AudioNode.connect()
The connect()
method of the AudioNode
interface lets
you connect one of the node's outputs to a target, which may be either another
AudioNode
(thereby directing the sound data to the specified node) or an
AudioParam
, so that the node's output data is automatically used to
change the value of that parameter over time.
Syntax
var destinationNode = AudioNode.connect(destination, outputIndex, inputIndex);
AudioNode.connect(destination, outputIndex);
Parameters
destination
-
The
AudioNode
orAudioParam
to which to connect. outputIndex
Optional-
An index specifying which output of the current
AudioNode
to connect to the destination. The index numbers are defined according to the number of output channels (see Audio channels). While you can only connect a given output to a given input once (repeated attempts are ignored), you can connect an output to multiple inputs by callingconnect()
repeatedly. This makes fan-out possible. The default value is 0. inputIndex
Optional-
An index describing which input of the destination you want to connect the current
AudioNode
to; the default is 0. The index numbers are defined according to the number of input channels (see Audio channels). It is possible to connect anAudioNode
to anotherAudioNode
, which in turn connects back to the firstAudioNode
, creating a cycle.
Return value
If the destination is a node, connect()
returns a reference to the
destination AudioNode
object, allowing you to chain multiple
connect()
calls. In some browsers, older implementations of this interface
return undefined
.
If the destination is an AudioParam
, connect()
returns
undefined
.
Exceptions
IndexSizeError
DOMException
-
Thrown if the value specified as
outputIndex
orinputIndex
doesn't correspond to an existing input or output. InvalidAccessError
DOMException
-
Thrown if the destination node is not part of the same audio context as the source node.
NotSupportedError
DOMException
-
Thrown if the specified connection would create a cycle (in which the audio loops back through the same nodes repeatedly) and there are no
DelayNode
objects in the cycle to prevent the resulting waveform from getting stuck constructing the same audio frame indefinitely. Also thrown if theinputIndex
parameter is used while the destination is anAudioParam
.
Examples
Connecting to an audio input
The most obvious use of the connect()
method is to direct the audio output
from one node into the audio input of another node for further processing. For example,
you might send the audio from a MediaElementAudioSourceNode
—that is, the
audio from an HTML media element such as <audio>
—through a band pass
filter implemented using a BiquadFilterNode
to reduce noise before then
sending the audio along to the speakers.
This example creates an oscillator, then links it to a gain node, so that the gain node controls the volume of the oscillator node.
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioCtx = new AudioContext();
var oscillator = audioCtx.createOscillator();
var gainNode = audioCtx.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
AudioParam example
In this example, we will be altering the gain value of a GainNode
using
an OscillatorNode
with a slow frequency value. This technique is know as
an LFO-controlled parameter.
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioCtx = new AudioContext();
// create an normal oscillator to make sound
var oscillator = audioCtx.createOscillator();
// create a second oscillator that will be used as an LFO (Low-frequency
// oscillator), and will control a parameter
var lfo = audioCtx.createOscillator();
// set the frequency of the second oscillator to a low number
lfo.frequency.value = 2.0; // 2Hz: two oscillations per second
// create a gain whose gain AudioParam will be controlled by the LFO
var gain = audioCtx.createGain();
// connect the LFO to the gain AudioParam. This means the value of the LFO
// will not produce any audio, but will change the value of the gain instead
lfo.connect(gain.gain);
// connect the oscillator that will produce audio to the gain
oscillator.connect(gain);
// connect the gain to the destination so we hear sound
gain.connect(audioCtx.destination);
// start the oscillator that will produce audio
oscillator.start();
// start the oscillator that will modify the gain value
lfo.start();
AudioParam notes
It is possible to connect an AudioNode
output to more than one AudioParam
, and more than one AudioNode output to a single AudioParam
, with multiple calls to connect()
. Fan-in
and fan-out are therefore supported.
An AudioParam
will take the rendered audio data from any
AudioNode
output connected to it and convert it to mono by down-mixing
(if it is not already mono). Next, it will mix it together with any other such outputs,
and the intrinsic parameter value (the value the AudioParam
would
normally have without any audio connections), including any timeline changes scheduled
for the parameter.
Therefore, it is possible to choose the range in which an AudioParam
will change by setting the value of the AudioParam
to the central
frequency, and to use a GainNode
between the audio source and the
AudioParam
to adjust the range of the AudioParam
changes.
Specifications
Specification |
---|
Web Audio API # dom-audionode-connect |
Web Audio API # dom-audionode-connect-destinationparam-output |
Browser compatibility
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