The smoothingTimeConstant
property of the AnalyserNode
interface is a double value representing the averaging constant with the last analysis frame. It's basically an average between the current buffer and the last buffer the AnalyserNode
processed, and results in a much smoother set of value changes over time.
var smoothValue = analyserNode.smoothingTimeConstant; analyserNode.smoothingTimeConstant = newValue;
A double within the range 0
to 1
(0
meaning no time averaging). The default value is 0.8
.
If 0 is set, there is no averaging done, whereas a value of 1 means "overlap the previous and current buffer quite a lot while computing the value", which essentially smoothes the changes across AnalyserNode.getFloatFrequencyData
/AnalyserNode.getByteFrequencyData
calls.
In technical terms, we apply a Blackman window and smooth the values over time. The default value is good enough for most cases.
Note: If a value outside the range 0–1 is set, an INDEX_SIZE_ERR
exception is thrown.
The following example shows basic usage of an AudioContext
to create an AnalyserNode
, then requestAnimationFrame
and <canvas>
to collect frequency data repeatedly and draw a "winamp bargraph style" output of the current audio input. For more complete applied examples/information, check out our Voice-change-O-matic demo (see app.js lines 128–205 for relevant code).
If you are curious about the effect the smoothingTimeConstant()
has, try cloning the above example and setting analyser.smoothingTimeConstant = 0;
instead. You'll notice that the value changes are much more jarring.
var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); var analyser = audioCtx.createAnalyser(); analyser.minDecibels = -90; analyser.maxDecibels = -10; analyser.smoothingTimeConstant = 0.85; ... analyser.fftSize = 256; var bufferLength = analyser.frequencyBinCount; console.log(bufferLength); var dataArray = new Uint8Array(bufferLength); canvasCtx.clearRect(0, 0, WIDTH, HEIGHT); function draw() { drawVisual = requestAnimationFrame(draw); analyser.getByteFrequencyData(dataArray); canvasCtx.fillStyle = 'rgb(0, 0, 0)'; canvasCtx.fillRect(0, 0, WIDTH, HEIGHT); var barWidth = (WIDTH / bufferLength) * 2.5; var barHeight; var x = 0; for(var i = 0; i < bufferLength; i++) { barHeight = dataArray[i]; canvasCtx.fillStyle = 'rgb(' + (barHeight+100) + ',50,50)'; canvasCtx.fillRect(x,HEIGHT-barHeight/2,barWidth,barHeight/2); x += barWidth + 1; } }; draw();
Specification | Status | Comment |
---|---|---|
Web Audio API The definition of 'smoothingTimeConstant' in that specification. | Working Draft |
Desktop | ||||||
---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
Basic support | 14 | 12 | 25 | No | 15 | 6 |
Mobile | |||||||
---|---|---|---|---|---|---|---|
Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
Basic support | Yes | 18 | Yes | 26 | 15 | ? | Yes |
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/smoothingTimeConstant