. The amount of channels in the input must be between 0 and the maxChannelCount value or an exception is raised.
The ConvolverNode interface is an AudioNode that performs a Linear Convolution on a given AudioBuffer, often used to achieve a reverb effect. A ConvolverNode always has exactly one input and one output.
The gain is a unitless value, changing with time, that is multiplied to each corresponding sample of all input channels. If modified, the new gain is applied using a de-zippering algorithm in order to prevent unaesthetic 'clicks' from appearing in the resulting audio.
The getFrequencyResponse() method of the IIRFilterNode interface takes the current filtering algorithm's settings and calculates the frequency response for frequencies specified in the frequencyHz array of frequencies.
A MediaElementSourceNode has no inputs and exactly one output, and is created using the AudioContext.createMediaElementSource method. The amount of channels in the output equals the number of channels of the audio referenced by the HTMLMediaElement used in the creation of the node, or is 1 if the HTMLMediaElement has no audio.
A MediaElementSourceNode has no inputs and exactly one output, and is created using the AudioContext.createMediaStreamSource method. The amount of channels in the output equals the number of channels in AudioMediaStreamTrack. If there is no valid media stream, then the number of output channels will be one silent channel.
The OfflineAudioContext 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 render the audio to the device hardware; instead, it generates it, as fast as it can, and outputs the result to an AudioBuffer.
The OscillatorNode interface represents a periodic waveform, like a sine wave. It is an AudioNode audio-processing module that causes a given frequency of sine wave to be created — in effect, a constant tone.
A PannerNode always has exactly one input and one output: the input can be mono or stereo but the output is always stereo (2 channels); you can't have panning effects without at least two audio channels!
To demonstrate usage of the Web Audio API, we created a number of examples that will be added to as time goes on. Please feel free to add to them and suggest improvements!
The easiest use case to imagine for this capability is realistic alterations in how an audio source will sound as you move around it in a 3D environment like a first-person game.