--- title: AudioContext.createDelay() slug: Web/API/BaseAudioContext/createDelay translation_of: Web/API/BaseAudioContext/createDelay original_slug: Web/API/AudioContext/createDelay ---
{{ APIRef("Web Audio API") }}
createDelay() 是
{{ domxref("AudioContext") }} 的一个方法,作用是将输入音频信号延迟一定时间。(比如可以实现 对着话筒说句话,然后几秒后 这句话从音响里播放出来)
var audioCtx = new AudioContext(); var synthDelay = audioCtx.createDelay(maxDelayTime);
A {{domxref("DelayNode")}}. The default {{domxref("DelayNode.delayTime")}} if no parameter is passed to createDelay()
is 0 seconds.
以上是原文,大意是返回延时时间,没有设置时默认是0
首先是中文版的简洁的示例,这个例子中 话筒里接收到的声音 会延迟3秒 从音响中播放
window.AudioContext = window.AudioContext || window.webkitAudioContext || window.mozAudioContext || window.msAudioContext;try {//音频相关api var audioContext = new window.AudioContext();
var synthDelay =audioContext
.createDelay(5.0);} catch (e) { alert("你浏览器不支持"); } var error = function (error) {alert("有错误"); }; //以下是获取麦克风 if (navigator.getUserMedia) { //标准api navigator.getUserMedia({ "audio": true }, function (stream) { micto(stream); //具体工作 }, error); }else if(navigator.webkitGetUserMedia) { //webkit api navigator.webkitGetUserMedia({audio:true, video: false }, function (stream) { micto(stream); //具体工作 }, error); }else if (navigator.mozGetUserMedia) { //火狐 api navigator.mozGetUserMedia({ "audio": true }, function (stream) { micto(stream);//具体工作 }, error); }else if (navigator.msGetUserMedia) { //ie api navigator.msGetUserMedia({ "audio": true }, function (stream) { micto(stream);//具体工作 }, error); } else { alert("您的浏览器版不支持这个api"); } var micto = function(stream) { synthDelay.delayTime.value = 3.0; //延迟3秒 var source = audioContext.createMediaStreamSource(stream); source.connect(synthDelay); synthDelay.connect(audioContext.destination); }
以下是英文版示例
We have created a simple example that allows you to play three different samples on a constant loop — see create-delay (you can also view the source code). If you just press the play buttons, the loops will start immediately; if you slide the sliders up to the right, then press the play buttons, a delay will be introduced, so the looping sounds don't start playing for a short amount of time.
var AudioContext = window.AudioContext || window.webkitAudioContext; var audioCtx = new AudioContext(); var synthDelay = audioCtx.createDelay(5.0); ... var synthSource; playSynth.onclick = function() { synthSource = audioCtx.createBufferSource(); synthSource.buffer = buffers[2]; synthSource.loop = true; synthSource.start(); synthSource.connect(synthDelay); synthDelay.connect(destination); this.setAttribute('disabled', 'disabled'); } stopSynth.onclick = function() { synthSource.disconnect(synthDelay); synthDelay.disconnect(destination); synthSource.stop(); playSynth.removeAttribute('disabled'); } ... var delay1; rangeSynth.oninput = function() { delay1 = rangeSynth.value; synthDelay.delayTime.value = delay1; }
Specification | Status | Comment |
---|---|---|
{{SpecName('Web Audio API', '#widl-AudioContext-createDelay-DelayNode-double-maxDelayTime', 'createDelay()')}} | {{Spec2('Web Audio API')}} |
Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari (WebKit) |
---|---|---|---|---|---|---|
Basic support | {{CompatChrome(10.0)}}{{property_prefix("webkit")}} | {{CompatVersionUnknown}} | {{CompatGeckoDesktop(25.0)}} | {{CompatNo}} | 15.0{{property_prefix("webkit")}} 22 (unprefixed) |
6.0{{property_prefix("webkit")}} |
Feature | Android | Edge | Firefox Mobile (Gecko) | Firefox OS | IE Mobile | Opera Mobile | Safari Mobile | Chrome for Android |
---|---|---|---|---|---|---|---|---|
Basic support | {{CompatUnknown}} | {{CompatVersionUnknown}} | 26.0 | 1.2 | {{CompatUnknown}} | {{CompatUnknown}} | {{CompatUnknown}} | 33.0 |