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The AnalyserNode interface 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.
AnalyserNode API Interface Reference Web Audio API


An AudioContext can be a target of events, therefore it implements the EventTarget interface.
API Interface Reference Web Audio API


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.
API AudioDestinationNode Interface Reference Web Audio API


There are two kinds of AudioParam, a-rate and k-rate parameters:
API AudioParam Reference Web Audio API


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.
API ConvolverNode Interface Reference Web Audio API


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.
API GainNode Interface Reference Web Audio API


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.
API IIRFilterNode Method Reference Web Audio API


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.
API Interface MediaElementAudioSourceNode Reference Web Audio API


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.
API Interface MediaStreamAudioSourceNode Reference Web Audio API


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.
API Interface OfflineAudioContext Reference Web Audio API


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.
API Interface OscillatorNode Reference Web Audio API


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!
API Interface PannerNode Reference Web Audio API


An AudioParam whose value is the X component of the direction in which the audio source is facing, in 3D Cartesian coordinate space.
orientationX PannerNode Property Reference Web Audio API


A WaveShaperNode always has exactly one input and one output.
API Interface Reference WaveShaperNode Web Audio API

Using the Web Audio API

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!
API Guide Reference Référence Web Audio API

Web audio spatialization basics

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.
Guide PannerNode panning Web Audio API