AudioBufferSourceNode has no input and exactly one output. The number of channels in the output corresponds to the number of channels of the AudioBuffer that is set to the AudioBufferSourceNode.buffer property. If there is no buffer set—that is, if the attribute's value is NULL—the output contains one channel consisting of silence. An AudioBufferSourceNode can only be played once; that is, only one call to AudioBufferSourceNode.start() is allowed. If the sound needs to be played again, another AudioBufferSourceNode has to be created. Those nodes are cheap to create, and AudioBuffers can be reused across plays. It is often said that AudioBufferSourceNodes have to be used in a "fire and forget" fashion: once it has been started, all references to the node can be dropped, and it will be garbage-collected automatically.
If the buffer property is set to the value NULL, it defines a single channel of silence.
The detune property of the AudioBufferSourceNode interface is an k-rate AudioParam representing detuning of oscillation in cents.
The default value is 1.0. When set to another value, the AudioBufferSourceNode resamples the audio before sending it to the output.
The most simple example just starts the audio buffer playing from the beginning — you don't need to specify any parameters in this case:
The most simple example just stops the audio buffer playing immediately — you don't need to specify any parameters in this case: