The OfflineAudioContext interface is an audio.AudioContext
representing an audio-processing graph built from linked together
In contrast with a standard audio.AudioContext
, an OfflineAudioContext
render the audio to the device hardware; instead, it generates
as fast as it can, and outputs the result to an audio.AudioBuffer
.
The OfflineAudioContext interface is an `audio.AudioContext` representing an audio-processing graph built from linked together In contrast with a standard `audio.AudioContext`, an OfflineAudioContext render the audio to the device hardware; instead, it generates as fast as it can, and outputs the result to an `audio.AudioBuffer`.
Constructor.
The OfflineAudioContext() constructor—part of the Web Audio API—creates and returns a new web.OfflineAudioContext
object instance, which can then be used to render audio to an audio.AudioBuffer
rather than to an audio output device.
You can specify the parameters for the OfflineAudioContext() constructor as either the same set of parameters as are inputs into the audio.AudioContext.createBuffer()
method, or by passing those parameters in an options object. Either way, the individual parameters are the same.
numberOfChannels
An integer specifying the number of channels the resulting audio.AudioBuffer
should have.
length
An integer specifying the size of the buffer to create for the audio context, in sample-frames, where one sample-frame is a unit that can contain a single sample of audio data for every channel in the audio data. For example, a 5-second buffer with a sampleRate of 48000Hz would have a length of 5 * 48000 = 240000 sample-frames.
sampleRate
The sample-rate of the linear audio data in sample-frames per second. All user agents are required to support a range of 22050Hz to 96000Hz, and may support a wider range than that. The most commonly-used rate is 44100Hz, which is the sample rate used by CD audio.
It is important to note that, whereas you can create a new audio.AudioContext
using the web.new AudioContext()
constructor with no arguments, the OfflineAudioContext() constructor requires three arguments, since it needs to create an AudioBuffer. This works in exactly the same way as when you create a new audio.AudioBuffer
with the audio.AudioContext.createBuffer()
method. For more detail, read Audio buffers: frames, samples and channels from our Basic concepts guide.
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/OfflineAudioContext
Constructor. The OfflineAudioContext() constructor—part of the Web Audio API—creates and returns a new `web.OfflineAudioContext` object instance, which can then be used to render audio to an `audio.AudioBuffer` rather than to an audio output device. You can specify the parameters for the OfflineAudioContext() constructor as either the same set of parameters as are inputs into the `audio.AudioContext.createBuffer()` method, or by passing those parameters in an options object. Either way, the individual parameters are the same. numberOfChannels An integer specifying the number of channels the resulting `audio.AudioBuffer` should have. length An integer specifying the size of the buffer to create for the audio context, in sample-frames, where one sample-frame is a unit that can contain a single sample of audio data for every channel in the audio data. For example, a 5-second buffer with a sampleRate of 48000Hz would have a length of 5 * 48000 = 240000 sample-frames. sampleRate The sample-rate of the linear audio data in sample-frames per second. All user agents are required to support a range of 22050Hz to 96000Hz, and may support a wider range than that. The most commonly-used rate is 44100Hz, which is the sample rate used by CD audio. It is important to note that, whereas you can create a new `audio.AudioContext` using the `web.new AudioContext()` constructor with no arguments, the OfflineAudioContext() constructor requires three arguments, since it needs to create an AudioBuffer. This works in exactly the same way as when you create a new `audio.AudioBuffer` with the `audio.AudioContext.createBuffer()` method. For more detail, read Audio buffers: frames, samples and channels from our Basic concepts guide. See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/OfflineAudioContext`
(length this)
Property.
The length property of the web.OfflineAudioContext
interface
an integer representing the size of the buffer in sample-frames.
var length = OfflineAudioContext.length;
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/length
Property. The length property of the `web.OfflineAudioContext` interface an integer representing the size of the buffer in sample-frames. `var length = OfflineAudioContext.length;` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/length`
(oncomplete this)
Property.
When processing is complete, you might want to use the oncomplete the prompt the user that the audio can now be played, and enable play button.
var offlineAudioCtx = new OfflineAudioContext(); offlineAudioCtx.oncomplete = function() { ... }
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/oncomplete
Property. When processing is complete, you might want to use the oncomplete the prompt the user that the audio can now be played, and enable play button. `var offlineAudioCtx = new OfflineAudioContext(); offlineAudioCtx.oncomplete = function() { ... }` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/oncomplete`
(resume this & args)
Method.
The resume() method of the web.OfflineAudioContext
interface
the progression of time in an audio context that has been suspended.
promise resolves immediately because the OfflineAudioContext
not require the audio hardware. If the context is not currently
or the rendering has not started, the promise is rejected with
OfflineAudioContext.resume().then(function() { ... });
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/resume
Method. The resume() method of the `web.OfflineAudioContext` interface the progression of time in an audio context that has been suspended. promise resolves immediately because the OfflineAudioContext not require the audio hardware. If the context is not currently or the rendering has not started, the promise is rejected with `OfflineAudioContext.resume().then(function() { ... });` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/resume`
(set-length! this val)
Property.
The length property of the web.OfflineAudioContext
interface
an integer representing the size of the buffer in sample-frames.
var length = OfflineAudioContext.length;
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/length
Property. The length property of the `web.OfflineAudioContext` interface an integer representing the size of the buffer in sample-frames. `var length = OfflineAudioContext.length;` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/length`
(set-oncomplete! this val)
Property.
When processing is complete, you might want to use the oncomplete the prompt the user that the audio can now be played, and enable play button.
var offlineAudioCtx = new OfflineAudioContext(); offlineAudioCtx.oncomplete = function() { ... }
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/oncomplete
Property. When processing is complete, you might want to use the oncomplete the prompt the user that the audio can now be played, and enable play button. `var offlineAudioCtx = new OfflineAudioContext(); offlineAudioCtx.oncomplete = function() { ... }` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/oncomplete`
(start-rendering this & args)
Method.
The startRendering() method of the web.OfflineAudioContext
starts rendering the audio graph, taking into account the current
and the current scheduled changes.
`Event-based version:
offlineAudioCtx.startRendering(); offlineAudioCtx.oncomplete = function(e) { // e.renderedBuffer contains the output buffer }
Promise-based version:
offlineAudioCtx.startRendering().then(function(buffer) { // buffer contains the output buffer });`
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/startRendering
Method. The startRendering() method of the `web.OfflineAudioContext` starts rendering the audio graph, taking into account the current and the current scheduled changes. `Event-based version: offlineAudioCtx.startRendering(); offlineAudioCtx.oncomplete = function(e) { // e.renderedBuffer contains the output buffer } Promise-based version: offlineAudioCtx.startRendering().then(function(buffer) { // buffer contains the output buffer });` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/startRendering`
(suspend this suspend-time)
Method.
The suspend() method of the web.OfflineAudioContext
interface
a suspension of the time progression in the audio context at
specified time and returns a promise. This is generally useful
the time of manipulating the audio graph synchronously on OfflineAudioContext.
OfflineAudioContext.suspend(suspendTime).then(function() { ... });
See also: https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/suspend
Method. The suspend() method of the `web.OfflineAudioContext` interface a suspension of the time progression in the audio context at specified time and returns a promise. This is generally useful the time of manipulating the audio graph synchronously on OfflineAudioContext. `OfflineAudioContext.suspend(suspendTime).then(function() { ... });` See also: `https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/suspend`
cljdoc is a website building & hosting documentation for Clojure/Script libraries
× close