--- title: AudioContext.createBufferSource() slug: Web/API/BaseAudioContext/createBufferSource tags: - API - 音源 - 音频源 - 音频节点 translation_of: Web/API/BaseAudioContext/createBufferSource original_slug: Web/API/AudioContext/createBufferSource --- <p>{{ APIRef("Web Audio API") }}</p> <div> <p><code>createBufferSource()</code> 方法用于创建一个新的{{ domxref("AudioBufferSourceNode") }}接口, 该接口可以通过{{ domxref("AudioBuffer") }} 对象来播放音频数据. {{ domxref("AudioBuffer") }}对象可以通过{{domxref("AudioContext.createBuffer")}} 来创建或者通过 {{domxref("AudioContext.decodeAudioData")}}成功解码音轨后获取.</p> </div> <h2 id="语法">语法</h2> <pre class="brush: js">var audioCtx = new AudioContext(); var source = audioCtx.createBufferSource();</pre> <h2 id="返回">返回</h2> <p>一个{{domxref("AudioBufferSourceNode")}}对象.</p> <h2 id="例子">例子</h2> <p>在这个例子中, 我们将会创建一个2秒的缓冲器,并用白噪音填充它, 然后通过{{ domxref("AudioBufferSourceNode") }}来播放它. </p> <div class="note"> <p><strong>Note</strong>: You can also <a href="http://mdn.github.io/audio-buffer/">run the code live</a>, or <a href="https://github.com/mdn/audio-buffer">view the source</a>.</p> </div> <pre class="brush: js;highlight[31]">var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); var button = document.querySelector('button'); var pre = document.querySelector('pre'); var myScript = document.querySelector('script'); pre.innerHTML = myScript.innerHTML; // Stereo var channels = 2; // Create an empty two second stereo buffer at the // sample rate of the AudioContext var frameCount = audioCtx.sampleRate * 2.0; var myArrayBuffer = audioCtx.createBuffer(2, frameCount, audioCtx.sampleRate); button.onclick = function() { // Fill the buffer with white noise; //just random values between -1.0 and 1.0 for (var channel = 0; channel < channels; channel++) { // This gives us the actual ArrayBuffer that contains the data var nowBuffering = myArrayBuffer.getChannelData(channel); for (var 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 var 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(); }</pre> <h2 id="规范">规范</h2> <table class="standard-table"> <tbody> <tr> <th scope="col">Specification</th> <th scope="col">Status</th> <th scope="col">Comment</th> </tr> <tr> <td>{{SpecName('Web Audio API', '#widl-AudioContext-createBufferSource-AudioBufferSourceNode', 'createBufferSource()')}}</td> <td>{{Spec2('Web Audio API')}}</td> <td> </td> </tr> </tbody> </table> <h2 id="浏览器支持">浏览器支持</h2> <div>{{CompatibilityTable}}</div> <div id="compat-desktop"> <table class="compat-table"> <tbody> <tr> <th>Feature</th> <th>Chrome</th> <th>Firefox (Gecko)</th> <th>Internet Explorer</th> <th>Opera</th> <th>Safari (WebKit)</th> </tr> <tr> <td>Basic support</td> <td>{{CompatChrome(10.0)}}{{property_prefix("webkit")}}</td> <td>{{CompatGeckoDesktop(25.0)}} </td> <td>{{CompatNo}}</td> <td>15.0{{property_prefix("webkit")}}<br> 22 (unprefixed)</td> <td>6.0{{property_prefix("webkit")}}</td> </tr> </tbody> </table> </div> <div id="compat-mobile"> <table class="compat-table"> <tbody> <tr> <th>Feature</th> <th>Android</th> <th>Firefox Mobile (Gecko)</th> <th>Firefox OS</th> <th>IE Mobile</th> <th>Opera Mobile</th> <th>Safari Mobile</th> <th>Chrome for Android</th> </tr> <tr> <td>Basic support</td> <td>{{CompatUnknown}}</td> <td>26.0</td> <td>1.2</td> <td>{{CompatUnknown}}</td> <td>{{CompatUnknown}}</td> <td>{{CompatUnknown}}</td> <td>33.0</td> </tr> </tbody> </table> </div> <h2 id="See_also">See also</h2> <ul> <li><a href="/en-US/docs/Web_Audio_API/Using_Web_Audio_API">Using the Web Audio API</a></li> </ul>