Web Audio API
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This feature is well established and works across many devices and browser versions. It’s been available across browsers since April 2021.
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The Web Audio API provides a powerful and versatile system for controlling audio on the Web, allowing developers to choose audio sources, add effects to audio, create audio visualizations, apply spatial effects (such as panning) and much more.
Web audio concepts and usage
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 layout — 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 into chains and simple webs by their inputs and outputs. They typically start with one or more sources. Sources provide arrays of sound intensities (samples) at very small timeslices, often tens of thousands of them per second. These could be either computed mathematically (such as MediaStreamAudioSourceNode). In fact, sound files are just recordings of sound intensities themselves, which come in from microphones or electric instruments, and get mixed down into a single, complicated wave.
Outputs of these nodes could be linked to inputs of others, which mix or modify these streams of sound samples into different streams. A common modification is multiplying the samples by a value to make them louder or quieter (as is the case with BaseAudioContext.destination), which sends the sound to the speakers or headphones. This last connection is only necessary if the user is supposed to hear the audio.
A simple, typical workflow for web audio would look something like this:
- Create audio context
- Inside the context, create sources — such as
<audio>, oscillator, stream - Create effects nodes, such as reverb, biquad filter, panner, compressor
- Choose final destination of audio, for example your system speakers
- Connect the sources up to the effects, and the effects to the destination.
Timing is controlled with high precision and low latency, allowing developers to write code that responds accurately to events and is able to target specific samples, even at a high sample rate. So applications such as drum machines and sequencers are well within reach.
The Web Audio API also allows us to control how audio is spatialized. Using a system based on a source-listener model, it allows control of the panning model and deals with distance-induced attenuation induced by a moving source (or moving listener).
Note: You can read about the theory of the Web Audio API in a lot more detail in our article Basic concepts behind Web Audio API.
Web Audio API target audience
The Web Audio API can seem intimidating to those that aren't familiar with audio or music terms, and as it incorporates a great deal of functionality it can prove difficult to get started if you are a developer.
It can be used to incorporate audio into your website or application, by providing atmosphere like futurelibrary.no, or auditory feedback on forms. However, it can also be used to create advanced interactive instruments. With that in mind, it is suitable for both developers and musicians alike.
We have a simple introductory tutorial for those that are familiar with programming but need a good introduction to some of the terms and structure of the API.
There's also a Basic Concepts Behind Web Audio API article, to help you understand the way digital audio works, specifically in the realm of the API. This also includes a good introduction to some of the concepts the API is built upon.
Learning coding is like playing cards — you learn the rules, then you play, then you go back and learn the rules again, then you play again. So if some of the theory doesn't quite fit after the first tutorial and article, there's an advanced tutorial which extends the first one to help you practice what you've learnt, and apply some more advanced techniques to build up a step sequencer.
We also have other tutorials and comprehensive reference material available that covers all features of the API. See the sidebar on this page for more.
If you are more familiar with the musical side of things, are familiar with music theory concepts, want to start building instruments, then you can go ahead and start building things with the advanced tutorial and others as a guide (the above-linked tutorial covers scheduling notes, creating bespoke oscillators and envelopes, as well as an LFO among other things.)
If you aren't familiar with the programming basics, you might want to consult some beginner's JavaScript tutorials first and then come back here — see our Beginner's JavaScript learning module for a great place to begin.
Web Audio API interfaces
The Web Audio API has a number of interfaces and associated events, which we have split up into nine categories of functionality.
General audio graph definition
General containers and definitions that shape audio graphs in Web Audio API usage.
AudioContext-
The
AudioContextinterface represents an audio-processing graph built from audio modules linked together, each represented by anAudioNode. An audio context controls the creation of the nodes it contains and the execution of the audio processing, or decoding. You need to create anAudioContextbefore you do anything else, as everything happens inside a context. AudioNode-
The
AudioNodeinterface represents an audio-processing module like an audio source (e.g., an HTMLGainNode). AudioParam-
The
AudioParaminterface represents an audio-related parameter, like one of anAudioNode. It can be set to a specific value or a change in value, and can be scheduled to happen at a specific time and following a specific pattern. AudioParamMap-
Provides a map-like interface to a group of
AudioParaminterfaces, which means it provides the methodsforEach(),get(),has(),keys(), andvalues(), as well as asizeproperty. BaseAudioContext-
The
BaseAudioContextinterface acts as a base definition for online and offline audio-processing graphs, as represented byOfflineAudioContextrespectively. You wouldn't useBaseAudioContextdirectly — you'd use its features via one of these two inheriting interfaces. - The
endedevent -
The
endedevent is fired when playback has stopped because the end of the media was reached.
Defining audio sources
Interfaces that define audio sources for use in the Web Audio API.
AudioScheduledSourceNode-
The
AudioScheduledSourceNodeis a parent interface for several types of audio source node interfaces. It is anAudioNode. OscillatorNode-
The
OscillatorNodeinterface represents a periodic waveform, such as a sine or triangle wave. It is anAudioNodeaudio-processing module that causes a given frequency of wave to be created. AudioBuffer-
The
AudioBufferinterface represents a short audio asset residing in memory, created from an audio file using theAudioBufferSourceNode. AudioBufferSourceNode-
The
AudioBufferSourceNodeinterface represents an audio source consisting of in-memory audio data, stored in anAudioNodethat acts as an audio source. MediaElementAudioSourceNode-
The
MediaElementAudioSourceNodeinterface represents an audio source consisting of an HTMLAudioNodethat acts as an audio source. MediaStreamAudioSourceNode-
The
MediaStreamAudioSourceNodeinterface represents an audio source consisting of aAudioNodethat acts as an audio source. MediaStreamTrackAudioSourceNode-
A node of type
createMediaStreamTrackSource()method to create the node, you specify which track to use. This provides more control thanMediaStreamAudioSourceNode.
Defining audio effects filters
Interfaces for defining effects that you want to apply to your audio sources.
BiquadFilterNode-
The
BiquadFilterNodeinterface represents a simple low-order filter. It is anAudioNodethat can represent different kinds of filters, tone control devices, or graphic equalizers. ABiquadFilterNodealways has exactly one input and one output. ConvolverNode-
The
ConvolverNodeinterface is anAudioBuffer, and is often used to achieve a reverb effect. DelayNode-
The
DelayNodeinterface represents a delay-line; anAudioNodeaudio-processing module that causes a delay between the arrival of an input data and its propagation to the output. DynamicsCompressorNode-
The
DynamicsCompressorNodeinterface provides a compression effect, which lowers the volume of the loudest parts of the signal in order to help prevent clipping and distortion that can occur when multiple sounds are played and multiplexed together at once. GainNode-
The
GainNodeinterface represents a change in volume. It is anAudioNodeaudio-processing module that causes a given gain to be applied to the input data before its propagation to the output. WaveShaperNode-
The
WaveShaperNodeinterface represents a non-linear distorter. It is anAudioNodethat use a curve to apply a waveshaping distortion to the signal. Beside obvious distortion effects, it is often used to add a warm feeling to the signal. PeriodicWave-
Describes a periodic waveform that can be used to shape the output of an
OscillatorNode. IIRFilterNode-
Implements a general infinite impulse response (IIR) filter; this type of filter can be used to implement tone-control devices and graphic equalizers as well.
Defining audio destinations
Once you are done processing your audio, these interfaces define where to output it.
AudioDestinationNode-
The
AudioDestinationNodeinterface represents the end destination of an audio source in a given context — usually the speakers of your device. MediaStreamAudioDestinationNode-
The
MediaStreamAudioDestinationNodeinterface represents an audio destination consisting of agetUserMedia(). It is anAudioNodethat acts as an audio destination.
Data analysis and visualization
If you want to extract time, frequency, and other data from your audio, the AnalyserNode is what you need.
AnalyserNode-
The
AnalyserNodeinterface represents a node able to provide real-time frequency and time-domain analysis information, for the purposes of data analysis and visualization.
Splitting and merging audio channels
To split and merge audio channels, you'll use these interfaces.
ChannelSplitterNode-
The
ChannelSplitterNodeinterface separates the different channels of an audio source out into a set of mono outputs. ChannelMergerNode-
The
ChannelMergerNodeinterface reunites different mono inputs into a single output. Each input will be used to fill a channel of the output.
Audio spatialization
These interfaces allow you to add audio spatialization panning effects to your audio sources.
AudioListener-
The
AudioListenerinterface represents the position and orientation of the unique person listening to the audio scene used in audio spatialization. PannerNode-
The
PannerNodeinterface represents the position and behavior of an audio source signal in 3D space, allowing you to create complex panning effects. StereoPannerNode-
The
StereoPannerNodeinterface represents a simple stereo panner node that can be used to pan an audio stream left or right.
Audio processing in JavaScript
Using audio worklets, you can define custom audio nodes written in JavaScript or Worker interface.
AudioWorklet-
The
AudioWorkletinterface is available through theaudioWorklet, and lets you add modules to the audio worklet to be executed off the main thread. AudioWorkletNode-
The
AudioWorkletNodeinterface represents anAudioNodethat is embedded into an audio graph and can pass messages to the correspondingAudioWorkletProcessor. AudioWorkletProcessor-
The
AudioWorkletProcessorinterface represents audio processing code running in anAudioWorkletGlobalScopethat generates, processes, or analyzes audio directly, and can pass messages to the correspondingAudioWorkletNode. AudioWorkletGlobalScope-
The
AudioWorkletGlobalScopeinterface is aWorkletGlobalScope-derived object representing a worker context in which an audio processing script is run; it is designed to enable the generation, processing, and analysis of audio data directly using JavaScript in a worklet thread rather than on the main thread.
Obsolete: script processor nodes
Before audio worklets were defined, the Web Audio API used the ScriptProcessorNode for JavaScript-based audio processing. Because the code runs in the main thread, they have bad performance. The ScriptProcessorNode is kept for historic reasons but is marked as deprecated.
ScriptProcessorNodeDeprecated-
The
ScriptProcessorNodeinterface allows the generation, processing, or analyzing of audio using JavaScript. It is anAudioProcessingEventinterface, is sent to the object each time the input buffer contains new data, and the event handler terminates when it has filled the output buffer with data. audioprocess(event) Deprecated-
The
audioprocessevent is fired when an input buffer of a Web Audio APIScriptProcessorNodeis ready to be processed. AudioProcessingEventDeprecated-
The
AudioProcessingEventrepresents events that occur when aScriptProcessorNodeinput buffer is ready to be processed.
Offline/background audio processing
It is possible to process/render an audio graph very quickly in the background — rendering it to an AudioBuffer rather than to the device's speakers — with the following.
OfflineAudioContext-
The
OfflineAudioContextinterface is anAudioNodes. In contrast with a standardAudioContext, anOfflineAudioContextdoesn't really render the audio but rather generates it, as fast as it can, in a buffer. complete(event)-
The
completeevent is fired when the rendering of anOfflineAudioContextis terminated. OfflineAudioCompletionEvent-
The
OfflineAudioCompletionEventrepresents events that occur when the processing of ancompleteevent uses this interface.
Guides and tutorials
- Controlling multiple parameters with ConstantSourceNode
This article demonstrates how to use a
ConstantSourceNodeto link multiple parameters together so they share the same value, which can be changed by setting the value of theConstantSourceNode.offsetparameter.- Using the Web Audio API
Let's take a look at getting started with the Web audio spatialization basics
As if its extensive variety of sound processing (and other) options wasn't enough, the Web Audio API also includes facilities to allow you to emulate the difference in sound as a listener moves around a sound source, for example panning as you move around a sound source inside a 3D game. The official term for this is spatialization, and this article will cover the basics of how to implement such a system.
Examples
You can find a number of examples at our webaudio-examples repo on GitHub.
Specifications
| Specification |
|---|
| Web Audio API # AudioContext |
Browser compatibility
See also
Tutorials/guides
- Basic concepts behind Web Audio API
- Using the Web Audio API
- Advanced techniques: creating sound, sequencing, timing, scheduling
- Autoplay guide for media and Web Audio APIs
- Using IIR filters
- Visualizations with Web Audio API
- Web audio spatialization basics
- Controlling multiple parameters with ConstantSourceNode
- Mixing Positional Audio and WebGL (2012)
- Developing Game Audio with the Web Audio API (2012)
Libraries
- Tone.js: a framework for creating interactive music in the browser.
- HTML Audio, as well as providing other useful features.
- Mooog: jQuery-style chaining of AudioNodes, mixer-style sends/returns, and more.
- XSound: Web Audio API Library for Synthesizer, Effects, Visualization, Recording, etc.
- source on GitHub)
- Pts.js: Simplifies web audio visualization (guide)