BaseAudioContext:createBufferSource() 方法
BaseAudioContext 介面的 createBufferSource() 方法用於建立一個新的 AudioBufferSourceNode,該節點可用於播放包含在 AudioBuffer 物件中的音訊資料。AudioBuffer 物件透過 BaseAudioContext.createBuffer 建立,或者在成功解碼音訊軌道時由 BaseAudioContext.decodeAudioData 返回。
注意: AudioBufferSourceNode() 建構函式是建立 AudioBufferSourceNode 的推薦方式;請參閱 建立 AudioNode。
語法
js
createBufferSource()
引數
無。
返回值
一個 AudioBufferSourceNode。
示例
在此示例中,我們建立一個兩秒的緩衝區,用白噪聲填充它,然後透過 AudioBufferSourceNode 播放它。註釋應清楚地解釋正在發生的事情。
js
const audioCtx = new AudioContext();
const button = document.querySelector("button");
const pre = document.querySelector("pre");
const myScript = document.querySelector("script");
pre.textContent = myScript.textContent;
// Stereo
const channels = 2;
// Create an empty two second stereo buffer at the
// sample rate of the AudioContext
const frameCount = audioCtx.sampleRate * 2.0;
const myArrayBuffer = audioCtx.createBuffer(
channels,
frameCount,
audioCtx.sampleRate,
);
button.onclick = () => {
// Fill the buffer with white noise;
// just random values between -1.0 and 1.0
for (let channel = 0; channel < channels; channel++) {
// This gives us the actual ArrayBuffer that contains the data
const nowBuffering = myArrayBuffer.getChannelData(channel);
for (let i = 0; i < frameCount; i++) {
// Math.random() is in [0; 1.0]
// audio needs to be in [-1.0; 1.0]
nowBuffering[i] = Math.random() * 2 - 1;
}
}
// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
const source = audioCtx.createBufferSource();
// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;
// connect the AudioBufferSourceNode to the
// destination so we can hear the sound
source.connect(audioCtx.destination);
// start the source playing
source.start();
};
規範
| 規範 |
|---|
| Web Audio API # dom-baseaudiocontext-createbuffersource |
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