AudioContext.createJavaScriptNode()
Deprecated: This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes. Avoid using it, and update existing code if possible; see the compatibility table at the bottom of this page to guide your decision. Be aware that this feature may cease to work at any time.
The AudioContext.createJavaScriptNode()
method creates a
JavaScriptNode
which is used for directly manipulating audio data with
JavaScript.
Note: This method is obsolete, and has been renamed to
AudioContext.createScriptProcessor()
. See also
ScriptProcessorNode
.
Syntax
var jsNode = audioCtx.createJavaScriptNode(bufferSize, numInputChannels, numOutputChannels);
Parameters
bufferSize
-
The buffer size must be in units of sample frames, i.e., one of: 256, 512, 1024, 2048, 4096, 8192, or 16384. It controls the frequency of callbacks asking for a buffer refill. Smaller sizes allow for lower latency and higher for better overall quality.
numInputChannels
-
The number of input channels in the audio stream.
numOutputChannels
-
The number of output channels in the audio stream.
Example
The following script illustrates the use of createJavaScriptNode()
:
var SineWave = function(context) {
var that = this;
this.x = 0; // Initial sample number
this.context = context;
this.node = context.createJavaScriptNode(1024, 1, 1);
this.node.onaudioprocess = function(e) { that.process(e) };
}
SineWave.prototype.process = function(e) {
var data = e.outputBuffer.getChannelData(0);
for (var i = 0; i < data.length; ++i) {
data[i] = Math.sin(this.x++);
}
}
SineWave.prototype.play = function() {
this.node.connect(this.context.destination);
}
SineWave.prototype.pause = function() {
this.node.disconnect();
}