blob: 6ef3a1ea61a9bf23babedd620133cafb3872a586 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
|
---
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>
{{Compat("api.BaseAudioContext.createBufferSource")}}
<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>
|