AudioBuffer.getChannelData()
The getChannelData() method of the AudioBuffer Interface returns a Float32Array containing the PCM data associated with the channel, defined by the channel parameter (with 0 representing the first channel).
Syntax
var myArrayBuffer = audioCtx.createBuffer(2, frameCount, audioCtx.sampleRate); var nowBuffering = myArrayBuffer.getChannelData(channel);
Parameters
- channel
-
The channel property is an index representing the particular channel to get data for. An index value of 0 represents the first channel. If the
channelindex value is greater than of equal toAudioBuffer.numberOfChannels, anINDEX_SIZE_ERRexception will be thrown.
Return value
A Float32Array.
Example
In the following example we create a two second buffer, fill it with white noise, and then play it via an AudioBufferSourceNode. The comments should clearly explain what is going on. You can also run the code live, or view the source.
var audioCtx = new (window.AudioContext || window.webkitAudioContext)(); var button = document.querySelector('button'); var pre = document.querySelector('pre'); var myScript = document.querySelector('script'); pre.innerHTML = myScript.innerHTML; // Stereo var channels = 2; // Create an empty two second stereo buffer at the // sample rate of the AudioContext var frameCount = audioCtx.sampleRate * 2.0; var myArrayBuffer = audioCtx.createBuffer(2, frameCount, audioCtx.sampleRate); button.onclick = function() { // Fill the buffer with white noise; //just random values between -1.0 and 1.0 for (var channel = 0; channel < channels; channel++) { // This gives us the actual ArrayBuffer that contains the data var nowBuffering = myArrayBuffer.getChannelData(channel); for (var i = 0; i < frameCount; i++) { // Math.random() is in [0; 1.0] // audio needs to be in [-1.0; 1.0] nowBuffering[i] = Math.random() * 2 - 1; } } // Get an AudioBufferSourceNode. // This is the AudioNode to use when we want to play an AudioBuffer var source = audioCtx.createBufferSource(); // set the buffer in the AudioBufferSourceNode source.buffer = myArrayBuffer; // connect the AudioBufferSourceNode to the // destination so we can hear the sound source.connect(audioCtx.destination); // start the source playing source.start(); }
Specifications
| Specification |
|---|
| Web Audio API # dom-audiobuffer-getchanneldata |
Browser compatibility
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | WebView Android | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | |
getChannelData |
14 |
12 |
25 |
No |
15 |
6 |
≤37 |
18 |
25 |
14 |
6 |
1.0 |
See also
© 2005–2021 MDN contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/AudioBuffer/getChannelData