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.
WebRTC consists of several interrelated APIs and protocols which work together to support the exchange of data and media between two or more peers. This article provides a brief overview of each of these APIs and what purpose it serves.
The AudioChannelManager interface of the AudioChannels API includes features for managing your device's audio channels, including setting what channel's volume to affect when the volume buttons are pressed inside a particular app.
The headphones read-only property of the AudioChannelManager interface returns a Boolean that indicates whether headphones are plugged into the device. A true value means that headphone are plugged in; false means they aren't.