The ScriptProcessorNode
interface allows the generation, processing, or analyzing of audio using JavaScript.
Note: As of the August 29 2014 Web Audio API spec publication, this feature has been marked as deprecated, and is soon to be replaced by AudioWorklet.
The ScriptProcessorNode
interface is an AudioNode
audio-processing module that is linked to two buffers, one containing the input audio data, one containing the processed output audio data. An event, implementing the AudioProcessingEvent
interface, is sent to the object each time the input buffer contains new data, and the event handler terminates when it has filled the output buffer with data.
The size of the input and output buffer are defined at the creation time, when the AudioContext.createScriptProcessor()
method is called (both are defined by AudioContext.createScriptProcessor()
's bufferSize
parameter). The buffer size must be a power of 2 between 256
and 16384
, that is 256
, 512
, 1024
, 2048
, 4096
, 8192
or 16384
. Small numbers lower the latency, but large number may be necessary to avoid audio breakup and glitches.
If the buffer size is not defined, which is recommended, the browser will pick one that its heuristic deems appropriate.
Number of inputs | 1 |
---|---|
Number of outputs | 1 |
Channel count mode | "max" |
Channel count |
2 (not used in the default count mode) |
Channel interpretation | "speakers" |
Inherits properties from its parent, AudioNode
.
ScriptProcessorNode.bufferSize
Read only
256
–16384
.ScriptProcessorNode.onaudioprocess
EventHandler
to be called.No specific methods; inherits methods from its parent, AudioNode
.
The following example shows basic usage of a ScriptProcessorNode
to take a track loaded via AudioContext.decodeAudioData()
, process it, adding a bit of white noise to each audio sample of the input track (buffer) and play it through the AudioDestinationNode
. For each channel and each sample frame, the scriptNode.onaudioprocess
function takes the associated audioProcessingEvent
and uses it to loop through each channel of the input buffer, and each sample in each channel, and add a small amount of white noise, before setting that result to be the output sample in each case.
Note: For a full working example, see our script-processor-node github repo (also view the source code.)
var myScript = document.querySelector('script'); var myPre = document.querySelector('pre'); var playButton = document.querySelector('button'); // Create AudioContext and buffer source var audioCtx = new AudioContext(); source = audioCtx.createBufferSource(); // Create a ScriptProcessorNode with a bufferSize of 4096 and a single input and output channel var scriptNode = audioCtx.createScriptProcessor(4096, 1, 1); console.log(scriptNode.bufferSize); // load in an audio track via XHR and decodeAudioData function getData() { request = new XMLHttpRequest(); request.open('GET', 'viper.ogg', true); request.responseType = 'arraybuffer'; request.onload = function() { var audioData = request.response; audioCtx.decodeAudioData(audioData, function(buffer) { myBuffer = buffer; source.buffer = myBuffer; }, function(e){"Error with decoding audio data" + e.err}); } request.send(); } // Give the node a function to process audio events scriptNode.onaudioprocess = function(audioProcessingEvent) { // The input buffer is the song we loaded earlier var inputBuffer = audioProcessingEvent.inputBuffer; // The output buffer contains the samples that will be modified and played var outputBuffer = audioProcessingEvent.outputBuffer; // Loop through the output channels (in this case there is only one) for (var channel = 0; channel < outputBuffer.numberOfChannels; channel++) { var inputData = inputBuffer.getChannelData(channel); var outputData = outputBuffer.getChannelData(channel); // Loop through the 4096 samples for (var sample = 0; sample < inputBuffer.length; sample++) { // make output equal to the same as the input outputData[sample] = inputData[sample]; // add noise to each output sample outputData[sample] += ((Math.random() * 2) - 1) * 0.2; } } } getData(); // wire up play button playButton.onclick = function() { source.connect(scriptNode); scriptNode.connect(audioCtx.destination); source.start(); } // When the buffer source stops playing, disconnect everything source.onended = function() { source.disconnect(scriptNode); scriptNode.disconnect(audioCtx.destination); }
Specification | Status | Comment |
---|---|---|
Web Audio API The definition of 'ScriptProcessorNode' in that specification. | Working Draft |
Desktop | ||||||
---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
Basic support | 14
|
Yes | 25 | No | 22
|
6
|
bufferSize
|
14
|
Yes | 25 | No | 22
|
6
|
onaudioprocess
|
14
|
Yes | 25 | No | 22
|
6
|
Mobile | |||||||
---|---|---|---|---|---|---|---|
Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
Basic support | ? | ? | Yes | 25 | ? | 6
|
? |
bufferSize
|
? | ? | Yes | 25 | ? | 6
|
? |
onaudioprocess
|
? | ? | Yes | 25 | ? | 6
|
? |
© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/ScriptProcessorNode