The Web Audio API provides a simple yet powerful mechanism to implement and manipulate audio content inside web applications. It allows you to develop complex audio mixing, effects, panning and more. In this article we will explain the basics of using the Web Audio API, via a couple of fairly simple examples.
The Web Audio API does not replace the <audio> media element, but rather complements it, just like <canvas> co-exists well alongside the <img> element. What you use to implement audio depends on your use case. If you just want to control playback of a simple audio track, <audio> is probably a better, quicker solution. If you want to carry out more complex audio processing, as well as playback, Web Audio API provides much more power and control.
One very powerful thing about the Web Audio API is that it does not have any strict "sound call limitations". There is no ceiling of 32 or 64 sound calls at one time, for example. Depending on the power of your processor, you might be able to get a thousand or more sounds playing simultaneously without stuttering. This shows real progress, given that a few years ago mid to high range sound cards were able to handle only a fraction of this load.
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!
First off, we created the Voice-change-O-matic, a fun voice changer and sound visualization web app, which allows you to choose different effects and visualizations. This could definitely be improved upon with better quality effects, but it demonstrates the usage of multiple Web Audio API features working together (run the Voice-change-O-matic live).
Another example we've created on our quest to understand the Web Audio is the Violent Theremin, a simple app allowing you to change the pitch and volume by moving your mouse pointer. It also provides a psychedelic lightshow (see Violent Theremin source code).
Note: most of the code snippets in this example are taken from the Violent Theremin example.
The Web Audio API involves handling audio operations inside an audio context, and has been designed to allow modular routing. Basic audio operations are performed with audio nodes, which are linked together to form an audio routing graph. Several sources — with different types of channel layouts — are supported even within a single context. This modular design provides the flexibility to create complex audio functions with dynamic effects.
Audio nodes are linked via their inputs and outputs, forming a chain that starts with one or more sources, goes through one or more nodes, then ends up at a destination (although you don't have to provide a destination if you, say, just want to visualize some audio data). A simple, typical workflow for web audio would look something like this:
<audio>
, oscillator, streamFirst, you will need to create an instance of AudioContext
to build an audio graph upon. The simplest example of this would look like so:
var audioCtx = new AudioContext();
Note: Multiple audio context instances are allowed on the same document, but are likely wasteful.
However, it is important to provide a prefixed version for Webkit/Blink browsers, and a non-prefixed version for Firefox (desktop/mobile/OS). Something like this would work:
var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
Note: Safari can break if you don't explicitly mention the window
object when creating a new context!
Now we have an audio context, and we can use the methods of this context to do most everything else. The first thing we need is an audio source to play around with. Audio sources can come from a variety of places:
OscillatorNode
is created using the AudioContext.createOscillator
method.AudioContext.createBuffer()
, AudioContext.createBufferSource()
, and AudioContext.decodeAudioData()
.<video>
or <audio>
: see AudioContext.createMediaElementSource()
.MediaStream
such as from a webcam or microphone. See AudioContext.createMediaStreamSource()
.For this particular example we'll just create an oscillator to provide a simple tone for our source, and a gain node to control sound volume:
var oscillator = audioCtx.createOscillator(); var gainNode = audioCtx.createGain();
Note: To play a music file directly, you generally have to load the file using XHR, decode the file into a buffer, and then feed that buffer into a buffer source. See this example from Voice-change-O-matic.
Note: Scott Michaud has written a useful helper library for loading and decoding one or more audio samples, called AudioSampleLoader. This can help simplify the XHR/buffering process described in the above note.
To actually output the tone through your speakers, you need to link them together. This is done by calling the connect
method on the node you want to connect from, which is available on most node types. The node that you want to connect to is given as the argument of the connect
method.
The default output mechanism of your device (usually your device speakers) is accessed using AudioContext.destination
. To connect the oscillator, gain node and destination together, we would use the following:
oscillator.connect(gainNode); gainNode.connect(audioCtx.destination);
In a more complex example (such as the Voice-change-O-matic), you can chain together as many nodes as you want. For example:
source = audioCtx.createMediaStreamSource(stream); source.connect(analyser); analyser.connect(distortion); distortion.connect(biquadFilter); biquadFilter.connect(convolver); convolver.connect(gainNode); gainNode.connect(audioCtx.destination);
This would create an audio graph like this:
You can also link multiple nodes to one node, for example if you wanted to mix multiple audio sources together, passing them all through a single effect node, like a gain node.
Note: From Firefox 32 onwards, the integrated Firefox Developer Tools include a Web Audio Editor, which is very useful for debugging web audio graphs.
Now that the audio graph is set up, we can set property values and invoke methods on our audio nodes to adjust the effect they have on the sound. In this simple example we can set a specific pitch in hertz for our oscillator, set it to a specific type, and tell our sound to play like so:
oscillator.type = 'sine'; // sine wave — other values are 'square', 'sawtooth', 'triangle' and 'custom' oscillator.frequency.value = 2500; // value in hertz oscillator.start();
In our Violent Theremin example we actually specify a max gain and frequency value:
var WIDTH = window.innerWidth; var HEIGHT = window.innerHeight; var maxFreq = 6000; var maxVol = 1; var initialFreq = 3000; var initialVol = 0.5; // set options for the oscillator oscillator.type = 'sine'; // sine wave — other values are 'square', 'sawtooth', 'triangle' and 'custom' oscillator.frequency.value = initialFreq; // value in hertz oscillator.start(); gainNode.gain.value = initialVol;
Then we set a new value of frequency and pitch every time the mouse cursor is moved, based on the current mouse X and Y value as a percetage of the maximum frequency and gain:
// Mouse pointer coordinates var CurX; var CurY; // Get new mouse pointer coordinates when mouse is moved // then set new gain and pitch values document.onmousemove = updatePage; function updatePage(e) { CurX = (window.Event) ? e.pageX : event.clientX + (document.documentElement.scrollLeft ? document.documentElement.scrollLeft : document.body.scrollLeft); CurY = (window.Event) ? e.pageY : event.clientY + (document.documentElement.scrollTop ? document.documentElement.scrollTop : document.body.scrollTop); oscillator.frequency.value = (CurX/WIDTH) * maxFreq; gainNode.gain.value = (CurY/HEIGHT) * maxVol; canvasDraw(); }
A canvasDraw()
function is also invoked after each mouse movement, this draws a little cluster of circles where the mouse pointer currently is, the size and colour of which are based on the frequency/gain values.
function random(number1,number2) { var randomNo = number1 + (Math.floor(Math.random() * (number2 - number1)) + 1); return randomNo; } var canvas = document.querySelector('.canvas'); canvas.width = WIDTH; canvas.height = HEIGHT; var canvasCtx = canvas.getContext('2d'); function canvasDraw() { rX = CurX; rY = CurY; rC = Math.floor((gainNode.gain.value/maxVol)*30); canvasCtx.globalAlpha = 0.2; for(i=1;i<=15;i=i+2) { canvasCtx.beginPath(); canvasCtx.fillStyle = 'rgb(' + 100+(i*10) + ',' + Math.floor((gainNode.gain.value/maxVol)*255) + ',' + Math.floor((oscillator.frequency.value/maxFreq)*255) + ')'; canvasCtx.arc(rX+random(0,50),rY+random(0,50),rC/2+i,(Math.PI/180)*0,(Math.PI/180)*360,false); canvasCtx.fill(); canvasCtx.closePath(); } }
When the Mute button is pressed, the function seen below is invoked, which disconnects the gain node from the destination node, effectively breaking the graph up so no sound can be produced. Pressing it again reverses the effect.
var mute = document.querySelector('.mute'); mute.onclick = function() { if(mute.id == "") { gainNode.disconnect(audioCtx.destination); mute.id = "activated"; mute.innerHTML = "Unmute"; } else { gainNode.connect(audioCtx.destination); mute.id = ""; mute.innerHTML = "Mute"; } }
There are many other nodes you can create using the Web Audio API, and the good news is that, in general, they work in the same way as what we have already seen: you create a node, connect it to the other nodes in the graph, and then manipulate that node's properties and methods to affect the sound source in the way you want.
We won't go through all of the available effects and so on; you can find details of how to use each one in the different interface reference pages of the Web_Audio_API
reference. For now we'll just go through a couple of options.
You can create a wave shaper node using the AudioContext.createWaveShaper
method:
var distortion = audioCtx.createWaveShaper();
This object must then be fed a mathematically defined wave shape, which is applied to the base sound wave to create a distortion effect. These waves are not that easy to figure out, and the best way to start is to just search the Web for algorithms. For example, we found this on Stack Overflow:
function makeDistortionCurve(amount) { var k = typeof amount === 'number' ? amount : 50, n_samples = 44100, curve = new Float32Array(n_samples), deg = Math.PI / 180, i = 0, x; for ( ; i < n_samples; ++i ) { x = i * 2 / n_samples - 1; curve[i] = ( 3 + k ) * x * 20 * deg / ( Math.PI + k * Math.abs(x) ); } return curve; };
In the Voice-change-O-matic demo, we connect the distortion
node up to the audio graph, then apply this to the distortion node when needed:
source.connect(analyser); analyser.connect(distortion); distortion.connect(biquadFilter); ... distortion.curve = makeDistortionCurve(400);
The biquad filter has a number of options available inside it, and is created using the AudioContext.createBiquadFilter
method:
var biquadFilter = audioCtx.createBiquadFilter();
The particular option used in the Voice-change-o-matic demo is a lowshelf filter, which basically provides a bass boost to the sound:
biquadFilter.type = "lowshelf"; biquadFilter.frequency.value = 1000; biquadFilter.gain.value = 25;
Here we specify the type of filter, a frequency value, and a gain value. In the case of a lowshelf filter, all frequencies below the specified frequency have their gain increased by 25 decibels.
The Web Audio API can do many other things other than audio visualization and spatialization (e.g. panning sound). We will cover other options in further articles, as this one has become long enough already!
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https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Using_Web_Audio_API