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Web Audio API

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Die Web Audio API stellt eine Vielzahl an Funktionen bereit, die es Entwicklern erlauben Audioquellen auszuwählen, sie mit Effekten zu versehen, Visualisierungen zu generieren, räumliche Effekte (z.B. Panning) hinzuzufügen und vieles mehr.

Das Web Audio Konzept und Benutzung

Die Web Audio API führt Audio-Operationen in einem sog. Audio Context aus und wurde mit dem Ziel designt, modulares routing zu ermöglichen. Grundlegende Audio-Operationen werden mit Audio Nodes durchgeführt, die, miteinander verbunden, einen Audio-Routing-Graphen bilden. Unterschiedliche (durch Kanal-Layouts) Audioquellen können in einem einzigen Audio Context verwendet werden. Durch diesen modularen Aufbau ist es möglich, komplexe Audioausgaben mit dynamischen Effekten zu erzeugen.

Audio Nodes werden über ihre Ein- und Ausgänge zu einfachen Ketten oder Netzen verbunden. Sie beginnen in der Regel mit einer oder mehreren Quellen. Quellen stellen Arrays mit (Audio-)Amplituden-Werten (Samples) bereit, die einen sehr kleinen Zeitabschnitt beschreiben (oft weniger als ein Zehntausendstel einer Sekunde). Die Samples sind entweder computergeneriert (siehe OscillatorNode), beschreiben Audio- oder Videodateien  (siehe: AudioBufferSourceNode und MediaElementAudioSourceNode) oder Audiostreams (siehe: MediaStreamAudioSourceNode). Audiodateien sind ihrerseits nichts anderes als Sequenzen von Samples, die von elektronischen Instrumenten und Mikrophonen erzeugt werden, und zu einer gemeinsamen, komplexen (Audio-)Datei zusammengemischt wurden. Die Ausgänge der Audio Nodes können zu Eingängen anderer Audio Nodes geroutet werden, die sie mischen oder modifizieren, und wiederum an ihrern Ausgängen bereitstellen. Eine typische Modifikation wäre das Verändern der Lautstärke (siehe GainNode). Wurde das Audiomaterial (Signal) nach Wunsch bearbeitet, kann es zum Eingang einer Destination (AudioContext.destination) geroutet werden, die es dann zu den Lautsprechern oder Kopfhörern schickt. Diese Verbindung ist nur erfoderlich, wenn der Nutzer das Signal hören soll.

Ein typischer Workflow für Web Audio wäre:

  1. Audio Context erstellen
  2. Audioquellen im Kontext bereitstellen (z.B. <audio>, Oszillator, Stream)
  3. Effekte (Effect Audio Nodes) erstellen (z.B. Hall, Filter oder Panning)
  4. Ausgabegerät auswählen (z.B. PC-Lautsprecher)
  5. Audioquellen mit Effekten verbinden und diese mit dem Ausgabegerät

Arbeitsablaufdiagramm der Web Audio API

Die Verarbeitung erfolgt mit sehr präzisem Timing und wenig Latenz, was ermöglicht, Code zu entwickeln, der schnell auf Ereignisse reagiert und auch bei hohen Abtastraten gezielt einzelne Samples zu referieren. Somit ist Web Audio API auch für Einsatzzwecke, die eine hohe Genauigkeiten benötigen, wie Grooveboxen, geeignet.

Die Web Audio API erlaubt es uns auch, zu kontrollieren, wie Audio bzw. Klang verräumlicht wird. Durch die Benutzung eines source-listener model können wir das panning model kontrollieren, wodurch wir z.B. durch Entfernung verursachte Dämpfungen des Klangs oder den Doppler-Effekt durch eine sich bewegende Audioquelle (beispielsweise ein Polizeiauto) simulieren können.

Anmerkung: Sie können über die Theorie der Web Audio API sehr viel mehr lesen in dem Artikel Basic concepts behind Web Audio API (englisch)

Web Audio API Schnittstellen

Die Web Audio API bietet 28 Schnittstellen und Events, die in neun Kategorien unterteilt sind.

Generelle Audio-Graph Funktionen 

Generelle Container und Definitionen die Audio-Graphen für Web Audio erzeugen.

AudioContext

Die AudioContext Schnittstelle repräsentiert den Graphen, der aus miteinander verbundenen AudioNodes besteht. Ein Audio Context kontrolliert die Erstellung von Knoten (Nodes) und das Ausführen von Wiedergabe und (De-)Kodierung. Der Audio Context ist die Grundvoraussetzung für alles weitere und muss daher als erstes erstellt werden.

AudioNode
Die Audio Node Schnittstelle repräsentiert ein Audio(-verarbeitendes) Modul wie beispielsweise eine Audio Quelle wie ein HTML <audio> or <video> Element, eine Destination (audio destination), oder ein Verarbeitungsmodul (intermediate processing module) wie z.B. ein Filter   BiquadFilterNode oder Lautstärkeregler GainNode).
AudioParam
The AudioParam interface represents an audio-related parameter, like one of an AudioNode. 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.
ended (event)
The ended event 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.

OscillatorNode
The OscillatorNode interface represents a sine wave. It is an AudioNode audio-processing module that causes a given frequency of sine wave to be created.
AudioBuffer
The AudioBuffer interface represents a short audio asset residing in memory, created from an audio file using the AudioContext.decodeAudioData() method, or created with raw data using AudioContext.createBuffer(). Once decoded into this form, the audio can then be put into an AudioBufferSourceNode.
AudioBufferSourceNode
The AudioBufferSourceNode interface represents an audio source consisting of in-memory audio data, stored in an AudioBuffer. It is an AudioNode that acts as an audio source.
MediaElementAudioSourceNode
The MediaElementAudioSourceNode interface represents an audio source consisting of an HTML5 <audio> or <video> element. It is an AudioNode that acts as an audio source.
MediaStreamAudioSourceNode
The MediaStreamAudioSourceNode interface represents an audio source consisting of a WebRTC MediaStream (such as a webcam or microphone). It is an AudioNode that acts as an audio source.

Defining audio effects filters

Interfaces for defining effects that you want to apply to your audio sources.

BiquadFilterNode
The BiquadFilterNode interface represents a simple low-order filter. It is an AudioNode that can represent different kinds of filters, tone control devices or graphic equalizers. A BiquadFilterNode always has exactly one input and one output.
ConvolverNode
The ConvolverNode interface is an AudioNode that performs a Linear Convolution on a given AudioBuffer, often used to achieve a reverb effect.
DelayNode
The DelayNode interface represents a delay-line; an AudioNode audio-processing module that causes a delay between the arrival of an input data and its propagation to the output.
DynamicsCompressorNode
The DynamicsCompressorNode interface 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 GainNode interface represents a change in volume. It is an AudioNode audio-processing module that causes a given gain to be applied to the input data before its propagation to the output.
StereoPannerNode
The StereoPannerNode interface represents a simple stereo panner node  that can be used to pan an audio stream left or right.
WaveShaperNode
The WaveShaperNode interface represents a non-linear distorter. It is an AudioNode that 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
Used to define a periodic waveform that can be used to shape the output of an OscillatorNode.

Defining audio destinations

Once you are done processing your audio, these interfaces define where to output it.

AudioDestinationNode
The AudioDestinationNode interface represents the end destination of an audio source in a given context — usually the speakers of your device.
MediaStreamAudioDestinationNode
The MediaStreamAudioDestinationNode interface represents an audio destination consisting of a WebRTC MediaStream with a single AudioMediaStreamTrack, which can be used in a similar way to a MediaStream obtained from Navigator.getUserMedia. It is an AudioNode that acts as an audio destination.

Data analysis and visualisation

If you want to extract time, frequency and other data from your audio, the AnalyserNode is what you need.

AnalyserNode
The AnalyserNode interface 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 ChannelSplitterNode interface separates the different channels of an audio source out into a set of mono outputs.
ChannelMergerNode
The ChannelMergerNode interface 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 AudioListener interface represents the position and orientation of the unique person listening to the audio scene used in audio spatialization.
PannerNode
The PannerNode interface represents the behavior of a signal in space. It is an AudioNode audio-processing module describing its position with right-hand Cartesian coordinates, its movement using a velocity vector and its directionality using a directionality cone.

Audio processing via JavaScript

If you want to use an external script to process your audio source, the below Node and events make it possible.

Note: As of the August 29 2014 Web Audio API spec publication, these features have been marked as deprecated, and are soon to be replaced by Audio_Workers.

ScriptProcessorNode
The ScriptProcessorNode interface allows the generation, processing, or analyzing of audio using JavaScript. It is an AudioNode audio-processing module that is linked to two buffers, one containing the current input, one containing the output. An event, implementing the AudioProcessingEvent interface, 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)
The audioprocess event is fired when an input buffer of a Web Audio API ScriptProcessorNode is ready to be processed.
AudioProcessingEvent
The Web Audio API AudioProcessingEvent represents events that occur when a ScriptProcessorNode input 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 OfflineAudioContext interface is an AudioContext interface representing an audio-processing graph built from linked together AudioNodes. In contrast with a standard AudioContext, an OfflineAudioContext doesn't really render the audio but rather generates it, as fast as it can, in a buffer.
complete (event)
The complete event is fired when the rendering of an OfflineAudioContext is terminated.
OfflineAudioCompletionEvent
The OfflineAudioCompletionEvent represents events that occur when the processing of an OfflineAudioContext is terminated. The complete event implements this interface.

Audio Workers

Audio workers provide the ability for direct scripted audio processing to be done inside a web worker context, and are defined by a couple of interfaces (new as of 29th August 2014.) These are not implemented in any browsers yet. When implemented, they will replace ScriptProcessorNode, and the other features discussed in the Audio processing via JavaScript section above.

AudioWorkerNode
The AudioWorkerNode interface represents an AudioNode that interacts with a worker thread to generate, process, or analyse audio directly.
AudioWorkerGlobalScope
The AudioWorkerGlobalScope interface is a DedicatedWorkerGlobalScope-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 worker thread.
AudioProcessEvent
This is an Event object that is dispatched to AudioWorkerGlobalScope objects to perform processing.

Obsolete interfaces

The following interfaces were defined in old versions of the Web Audio API spec, but are now obsolete and have been replaced by other interfaces.

JavaScriptNode
Used for direct audio processing via JavaScript. This interface is obsolete, and has been replaced by ScriptProcessorNode.
WaveTableNode
Used to define a periodic waveform. This interface is obsolete, and has been replaced by PeriodicWave.

Example

This example shows a wide variety of Web Audio API functions being used. You can see this code in action on the Voice-change-o-matic demo (also check out the full source code at Github) — this is an experimental voice changer toy demo; keep your speakers turned down low when you use it, at least to start!

The Web Audio API lines are highlighted; if you want to find more out about what the different methods, etc. do, have a search around the reference pages.

var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); // define audio context
// Webkit/blink browsers need prefix, Safari won't work without window.

var voiceSelect = document.getElementById("voice"); // select box for selecting voice effect options
var visualSelect = document.getElementById("visual"); // select box for selecting audio visualization options
var mute = document.querySelector('.mute'); // mute button
var drawVisual; // requestAnimationFrame

var analyser = audioCtx.createAnalyser();
var distortion = audioCtx.createWaveShaper();
var gainNode = audioCtx.createGain();
var biquadFilter = audioCtx.createBiquadFilter();

function makeDistortionCurve(amount) { // function to make curve shape for distortion/wave shaper node to use
  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;
};

navigator.getUserMedia (
  // constraints - only audio needed for this app
  {
    audio: true
  },

  // Success callback
  function(stream) {
    source = audioCtx.createMediaStreamSource(stream);
    source.connect(analyser);
    analyser.connect(distortion);
    distortion.connect(biquadFilter);
    biquadFilter.connect(gainNode);
    gainNode.connect(audioCtx.destination); // connecting the different audio graph nodes together

    visualize(stream);
    voiceChange();

  },

  // Error callback
  function(err) {
    console.log('The following gUM error occured: ' + err);
  }
);

function visualize(stream) {
  WIDTH = canvas.width;
  HEIGHT = canvas.height;

  var visualSetting = visualSelect.value;
  console.log(visualSetting);

  if(visualSetting == "sinewave") {
    analyser.fftSize = 2048;
    var bufferLength = analyser.frequencyBinCount; // half the FFT value
    var dataArray = new Uint8Array(bufferLength); // create an array to store the data

    canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);

    function draw() {

      drawVisual = requestAnimationFrame(draw);

      analyser.getByteTimeDomainData(dataArray); // get waveform data and put it into the array created above

      canvasCtx.fillStyle = 'rgb(200, 200, 200)'; // draw wave with canvas
      canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);

      canvasCtx.lineWidth = 2;
      canvasCtx.strokeStyle = 'rgb(0, 0, 0)';

      canvasCtx.beginPath();

      var sliceWidth = WIDTH * 1.0 / bufferLength;
      var x = 0;

      for(var i = 0; i < bufferLength; i++) {

        var v = dataArray[i] / 128.0;
        var y = v * HEIGHT/2;

        if(i === 0) {
          canvasCtx.moveTo(x, y);
        } else {
          canvasCtx.lineTo(x, y);
        }

        x += sliceWidth;
      }

      canvasCtx.lineTo(canvas.width, canvas.height/2);
      canvasCtx.stroke();
    };

    draw();

  } else if(visualSetting == "off") {
    canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);
    canvasCtx.fillStyle = "red";
    canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);
  }

}

function voiceChange() {
  distortion.curve = new Float32Array;
  biquadFilter.gain.value = 0; // reset the effects each time the voiceChange function is run

  var voiceSetting = voiceSelect.value;
  console.log(voiceSetting);

  if(voiceSetting == "distortion") {
    distortion.curve = makeDistortionCurve(400); // apply distortion to sound using waveshaper node
  } else if(voiceSetting == "biquad") {
    biquadFilter.type = "lowshelf";
    biquadFilter.frequency.value = 1000;
    biquadFilter.gain.value = 25; // apply lowshelf filter to sounds using biquad
  } else if(voiceSetting == "off") {
    console.log("Voice settings turned off"); // do nothing, as off option was chosen
  }

}

// event listeners to change visualize and voice settings

visualSelect.onchange = function() {
  window.cancelAnimationFrame(drawVisual);
  visualize(stream);
}

voiceSelect.onchange = function() {
  voiceChange();
}

mute.onclick = voiceMute;

function voiceMute() { // toggle to mute and unmute sound
  if(mute.id == "") {
    gainNode.gain.value = 0; // gain set to 0 to mute sound
    mute.id = "activated";
    mute.innerHTML = "Unmute";
  } else {
    gainNode.gain.value = 1; // gain set to 1 to unmute sound
    mute.id = "";    
    mute.innerHTML = "Mute";
  }
}

Specifications

Specification Status Comment
Web Audio API Arbeitsentwurf  

Browser compatibility

Feature Chrome Edge Firefox (Gecko) Internet Explorer Opera Safari (WebKit)
Basic support 14 webkit (Ja) 23 Nicht unterstützt 15 webkit
22 (unprefixed)
6 webkit
Feature Android Chrome Firefox Mobile (Gecko) Firefox OS IE Phone Opera Mobile Safari Mobile
Basic support Nicht unterstützt 28 webkit 25 1.2 Nicht unterstützt Nicht unterstützt webkit

See also

Schlagwörter des Dokuments und Mitwirkende

 Mitwirkende an dieser Seite: fl1p, LordZnarf
 Zuletzt aktualisiert von: fl1p,