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OfflineAudioContext.startRendering

The startRendering() method of the OfflineAudioContext Interface starts rendering the audio graph, taking into account the current connections and the current scheduled changes.

The complete event (of type OfflineAudioCompletionEvent) is raised when the rendering is finished, containing the resulting AudioBuffer in its renderedBuffer property.

Browsers currently support two versions of the startRendering() method — an older event-based version and a newer promise-based version. The former will eventually be removed, but currently both mechanisms are provided for legacy reasons.

Syntax

Event-based version:

offlineAudioCtx.startRendering();
offlineAudioCtx.oncomplete = function(e) {
  // e.renderedBuffer contains the output buffer
}

Promise-based version:

offlineAudioCtx.startRendering().then(function(buffer) {
  // buffer contains the output buffer
});

Parameters

None.

Returns

Void.

Example

In this simple example, we declare both an AudioContext and an OfflineAudioContext object. We use the AudioContext to load an audio track via XHR (AudioContext.decodeAudioData), then the OfflineAudioContext to render the audio into an AudioBufferSourceNode and play the track through. After the offline audio graph is set up, you need to render it to an AudioBuffer using OfflineAudioContext.startRendering.

When the startRendering() promise resolves, rendering has completed and the output AudioBuffer is returned out of the promise.

At this point we create another audio context, create an AudioBufferSourceNode inside it, and set its buffer to be equal to the promise AudioBuffer. This is then played as part of a simple standard audio graph.

Note: For a working example, see our offline-audio-context-promise Github repo (see the source code too.)

// define online and offline audio context

var audioCtx = new AudioContext();
var offlineCtx = new OfflineAudioContext(2,44100*40,44100);

source = offlineCtx.createBufferSource();

// use XHR to load an audio track, and
// decodeAudioData to decode it and OfflineAudioContext to render it

function getData() {
  request = new XMLHttpRequest();

  request.open('GET', 'viper.ogg', true);

  request.responseType = 'arraybuffer';

  request.onload = function() {
    var audioData = request.response;

    audioCtx.decodeAudioData(audioData, function(buffer) {
      myBuffer = buffer;
      source.buffer = myBuffer;
      source.connect(offlineCtx.destination);
      source.start();
      //source.loop = true;
      offlineCtx.startRendering().then(function(renderedBuffer) {
        console.log('Rendering completed successfully');
        var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
        var song = audioCtx.createBufferSource();
        song.buffer = renderedBuffer;

        song.connect(audioCtx.destination);

        play.onclick = function() {
          song.start();
        }
      }).catch(function(err) {
          console.log('Rendering failed: ' + err);
          // Note: The promise should reject when startRendering is called a second time on an OfflineAudioContext
      });
    });
  }

  request.send();
}

// Run getData to start the process off

getData();

Specifications

Specification Status Comment
Web Audio API
The definition of 'startRendering()' in that specification.
Working Draft

Browser compatibility

Feature Chrome Edge Firefox (Gecko) Internet Explorer Opera Safari (WebKit)
Basic support 10.0webkit (Yes) 25.0 (25.0) No support 15.0webkit
22 (unprefixed)
6.0webkit
Feature Android Android Webview Edge Firefox Mobile (Gecko) Firefox OS IE Mobile Opera Mobile Safari Mobile Chrome for Android
Basic support ? (Yes) (Yes) 26.0 1.2 ? ? ? 33.0

See also

© 2005–2017 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/startRendering