Copyright © 2012 W3C® (MIT, ERCIM, Keio), All Rights Reserved. W3C liability, trademark and document use rules apply.
This specification describes a high-level JavaScript API for processing and
synthesizing audio in web applications. The primary paradigm is of an audio
routing graph, where a number of AudioNode
objects are connected
together to define the overall audio rendering. The actual processing will
primarily take place in the underlying implementation (typically optimized
Assembly / C / C++ code), but direct
JavaScript processing and synthesis is also supported.
The introductory section covers the motivation behind this specification.
This API is designed to be used in conjunction with other APIs and elements
on the web platform, notably: XMLHttpRequest
(using the responseType
and response
attributes). For
games and interactive applications, it is anticipated to be used with the
canvas
2D and WebGL 3D graphics APIs.
This section describes the status of this document at the time of its publication. Other documents may supersede this document. A list of current W3C publications and the latest revision of this technical report can be found in the W3C technical reports index at http://www.w3.org/TR/.
This is the second public Working Draft of the Web Audio API specification. It has been produced by the W3C Audio Working Group , which is part of the W3C WebApps Activity.
Please send comments about this document to <public-audio@w3.org> (public archives of the W3C audio mailing list). Web content and browser developers are encouraged to review this draft.
Publication as a Working Draft does not imply endorsement by the W3C Membership. This is a draft document and may be updated, replaced or obsoleted by other documents at any time. It is inappropriate to cite this document as other than work in progress.
This document was produced by a group operating under the 5 February 2004 W3C Patent Policy. W3C maintains a public list of any patent disclosures made in connection with the deliverables of the group; that page also includes instructions for disclosing a patent. An individual who has actual knowledge of a patent which the individual believes contains Essential Claim(s) must disclose the information in accordance with section 6 of the W3C Patent Policy.
audio
and video
elementsThis section is informative.
Audio on the web has been fairly primitive up to this point and until very
recently has had to be delivered through plugins such as Flash and QuickTime.
The introduction of the audio
element in HTML5 is very important,
allowing for basic streaming audio playback. But, it is not powerful enough to
handle more complex audio applications. For sophisticated web-based games or
interactive applications, another solution is required. It is a goal of this
specification to include the capabilities found in modern game audio engines as
well as some of the mixing, processing, and filtering tasks that are found in
modern desktop audio production applications.
The APIs have been designed with a wide variety of use cases in mind. Ideally, it should be able to support any use case which could reasonably be implemented with an optimized C++ engine controlled via JavaScript and run in a browser. That said, modern desktop audio software can have very advanced capabilities, some of which would be difficult or impossible to build with this system. Apple's Logic Audio is one such application which has support for external MIDI controllers, arbitrary plugin audio effects and synthesizers, highly optimized direct-to-disk audio file reading/writing, tightly integrated time-stretching, and so on. Nevertheless, the proposed system will be quite capable of supporting a large range of reasonably complex games and interactive applications, including musical ones. And it can be a very good complement to the more advanced graphics features offered by WebGL. The API has been designed so that more advanced capabilities can be added at a later time.
The API supports these primary features:
audio
or
video
media
element. Modular routing allows arbitrary connections between different AudioNode
objects. Each node can
have inputs and/or outputs. An AudioSourceNode
has no inputs
and a single output. An AudioDestinationNode
has
one input and no outputs and represents the final destination to the audio
hardware. Other nodes such as filters can be placed between the AudioSourceNode
nodes and the
final AudioDestinationNode
node. The developer doesn't have to worry about low-level stream format details
when two objects are connected together; the right
thing just happens. For example, if a mono audio stream is connected to a
stereo input it should just mix to left and right channels appropriately.
In the simplest case, a single source can be routed directly to the output.
All routing occurs within an AudioContext
containing a single
AudioDestinationNode
:
Illustrating this simple routing, here's a simple example playing a single sound:
var context = new AudioContext();
function playSound() {
var source = context.createBufferSource();
source.buffer = dogBarkingBuffer;
source.connect(context.destination);
source.noteOn(0);
}
Here's a more complex example with three sources and a convolution reverb send with a dynamics compressor at the final output stage:
TODO: add Javascript example code here ...
The interfaces defined are:
AudioNodes
exist in the context of an AudioContext
audio
, video
, or other media element. JavaScriptAudioNode
objects.
AudioPannerNode
for
spatialization. Everything in this specification is normative except for examples and sections marked as being informative.
The keywords “MUST”, “MUST NOT”, “REQUIRED”, “SHALL”, “SHALL NOT”, “RECOMMENDED”, “MAY” and “OPTIONAL” in this document are to be interpreted as described in Key words for use in RFCs to Indicate Requirement Levels [RFC2119].
The following conformance classes are defined by this specification:
A user agent is considered to be a conforming implementation if it satisfies all of the MUST-, REQUIRED- and SHALL-level criteria in this specification that apply to implementations.
This specification includes algorithms (steps) as part of the definition of methods. Conforming implementations (referred to as "user agents" from here on) MAY use other algorithms in the implementation of these methods, provided the end result is the same.
This interface represents a set of AudioNode
objects and their
connections. It allows for arbitrary routing of signals to the AudioDestinationNode
(what the user ultimately hears). Nodes are created from the context and are
then connected together. In most use
cases, only a single AudioContext is used per document. An AudioContext is
constructed as follows:
var context = new AudioContext();
// For implementation WebKit this will be: var context = new webkitAudioContext();
interface AudioContext {
readonly attribute AudioDestinationNode destination;
readonly attribute float sampleRate;
readonly attribute float currentTime;
readonly attribute AudioListener listener;
AudioBuffer createBuffer(in unsigned long numberOfChannels, in unsigned long length, in float sampleRate);
AudioBuffer createBuffer(in ArrayBuffer buffer, in boolean mixToMono);
void decodeAudioData(in ArrayBuffer audioData,
in [Callback] AudioBufferCallback successCallback,
in [Optional, Callback] AudioBufferCallback errorCallback)
raises(DOMException);
// AudioNode creation
AudioBufferSourceNode createBufferSource();
JavaScriptAudioNode createJavaScriptNode(in short bufferSize, in short numberOfInputs, in short numberOfOutputs);
RealtimeAnalyserNode createAnalyser();
AudioGainNode createGainNode();
DelayNode createDelayNode(in [Optional] double maxDelayTime);
BiquadFilterNode createBiquadFilter();
AudioPannerNode createPanner();
ConvolverNode createConvolver();
AudioChannelSplitter createChannelSplitter();
AudioChannelMerger createChannelMerger();
DynamicsCompressorNode createDynamicsCompressor();
}
destination
An AudioDestinationNode
with a single input representing the final destination for all audio (to
be rendered to the audio hardware). All AudioNodes actively rendering
audio will directly or indirectly connect to destination
.
sampleRate
The sample rate (in sample-frames per second) at which the AudioContext handles audio. It is assumed that all AudioNodes in the context run at this rate. In making this assumption, sample-rate converters or "varispeed" processors are not supported in real-time processing.
currentTime
This is a time in seconds which starts at zero when the context is created and increases in real-time. All scheduled times are relative to it. This is not a "transport" time which can be started, paused, and re-positioned. It is always moving forward. A GarageBand-like timeline transport system can be very easily built on top of this (in JavaScript). This time corresponds to an ever-increasing hardware timestamp.
listener
An AudioListener
which is used for 3D spatialization.
createBuffer
methodCreates an AudioBuffer of the given size. The audio data in the buffer will be zero-initialized (silent).
The numberOfChannels parameter determines how many channels the buffer will have.
The length parameter determines the size of the buffer in sample-frames.
The sampleRate parameter describes the sample-rate of the linear PCM audio data in the buffer in sample-frames per second.
createBuffer
from ArrayBuffer
methodCreates an AudioBuffer given the audio file data contained in the
ArrayBuffer. The ArrayBuffer can, for example, be loaded from an
XMLHttpRequest with the new responseType
and
response
attributes.
The buffer parameter contains the audio file data (for example from a .wav file).
The mixToMono parameter determines if a mixdown to mono will be performed. Normally, this would not be set.
decodeAudioData
methodAsynchronously decodes the audio file data contained in the
ArrayBuffer. The ArrayBuffer can, for example, be loaded from an
XMLHttpRequest with the new responseType
and
response
attributes. Audio file data can be in any of the
formats supported by the audio
element.
The decodeAudioData() method is preferred over the createBuffer() from ArrayBuffer method because it is asynchronous and does not block the main JavaScript thread.
audioData is an ArrayBuffer containing audio file data.
successCallback is a callback function which will be invoked when the decoding is finished. The single argument to this callback is an AudioBuffer representing the decoded PCM audio data.
errorCallback is a callback function which will be invoked if there is an error decoding the audio file data.
createBufferSource
methodCreates an AudioBufferSourceNode
.
createJavaScriptNode
methodCreates a JavaScriptAudioNode
for
direct audio processing using JavaScript.
The bufferSize parameter determines the
buffer size in units of sample-frames. It must be one of the following
values: 256, 512, 1024, 2048, 4096, 8192, 16384. This value controls how
frequently the onaudioprocess
event handler is called and
how many sample-frames need to be processed each call. Lower values for
bufferSize
will result in a lower (better) latency. Higher values will be necessary to
avoid audio breakup and glitches. The
value chosen must carefully balance between latency and audio quality.
The numberOfInputs parameter determines the number of inputs.
The numberOfOutputs parameter determines the number of outputs.
It is invalid for both numberOfInputs
and
numberOfOutputs
to be zero.
createAnalyser
methodCreates a RealtimeAnalyserNode
.
createGainNode
methodCreates an AudioGainNode
.
createDelayNode
methodCreates a DelayNode
representing a variable delay line. The initial default delay time will
be 0 seconds.
The maxDelayTime parameter is optional and specifies the maximum delay time allowed for the delay line. If not specified, the maximum delay time defaults to 1 second.
createBiquadFilter
methodCreates a BiquadFilterNode
representing a second order filter which can be configured as one of
several common filter types.
createPanner
methodCreates an AudioPannerNode
.
createConvolver
methodCreates a ConvolverNode
.
createChannelSplitter
methodCreates an AudioChannelSplitter
representing a channel splitter.
createChannelMerger
methodCreates an AudioChannelMerger
representing a channel merger.
createDynamicsCompressor
methodCreates a DynamicsCompressorNode
.
AudioNodes are the building blocks of an AudioContext
. This interface
represents audio sources, the audio destination, and intermediate processing
modules. These modules can be connected together to form processing graphs for rendering audio to the
audio hardware. Each node can have inputs and/or outputs. An AudioSourceNode
has no inputs
and a single output. An AudioDestinationNode
has
one input and no outputs and represents the final destination to the audio
hardware. Most processing nodes such as filters will have one input and one
output.
interface AudioNode {
void connect(in AudioNode destination, in unsigned long output = 0, in unsigned long input = 0);
void disconnect(in int output = 0);
readonly attribute AudioContext context;
readonly attribute unsigned long numberOfInputs;
readonly attribute unsigned long numberOfOutputs;
}
context
The AudioContext which owns this AudioNode.
numberOfInputs
The number of inputs feeding into the AudioNode. This will be 0 for an AudioSourceNode.
numberOfOutputs
The number of outputs coming out of the AudioNode. This will be 0 for an AudioDestinationNode.
connect
methodConnects the AudioNode to another AudioNode.
The destination parameter is the AudioNode to connect to.
The output parameter is an index describing which output of the AudioNode from which to connect. An out-of-bound value throws an exception.
The input parameter is an index describing which input of the destination AudioNode to connect to. An out-of-bound value throws an exception.
It is possible to connect an AudioNode output to more than one input with multiple calls to connect(). Thus, "fanout" is supported.
disconnect
methodDisconnects an AudioNode's output.
The output parameter is an index describing which output of the AudioNode to disconnect.
This is an abstract interface representing an audio source, an AudioNode
which has no inputs and a
single output:
numberOfInputs : 0 numberOfOutputs : 1
Subclasses of AudioSourceNode will implement specific types of audio sources.
interface AudioSourceNode : AudioNode {
}
This is an AudioNode
representing the final audio destination and is what the user will ultimately
hear. It can be considered as an audio output device which is connected to
speakers. All rendered audio to be heard will be routed to this node, a
"terminal" node in the AudioContext's routing graph. There is only a single
AudioDestinationNode per AudioContext, provided through the
destination
attribute of AudioContext
.
numberOfInputs : 1 numberOfOutputs : 0
interface AudioDestinationNode : AudioNode {
readonly attribute unsigned long numberOfChannels;
}
numberOfChannels
The number of channels of the destination's input.
AudioParam is a parameter controlling an individual aspect of an AudioNode
's functioning, such as
volume. The parameter can be set immediately to a particular value using the
"value" attribute. Additionally, value changes can be scheduled to happen at
very precise times, for envelopes, volume fades, LFOs, filter sweeps, grain
windows, etc. In this way, arbitrary timeline-based automation curves can be
set on any AudioParam.
interface AudioParam {
attribute float value;
readonly attribute float minValue;
readonly attribute float maxValue;
readonly attribute float defaultValue;
readonly attribute DOMString name;
// Should define units constants here (seconds, decibels, cents, etc.)
readonly attribute short units;
// Parameter automation.
void setValueAtTime(in float value, in float time);
void linearRampToValueAtTime(in float value, in float time);
void exponentialRampToValueAtTime(in float value, in float time);
// Exponentially approach the target value with a rate having the given time constant.
void setTargetValueAtTime(in float targetValue, in float time, in float timeConstant);
// Sets an array of arbitrary parameter values starting at time for the given duration.
// The number of values will be scaled to fit into the desired duration.
void setValueCurveAtTime(in Float32Array values, in float time, in float duration);
// Cancels all scheduled parameter changes with times greater than or equal to startTime.
void cancelScheduledValues(in float startTime);
}
value
The parameter's floating-point value. If a value is set outside the
allowable range described by minValue
and
maxValue
an exception is thrown.
minValue
Minimum value. The value
attribute must not be set
lower than this value.
maxValue
Maximum value. The value
attribute must be set lower
than this value.
defaultValue
Initial value for the value attribute
name
The name of the parameter.
units
Represents the type of value (seconds, decibels, cents, etc.).
setValueAtTime
methodSchedules a parameter value change at the given time (relative to the AudioContext .currentTime).
The value parameter is the value the parameter will change to at the given time.
The time parameter is the time (relative to the AudioContext .currentTime).
linearRampToValueAtTime
methodSchedules a linear continuous change in parameter value from the previous scheduled parameter value to the given value.
The value parameter is the value the parameter will linearly ramp to at the given time.
The time parameter is the time (relative to the AudioContext .currentTime).
exponentialRampToValueAtTime
methodSchedules an exponential continuous change in parameter value from the previous scheduled parameter value to the given value. Parameters representing filter frequencies and playback rate are best changed exponentially because of the way humans perceive sound.
The value parameter is the value the parameter will exponentially ramp to at the given time.
The time parameter is the time (relative to the AudioContext .currentTime).
setTargetValueAtTime
methodStart exponentially approaching the target value at the given time with a rate having the given time constant. Among other uses, this is useful for implementing the "decay" and "release" portions of an ADSR envelope. Please note that the parameter value does not immediately change to the target value at the given time, but instead gradually changes to the target value.
The targetValue parameter is the value the parameter will *start* changing to at the given time.
The time parameter is the time (relative to the AudioContext .currentTime).
The timeConstant parameter is the time-constant value of first-order filter (exponential) approach to the target value. The larger this value is, the slower the transition will be.
setValueCurveAtTime
methodSets an array of arbitrary parameter values starting at the given time for the given duration. The number of values will be scaled to fit into the desired duration.
The values parameter is a Float32Array representing a parameter value curve. These values will apply starting at the given time and lasting for the given duration.
The time parameter is the starting time for the curve values (relative to the AudioContext .currentTime).
The duration parameter is the time-constant value of first-order filter (exponential) approach to the target value.
cancelScheduledValues
methodCancels all scheduled parameter changes with times greater than or equal to startTime.
The startTime parameter is the starting time at and after which any previously scheduled parameter changes will be cancelled.
This interface is a particular type of AudioParam
which
specifically controls the gain (volume) of some aspect of the audio processing.
The unit type is "linear gain". The minValue
is 0.0, and although
the nominal maxValue
is 1.0, higher values are allowed (no
exception thrown).
interface AudioGain : AudioParam {
};
Changing the gain of an audio signal is a fundamental operation in audio applications. This interface is an AudioNode with a single input and single output:
numberOfInputs : 1 numberOfOutputs : 1
which changes the gain of (scales) the incoming audio signal by a certain
amount. The default amount is 1.0 (no gain change). The
AudioGainNode
is one of the building blocks for creating mixers. The implementation must make
gain changes to the audio stream smoothly, without introducing noticeable
clicks or glitches. This process is called "de-zippering".
interface AudioGainNode : AudioNode {
AudioGain gain;
}
gain
An AudioGain object representing the amount of gain to apply. The
default value (gain.value
) is 1.0 (no gain change). See AudioGain
for more
information.
A delay-line is a fundamental building block in audio applications. This interface is an AudioNode with a single input and single output:
numberOfInputs : 1 numberOfOutputs : 1
which delays the incoming audio signal by a certain amount. The default amount is 0.0 seconds (no delay). When the delay time is changed, the implementation must make the transition smoothly, without introducing noticeable clicks or glitches to the audio stream.
interface DelayNode : AudioNode {
AudioParam delayTime;
}
delayTime
An AudioParam object representing the amount of delay (in seconds)
to apply. The default value (delayTime.value
) is 0.0 (no
delay). The minimum value is 0.0 and the maximum value is currently 1.0
(but this is arbitrary and could be increased).
This interface represents a memory-resident audio asset (for one-shot sounds
and other short audio clips). Its format is non-interleaved linear PCM with a
nominal range of -1.0 -> +1.0. It can contain one or more channels. It is
analogous to a WebGL texture. Typically, it would be expected that the length
of the PCM data would be fairly short (usually somewhat less than a minute).
For longer sounds, such as music soundtracks, streaming should be used with the
audio
element and MediaElementAudioSourceNode
.
interface AudioBuffer {
// linear gain (default 1.0)
attribute AudioGain gain;
readonly attribute float sampleRate;
readonly attribute long length;
// in seconds
readonly attribute float duration;
readonly attribute int numberOfChannels;
Float32Array getChannelData(in unsigned long channel);
}
gain
The amount of gain to apply when using this buffer in any
AudioBufferSourceNode
. The default value is 1.0.
sampleRate
The sample-rate for the PCM audio data in samples per second.
length
Length of the PCM audio data in sample-frames.
duration
Duration of the PCM audio data in seconds.
numberOfChannels
The number of discrete audio channels.
getChannelData
methodGets direct access to the audio data stored in an AudioBuffer.
The channel parameter is an index representing the particular channel to get data for.
This interface represents an audio source from an in-memory audio asset in
an AudioBuffer
. It generally will be used for short audio assets
which require a high degree of scheduling flexibility (can playback in
rhythmically perfect ways). The playback state of an AudioBufferSourceNode goes
through distinct stages during its lifetime in this order: UNSCHEDULED,
SCHEDULED, PLAYING, FINISHED. The noteOn() method causes a transition from the
UNSCHEDULED to SCHEDULED state. Depending on the time argument passed to
noteOn(), a transition is made from the SCHEDULED to PLAYING state, at which
time sound is first generated. Following this, a transition from the PLAYING to
FINISHED state happens when either the buffer's audio data has been completely
played (if the loop
attribute is false), or when the noteOff()
method has been called and the specified time has been reached. Please see more
details in the noteOn() and noteOff() description. Once an
AudioBufferSourceNode has reached the FINISHED state it will no longer emit any
sound. Thus noteOn() and noteOff() may not be issued multiple times for a given
AudioBufferSourceNode.
numberOfInputs : 0 numberOfOutputs : 1
interface AudioBufferSourceNode : AudioSourceNode {
// Playback this in-memory audio asset
// Many sources can share the same buffer
attribute AudioBuffer buffer;
readonly attribute AudioGain gain;
attribute AudioParam playbackRate;
attribute boolean loop;
void noteOn(in double when);
void noteGrainOn(in double when, in double grainOffset, in double grainDuration);
void noteOff(in double when);
}
buffer
Represents the audio asset to be played.
gain
The default gain at which to play back the buffer. The default gain.value is 1.0.
playbackRate
The speed at which to render the audio stream. The default playbackRate.value is 1.0.
loop
Indicates if the audio data should play in a loop.
noteOn
methodSchedules a sound to playback at an exact time.
The when parameter describes at what time (in seconds) the sound should start playing. This time is relative to the currentTime attribute of the AudioContext. If 0 is passed in for this value or if the value is less than currentTime, then the sound will start playing immediately.
noteGrainOn
methodSchedules a portion of a sound to playback at an exact time.
The when parameter describes at what time (in seconds) the sound should start playing. This time is relative to the currentTime attribute of the AudioContext. If 0 is passed in for this value or if the value is less than currentTime, then the sound will start playing immediately.
The grainOffset parameter describes the offset in the buffer (in seconds) for the portion to be played.
The grainDuration parameter describes the duration of the portion (in seconds) to be played.
noteOff
methodSchedules a sound to stop playback at an exact time.
The when parameter describes at what time (in seconds) the sound should stop playing. This time is relative to the currentTime attribute of the AudioContext. If 0 is passed in for this value or if the value is less than currentTime, then the sound will stop playing immediately.
This interface represents an audio source from an audio
or
video
element. The element's audioSource
attribute
implements this.
numberOfInputs : 0 numberOfOutputs : 1
interface MediaElementAudioSourceNode : AudioSourceNode {
}
This interface is an AudioNode which can generate, process, or analyse audio directly using JavaScript.
numberOfInputs : 1 numberOfOutputs : 1
The JavaScriptAudioNode is constructed with a bufferSize
which
must be one of the following values: 256, 512, 1024, 2048, 4096, 8192, 16384.
This value controls how frequently the onaudioprocess
event
handler is called and how many sample-frames need to be processed each call.
Lower numbers for bufferSize
will result in a lower (better) latency. Higher numbers will be necessary to avoid
audio breakup and glitches. The value chosen
must carefully balance between latency and audio quality.
numberOfInputChannels
and numberOfOutputChannels
determine the number of input and output channels. It is invalid for both
numberOfInputChannels
and numberOfOutputChannels
to
be zero.
var node = context.createJavaScriptNode(bufferSize, numberOfInputChannels, numberOfOutputChannels);
interface JavaScriptAudioNode : AudioNode {
attribute EventListener onaudioprocess;
readonly attribute long bufferSize;
}
onaudioprocess
An event listener which is called periodically for audio processing.
An event of type AudioProcessingEvent
will be passed to the event handler.
bufferSize
The size of the buffer (in sample-frames) which needs to be
processed each time onprocessaudio
is called. Legal values
are (256, 512, 1024, 2048, 4096, 8192, 16384).
This interface is a type of Event
which is passed to the
onaudioprocess
event handler used by JavaScriptAudioNode
.
The event handler processes audio from the input (if any) by accessing the
audio data from the inputBuffer
attribute. The audio data which is
the result of the processing (or the synthesized data if there are no inputs)
is then placed into the outputBuffer
.
interface AudioProcessingEvent : Event {
JavaScriptAudioNode node;
readonly attribute float playbackTime;
readonly attribute AudioBuffer inputBuffer;
readonly attribute AudioBuffer outputBuffer;
}
node
The JavaScriptAudioNode
associated with this processing
event.
playbackTime
The time when the audio will be played. This time is in relation to
the context's currentTime
attribute.
playbackTime
allows for very tight synchronization between
processing directly in JavaScript with the other events in the context's
rendering graph.
inputBuffer
An AudioBuffer containing the input audio data.
outputBuffer
An AudioBuffer where the output audio data should be written.
This interface represents a processing node which positions / spatializes an incoming audio
stream in three-dimensional space. The spatialization is in relation the the AudioContext
's AudioListener
(listener
attribute).
numberOfInputs : 1 numberOfOutputs : 1
interface AudioPannerNode : AudioNode {
// Panning model
const unsigned short EQUALPOWER = 0;
const unsigned short HRTF = 1;
const unsigned short SOUNDFIELD = 2;
// Distance model
const unsigned short LINEAR_DISTANCE = 0;
const unsigned short INVERSE_DISTANCE = 1;
const unsigned short EXPONENTIAL_DISTANCE = 2;
// Default for stereo is HRTF
attribute unsigned short panningModel;
// Uses a 3D cartesian coordinate system
void setPosition(in float x, in float y, in float z);
void setOrientation(in float x, in float y, in float z);
void setVelocity(in float x, in float y, in float z);
// Distance model and attributes
attribute unsigned short distanceModel;
attribute float refDistance;
attribute float maxDistance;
attribute float rolloffFactor;
// Directional sound cone
attribute float coneInnerAngle;
attribute float coneOuterAngle;
attribute float coneOuterGain;
// Dynamically calculated gain values
readonly attribute AudioGain coneGain;
readonly attribute AudioGain distanceGain;
};
EQUALPOWER
A simple and efficient spatialization algorithm using equal-power panning.
HRTF
A higher quality spatialization algorithm using a convolution with measured impulse responses from human subjects. This panning method renders stereo output.
SOUNDFIELD
An algorithm which spatializes multi-channel audio using sound field algorithms.
LINEAR_DISTANCE
A linear distance model as defined in the OpenAL specification.
INVERSE_DISTANCE
An inverse distance model as defined in the OpenAL specification.
EXPONENTIAL_DISTANCE
An exponential distance model as defined in the OpenAL specification.
listener
Represents the listener whose position and orientation is used together with the panner's position and orientation to determine how the audio will be spatialized.
panningModel
Determines which spatialization algorithm will be used to position the audio in 3D space. See the constants for the available choices. The default is HRTF.
distanceModel
Determines which algorithm will be used to reduce the volume of an audio source as it moves away from the listener.
refDistance
A reference distance for reducing volume as source move further from the listener.
maxDistance
The maximum distance between source and listener, after which the volume will not be reduced any further.
rolloffFactor
Describes how quickly the volume is reduced as source moves away from listener.
coneInnerAngle
A parameter for directional audio sources, this is an angle, inside of which there will be no volume reduction.
coneOuterAngle
A parameter for directional audio sources, this is an angle, outside of which the volume will be reduced to a constant value of coneOuterGain.
coneOuterGain
A parameter for directional audio sources, this is the amount of volume reduction outside of the coneOuterAngle.
setPosition
methodSets the position of the audio source relative to the listener attribute. A 3D cartesian coordinate system is used.
The x, y, z parameters represent the coordinates in 3D space.
setOrientation
methodDescribes which direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional the sound is (controlled by the cone attributes), a sound pointing away from the listener can be very quiet or completely silent.
The x, y, z parameters represent a direction vector in 3D space.
setVelocity
methodSets the velocity vector of the audio source. This vector controls both the direction of travel and the speed in 3D space. This velocity relative to the listener's velocity is used to determine how much doppler shift (pitch change) to apply.
The x, y, z parameters describe a direction vector indicating direction of travel and intensity.
This interface represents the position and orientation of the person
listening to the audio scene. All AudioPannerNode
objects
spatialize in relation to the AudioContext's listener
. See this section for more details about
spatialization.
interface AudioListener {
// linear gain (default 1.0)
attribute float gain;
// same as OpenAL (default 1.0)
attribute float dopplerFactor;
// in meters / second (default 343.3)
attribute float speedOfSound;
// Uses a 3D cartesian coordinate system
void setPosition(in float x, in float y, in float z);
void setOrientation(in float x, in float y, in float z, in float xUp, in float yUp, in float zUp);
void setVelocity(in float x, in float y, in float z);
};
gain
A linear gain used in conjunction with AudioPannerNode
objects
when spatializing.
dopplerFactor
A constant used to determine the amount of pitch shift to use when rendering a doppler effect.
speedOfSound
The speed of sound used for calculating doppler shift. The default value is 343.3 meters / second.
setPosition
methodSets the position of the listener in a 3D cartesian coordinate
space. AudioPannerNode
objects use this position relative to
individual audio sources for spatialization.
The x, y, z parameters represent the coordinates in 3D space.
setOrientation
methodDescribes which direction the listener is pointing in the 3D cartesian coordinate space. Both a front vector and an up vector are provided.
The x, y, z parameters represent a front direction vector in 3D space.
The xUp, yUp, zUp parameters represent an up direction vector in 3D space.
setVelocity
methodSets the velocity vector of the listener. This vector controls both the direction of travel and the speed in 3D space. This velocity relative an audio source's velocity is used to determine how much doppler shift (pitch change) to apply.
The x, y, z parameters describe a direction vector indicating direction of travel and intensity.
This interface represents a processing node which applies a linear convolution effect given an impulse response.
numberOfInputs : 1 numberOfOutputs : 1
interface ConvolverNode : AudioNode {
// Contains the (possibly multi-channel) impulse response
attribute AudioBuffer buffer;
attribute boolean normalize;
// attribute ImpulseResponse response;
};
buffer
A mono or multi-channel audio buffer containing the impulse response used by the convolver.
normalize
Controls whether the impulse response from the buffer will be scaled
by an equal-power normalization when the buffer
atttribute
is set. Its default value is true
in order to achieve a more
uniform output level from the convolver when loaded with diverse impulse
responses. If normalize
is set to false
, then
the convolution will be rendered with no pre-processing/scaling of the
impulse response.
This interface represents a node which is able to provide real-time frequency and time-domain analysis information. The audio stream will be passed un-processed from input to output.
numberOfInputs : 1
numberOfOutputs : 1 Note: it has been suggested to have no outputs here - waiting for people's opinions
interface RealtimeAnalyserNode : AudioNode {
// Real-time frequency-domain data
void getFloatFrequencyData(in Float32Array array);
void getByteFrequencyData(in Uint8Array array);
// Real-time waveform data
void getByteTimeDomainData(in Uint8Array array);
attribute unsigned long fftSize;
readonly attribute unsigned long frequencyBinCount;
attribute float minDecibels;
attribute float maxDecibels;
attribute float smoothingTimeConstant;
};
fftSize
The size of the FFT used for frequency-domain analsis. This must be a power of two.
frequencyBinCount
Half the FFT size.
minDecibels
The minimum power value in the scaling range for the FFT analysis data for conversion to unsigned byte values.
maxDecibels
The maximum power value in the scaling range for the FFT analysis data for conversion to unsigned byte values.
smoothingTimeConstant
A value from 0.0 -> 1.0 where 0.0 represents no time averaging with the last analysis frame.
getFloatFrequencyData
methodCopies the current frequency data into the passed floating-point array. If the array has fewer elements than the frequencyBinCount, the excess elements will be dropped.
The array parameter is where frequency-domain analysis data will be copied.
getByteFrequencyData
methodCopies the current frequency data into the passed unsigned byte array. If the array has fewer elements than the frequencyBinCount, the excess elements will be dropped.
The array parameter is where frequency-domain analysis data will be copied.
getByteTimeDomainData
methodCopies the current time-domain (waveform) data into the passed unsigned byte array. If the array has fewer elements than the frequencyBinCount, the excess elements will be dropped.
The array parameter is where time-domain analysis data will be copied.
The AudioChannelSplitter
is for use in more advanced
applications and would often be used in conjunction with AudioChannelMerger
.
numberOfInputs : 1 numberOfOutputs : 6 // number of "active" (non-silent) outputs is determined by number of channels in the input
This interface represents an AudioNode for accessing the individual channels
of an audio stream in the routing graph. It has a single input, and a number of
"active" outputs which equals the number of channels in the input audio stream.
For example, if a stereo input is connected to an
AudioChannelSplitter
then the number of active outputs will be two
(one from the left channel and one from the right). There are always a total
number of 6 outputs, supporting up to 5.1 output (note: this upper limit of 6
is arbitrary and could be increased to support 7.2, and higher). Any outputs
which are not "active" will output silence and would typically not be connected
to anything.
One application for AudioChannelSplitter
is for doing "matrix
mixing" where individual gain control of each channel is desired.
interface AudioChannelSplitter : AudioNode {
};
The AudioChannelMerger
is for use in more advanced applications
and would often be used in conjunction with AudioChannelSplitter
.
numberOfInputs : 6 // number of connected inputs may be less than this numberOfOutputs : 1
This interface represents an AudioNode for combining channels from multiple
audio streams into a single audio stream. It has 6 inputs, but not all of them
need be connected. There is a single output whose audio stream has a number of
channels equal to the sum of the numbers of channels of all the connected
inputs. For example, if an AudioChannelMerger
has two connected
inputs (both stereo), then the output will be four channels, the first two from
the first input and the second two from the second input. In another example
with two connected inputs (both mono), the output will be two channels
(stereo), with the left channel coming from the first input and the right
channel coming from the second input.
Be aware that it is possible to connect an AudioChannelMerger
in such a way that it outputs an audio stream with a large number of channels
greater than the maximum supported by the system (currently 6 channels for
5.1). In this case, if the output is connected to anything else then an
exception will be thrown indicating an error condition. Thus, the
AudioChannelMerger
should be used in situations where the numbers
of input channels is well understood.
interface AudioChannelMerger : AudioNode {
};
DynamicsCompressorNode is an AudioNode processor implementing a dynamics compression effect.
Dynamics compression is very commonly used in musical production and game audio. It lowers the volume of the loudest parts of the signal and raises the volume of the softest parts. Overall, a louder, richer, and fuller sound can be achieved. It is especially important in games and musical applications where large numbers of individual sounds are played simultaneous to control the overall signal level and help avoid clipping (distorting) the audio output to the speakers.
numberOfInputs : 1 numberOfOutputs : 1
interface DynamicsCompressorNode : AudioNode {
readonly attribute AudioParam threshold; // in Decibels
readonly attribute AudioParam knee; // in Decibels
readonly attribute AudioParam ratio; // unit-less
readonly attribute AudioParam reduction; // in Decibels
readonly attribute AudioParam attack; // in Seconds
readonly attribute AudioParam release; // in Seconds
}
threshold
The decibel value above which the compression will start taking effect.
knee
A decibel value representing the range above the threshold where the curve smoothly transitions to the "ratio" portion.
ratio
the decibel value above which the compression will start taking effect.
reduction
A read-only decibel value for metering purposes, representing the current amount of gain reduction that the compressor is applying to the signal.
attack
The amount of time to reduce the gain by 10dB.
release
The amount of time to increase the gain by 10dB.
BiquadFilterNode is an AudioNode processor implementing very common low-order filters.
Low-order filters are the building blocks of basic tone controls (bass, mid, treble), graphic equalizers, and more advanced filters. Multiple BiquadFilterNode filters can be combined to form more complex filters. The filter parameters such as "frequency" can be changed over time for filter sweeps, etc. Each BiquadFilterNode can be configured as one of a number of common filter types as shown in the IDL below.
numberOfInputs : 1 numberOfOutputs : 1
interface BiquadFilterNode : AudioNode {
// Filter type.
const unsigned short LOWPASS = 0;
const unsigned short HIGHPASS = 1;
const unsigned short BANDPASS = 2;
const unsigned short LOWSHELF = 3;
const unsigned short HIGHSHELF = 4;
const unsigned short PEAKING = 5;
const unsigned short NOTCH = 6;
const unsigned short ALLPASS = 7;
attribute unsigned short type;
readonly attribute AudioParam frequency; // in Hertz
readonly attribute AudioParam Q; // Quality factor
readonly attribute AudioParam gain; // in Decibels
void getFrequencyResponse(in Float32Array frequencyHz,
in Float32Array magResponse,
in Float32Array phaseResponse);
}
The filter types are briefly described below. We note that all of these filters are very commonly used in audio processing. In terms of implementation, they have all been derived from standard analog filter prototypes. For more technical details, we refer the reader to the excellent reference by Robert Bristow-Johnson.
A lowpass filter allows frequencies below the cutoff frequency to pass through and attenuates frequencies above the cutoff. LOWPASS implements a standard second-order resonant lowpass filter with 12dB/octave rolloff.
- frequency
- The cutoff frequency above which the frequencies are attenuated
- Q
- Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked.
- gain
- Not used in this filter type
A highpass filter is the opposite of a lowpass filter. Frequencies above the cutoff frequency are passed through, but frequencies below the cutoff are attenuated. HIGHPASS implements a standard second-order resonant highpass filter with 12dB/octave rolloff.
- frequency
- The cutoff frequency below which the frequencies are attenuated
- Q
- Controls how peaked the response will be at the cutoff frequency. A large value makes the response more peaked.
- gain
- Not used in this filter type
A bandpass filter allows a range of frequencies to pass through and attenuates the frequencies below and above this frequency range. BANDPASS implements a second-order bandpass filter.
- frequency
- The center of the frequency band
- Q
- Controls the width of the band. The width becomes narrower as the Q value increases.
- gain
- Not used in this filter type
The lowshelf filter allows all frequencies through, but adds a boost (or attenuation) to the lower frequencies. LOWSHELF implements a second-order lowshelf filter.
- frequency
- The upper limit of the frequences where the boost (or attenuation) is applied.
- Q
- Not used in this filter type.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
The highshelf filter is the opposite of the lowshelf filter and allows all frequencies through, but adds a boost to the higher frequencies. HIGHSHELF implements a second-order highshelf filter
- frequency
- The lower limit of the frequences where the boost (or attenuation) is applied.
- Q
- Not used in this filter type.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
The peaking filter allows all frequencies through, but adds a boost (or attenuation) to a range of frequencies.
- frequency
- The center frequency of where the boost is applied.
- Q
- Controls the width of the band of frequencies that are boosted. A large value implies a narrow width.
- gain
- The boost, in dB, to be applied. If the value is negative, the frequencies are attenuated.
The notch filter (also known as a band-stop or band-rejection filter) is the opposite of a bandpass filter. It allows all frequencies through, except for a set of frequencies.
- frequency
- The center frequency of where the notch is applied.
- Q
- Controls the width of the band of frequencies that are attenuated. A large value implies a narrow width.
- gain
- Not used in this filter type.
An allpass filter allows all frequencies through, but changes the phase relationship between the various frequencies. ALLPASS implements a second-order allpass filter
- frequency
- The frequency where the center of the phase transition occurs. Viewed another way, this is the frequency with maximal group delay.
- Q
- Controls how sharp the phase transition is at the center frequency. A larger value implies a sharper transition and a larger group delay.
- gain
- Not used in this filter type.
getFrequencyResponse
methodGiven the current filter parameter settings, calculates the frequency response for the specified frequencies.
The frequencyHz parameter specifies an array of frequencies at which the response values will be calculated.
The magResponse parameter specifies an output array receiving the linear magnitude response values.
The phaseResponse parameter specifies an output array receiving the phase response values in radians.
WaveShaperNode is an AudioNode processor implementing non-linear distortion effects.
Non-linear waveshaping distortion is commonly used for both subtle non-linear warming, or more obvious distortion effects. Arbitrary non-linear shaping curves may be specified.
numberOfInputs : 1 numberOfOutputs : 1
interface WaveShaperNode : AudioNode {
attribute Float32Array curve;
}
curve
The shaping curve used for the waveshaping effect. The input signal is nominally within the range -1 -> +1. Each input sample within this range will index into the shaping curve with a signal level of zero corresponding to the center value of the curve array. Any sample value less than -1 will correspond to the first value in the curve array. Any sample value less greater than +1 will correspond to the last value in the curve array.
audio
and
video
elementsA MediaElementAudioSourceNode
can be created from an HTMLMediaElement using an AudioContext method.
var mediaElement = document.getElementById('mediaElementID');
var sourceNode = context.createMediaElementSource(mediaElement);
sourceNode.connect(filterNode);
One of the most important considerations when dealing with audio processing graphs is how to adjust the gain (volume) at various points. For example, in a standard mixing board model, each input bus has pre-gain, post-gain, and send-gains. Submix and master out busses also have gain control. The gain control described here can be used to implement standard mixing boards as well as other architectures.
The inputs to AudioNodes
have
the ability to accept connections from multiple outputs. The input then acts as
a unity gain summing junction with each output signal being added with the
others:
In cases where the channel layouts of the outputs do not match, an up-mix will occur to the highest number of channels.
But many times, it's important to be able to control the gain for each of
the output signals. The AudioGainNode
gives this
control:
Using these two concepts of unity gain summing junctions and AudioGainNodes, it's possible to construct simple or complex mixing scenarios.
In a routing scenario involving multiple sends and submixes, explicit control is needed over the volume or "gain" of each connection to a mixer. Such routing topologies are very common and exist in even the simplest of electronic gear sitting around in a basic recording studio.
Here's an example with two send mixers and a main mixer. Although possible, for simplicity's sake, pre-gain control and insert effects are not illustrated:
This diagram is using a shorthand notation where "send 1", "send 2", and
"main bus" are actually inputs to AudioNodes, but here are represented as
summing busses, where the intersections g2_1, g3_1, etc. represent the "gain"
or volume for the given source on the given mixer. In order to expose this
gain, an AudioGainNode
is used:
Here's how the above diagram could be constructed in JavaScript:
var context = 0;
var compressor = 0;
var reverb = 0;
var delay = 0;
var s1 = 0;
var s2 = 0;
var source1 = 0;
var source2 = 0;
var g1_1 = 0;
var g2_1 = 0;
var g3_1 = 0;
var g1_2 = 0;
var g2_2 = 0;
var g3_2 = 0;
// Setup routing graph
function setupRoutingGraph() {
context = new AudioContext();
compressor = context.createDynamicsCompressor();
// Send1 effect
reverb = context.createConvolver();
// Convolver impulse response may be set here or later
// Send2 effect
delay = context.createDelayNode();
// Connect final compressor to final destination
compressor.connect(context.destination);
// Connect sends 1 & 2 through effects to main mixer
s1 = context.createGainNode();
reverb.connect(s1);
s1.connect(compressor);
s2 = context.createGainNode();
delay.connect(s2);
s2.connect(compressor);
// Create a couple of sources
source1 = context.createBufferSource();
source2 = context.createBufferSource();
source1.buffer = manTalkingBuffer;
source2.buffer = footstepsBuffer;
// Connect source1
g1_1 = context.createGainNode();
g2_1 = context.createGainNode();
g3_1 = context.createGainNode();
source1.connect(g1_1);
source1.connect(g2_1);
source1.connect(g3_1);
g1_1.connect(compressor);
g2_1.connect(reverb);
g3_1.connect(delay);
// Connect source2
g1_2 = context.createGainNode();
g2_2 = context.createGainNode();
g3_2 = context.createGainNode();
source2.connect(g1_2);
source2.connect(g2_2);
source2.connect(g3_2);
g1_2.connect(compressor);
g2_2.connect(reverb);
g3_2.connect(delay);
// We now have explicit control over all the volumes g1_1, g2_1, ..., s1, s2
g2_1.gain.value = 0.2; // For example, set source1 reverb gain
// Because g2_1.gain is of type "AudioGain" which is an "AudioParam",
// an automation curve could also be attached to it.
// A "mixing board" UI could be created in canvas or WebGL controlling these gains.
}
In addition to allowing the creation of static routing configurations, it should also be possible to do custom effect routing on dynamically allocated voices which have a limited lifetime. For the purposes of this discussion, let's call these short-lived voices "notes". Many audio applications incorporate the ideas of notes, examples being drum machines, sequencers, and 3D games with many one-shot sounds being triggered according to game play.
In a traditional software synthesizer, notes are dynamically allocated and released from a pool of available resources. The note is allocated when a MIDI note-on message is received. It is released when the note has finished playing either due to it having reached the end of its sample-data (if non-looping), it having reached a sustain phase of its envelope which is zero, or due to a MIDI note-off message putting it into the release phase of its envelope. In the MIDI note-off case, the note is not released immediately, but only when the release envelope phase has finished. At any given time, there can be a large number of notes playing but the set of notes is constantly changing as new notes are added into the routing graph, and old ones are released.
The audio system automatically deals with tearing-down the part of the
routing graph for individual "note" events. A "note" is represented by an
AudioBufferSourceNode
, which can be directly connected to other
processing nodes. When the note has finished playing, the context will
automatically release the reference to the AudioBufferSourceNode
,
which in turn will release references to any nodes it is connected to, and so
on. The nodes will automatically get disconnected from the graph and will be
deleted when they have no more references. Nodes in the graph which are
long-lived and shared between dynamic voices can be managed explicitly.
Although it sounds complicated, this all happens automatically with no extra
JavaScript handling required.
The low-pass filter, panner, and second gain nodes are directly connected from the one-shot sound. So when it has finished playing the context will automatically release them (everything within the dotted line). If there are no longer any JavaScript references to the one-shot sound and connected nodes, then they will be immediately removed from the graph and deleted. The streaming source, has a global reference and will remain connected until it is explicitly disconnected. Here's how it might look in JavaScript:
var context = 0;
var compressor = 0;
var gainNode1 = 0;
var streamingAudioSource = 0;
// Initial setup of the "long-lived" part of the routing graph
function setupAudioContext() {
context = new AudioContext();
compressor = context.createDynamicsCompressor();
gainNode1 = context.createGainNode();
// Create a streaming audio source.
var audioElement = document.getElementById('audioTagID');
streamingAudioSource = context.createMediaElementSource(audioElement);
streamingAudioSource.connect(gainNode1);
gainNode1.connect(compressor);
compressor.connect(context.destination);
}
// Later in response to some user action (typically mouse or key event)
// a one-shot sound can be played.
function playSound() {
var oneShotSound = context.createBufferSource();
oneShotSound.buffer = dogBarkingBuffer;
// Create a filter, panner, and gain node.
var lowpass = context.createLowPass2Filter();
var panner = context.createPanner();
var gainNode2 = context.createGainNode();
// Make connections
oneShotSound.connect(lowpass);
lowpass.connect(panner);
panner.connect(gainNode2);
gainNode2.connect(compressor);
// Play 0.75 seconds from now (to play immediately pass in 0.0)
oneShotSound.noteOn(context.currentTime + 0.75);
}
It's important to define the channel ordering (and define some abbreviations) for different layouts.
The channel layouts are clear:
Mono 0: M: mono Stereo 0: L: left 1: R: right
A more advanced implementation can handle channel layouts for quad and 5.1:
Quad 0: L: left 1: R: right 2: SL: surround left 3: SR: surround right 5.1 0: L: left 1: R: right 2: C: center 3: LFE: subwoofer 4: SL: surround left 5: SR: surround right
Other layouts can also be considered.
Consider what happens when converting an audio stream with a lower number of channels to one with a higher number of channels. This can be necessary when mixing several outputs together where the channel layouts differ. It can also be necessary if the rendered audio stream is played back on a system with more channels.
Mono up-mix: 1 -> 2 : up-mix from mono to stereo output.L = input; output.R = input; 1 -> 4 : up-mix from mono to quad output.L = input; output.R = input; output.SL = 0; output.SR = 0; 1 -> 5.1 : up-mix from mono to 5.1 output.L = 0; output.R = 0; output.C = input; // put in center channel output.LFE = 0; output.SL = 0; output.SR = 0; Stereo up-mix: 2 -> 4 : up-mix from stereo to quad output.L = input.L; output.R = input.R; output.SL = 0; output.SR = 0; 2 -> 5.1 : up-mix from stereo to 5.1 output.L = input.L; output.R = input.R; output.C = 0; output.LFE = 0; output.SL = 0; output.SR = 0; Quad up-mix: 4 -> 5.1 : up-mix from stereo to 5.1 output.L = input.L; output.R = input.R; output.C = 0; output.LFE = 0; output.SL = input.SL; output.SR = input.SR;
A down-mix will be necessary, for example, if processing 5.1 source material, but playing back stereo.
Mono down-mix: 2 -> 1 : stereo to mono output = 0.5 * (input.L + input.R); 4 -> 1 : quad to mono output = 0.25 * (input.L + input.R + input.SL + input.SR); 5.1 -> 1 : 5.1 to mono ??? Stereo down-mix: 4 -> 2 : quad to stereo output.L = 0.5 * (input.L + input.SL); output.R = 0.5 * (input.R + input.SR); 5.1 -> 2 : 5.1 to stereo ???
A common feature requirement for modern 3D games is the ability to dynamically spatialize and move multiple audio sources in 3D space. Game audio engines such as OpenAL, FMOD, Creative's EAX, Microsoft's XACT Audio, etc. have this ability.
Using an AudioPannerNode
, an audio stream can be spatialized or
positioned in space relative to an AudioListener
. An AudioContext
will contain a
single AudioListener
. Both panners and listeners have a position
in 3D space using a cartesian coordinate system. AudioPannerNode
objects (representing the source stream) have an orientation
vector representing in which direction the sound is projecting. Additionally,
they have a sound cone
representing how directional the sound is.
For example, the sound could be omnidirectional, in which case it would be
heard anywhere regardless of its orientation, or it can be more directional and
heard only if it is facing the listener. AudioListener
objects
(representing a person's ears) have an orientation
and
up
vector representing in which direction the person is facing.
Because both the source stream and the listener can be moving, they both have a
velocity
vector representing both the speed and direction of
movement. Taken together, these two velocities can be used to generate a
doppler shift effect which changes the pitch.
The following algorithms can be implemented:
This is a simple and relatively inexpensive algorithm which provides basic, but reasonable results.
Attempts to recreate the acoustic field.
This requires a set of HRTF impulse responses recorded at a variety of azimuths and elevations. There are a small number of open/free impulse responses available. The implementation requires a highly optimized convolution function. It is somewhat more costly than "equal-power", but provides a more spatialized sound.
This is mostly useful for stereo sources to pass the left/right channels unpanned to the left/right speakers. Similarly for 5.0 sources, the channels can be passed unchanged.
The listener and each sound source have an orientation vector describing which way they are facing. Each sound source's sound projection characteristics are described by an inner and outer "cone" describing the sound intensity as a function of the source/listener angle from the source's orientation vector. Thus, a sound source pointing directly at the listener will be louder than if it is pointed off-axis. Sound sources can also be omni-directional.
Convolution is a mathematical process which can be applied to an audio signal to achieve many interesting high-quality linear effects. Very often, the effect is used to simulate an acoustic space such as a concert hall, cathedral, or outdoor amphitheater. It can also be used for complex filter effects, like a muffled sound coming from inside a closet, sound underwater, sound coming through a telephone, or playing through a vintage speaker cabinet. This technique is very commonly used in major motion picture and music production and is considered to be extremely versatile and of high quality.
Each unique effect is defined by an impulse response
. An
impulse response can be represented as an audio file and can be recorded from a real acoustic
space such as a cave, or can be synthetically generated through a great variety
of techniques.
A key feature of many game audio engines (OpenAL, FMOD, Creative's EAX, Microsoft's XACT Audio, etc.) is a reverberation effect for simulating the sound of being in an acoustic space. But the code used to generate the effect has generally been custom and algorithmic (generally using a hand-tweaked set of delay lines and allpass filters which feedback into each other). In nearly all cases, not only is the implementation custom, but the code is proprietary and closed-source, each company adding its own "black magic" to achieve its unique quality. Each implementation being custom with a different set of parameters makes it impossible to achieve a uniform desired effect. And the code being proprietary makes it impossible to adopt a single one of the implementations as a standard. Additionally, algorithmic reverberation effects are limited to a relatively narrow range of different effects, regardless of how the parameters are tweaked.
A convolution effect solves these problems by using a very precisely defined mathematical algorithm as the basis of its processing. An impulse response represents an exact sound effect to be applied to an audio stream and is easily represented by an audio file which can be referenced by URL. The range of possible effects is enormous.
Single channel convolution operates on a mono audio source, using a mono impulse response. But to achieve a more spacious sound, multi-channel audio sources and impulse responses must be considered. Audio sources and playback systems can be stereo, 5.1, or more channels. In the general case the source has N input channels, the impulse response has K channels, and the playback system has M output channels. Thus it's a matter of how to matrix these channels to achieve the final result. The following diagram, illustrates the common cases for stereo playback where N, K, and M are all less than or equal to 2. Similarly, the matrixing for 5.1 and other playback configurations can be defined.
This section is informative.
The most modern and
accurate way to record the impulse response of a real acoustic space is to use
a long exponential sine sweep. The test-tone can be as long as 20 or 30
seconds, or longer.
Several recordings of the test tone played through a speaker can be made with
microphones placed and oriented at various positions in the room. It's
important to document speaker placement/orientation, the types of microphones,
their settings, placement, and orientations for each recording taken.
Post-processing is required for each of these recordings by performing an inverse-convolution with the test tone, yielding the impulse response of the room with the corresponding microphone placement. These impulse responses are then ready to be loaded into the convolution reverb engine to re-create the sound of being in the room.
Two command-line tools have been written:
generate_testtones
generates an exponential sine-sweep test-tone
and its inverse. Another tool convolve
was written for
post-processing. With these tools, anybody with recording equipment can record
their own impulse responses. To test the tools in practice, several recordings
were made in a warehouse space with interesting acoustics. These were later
post-processed with the command-line tools.
% generate_testtones -h Usage: generate_testtone [-o /Path/To/File/To/Create] Two files will be created: .tone and .inverse [-rate <sample rate>] sample rate of the generated test tones [-duration <duration>] The duration, in seconds, of the generated files [-min_freq <min_freq>] The minimum frequency, in hertz, for the sine sweep % convolve -h Usage: convolve input_file impulse_response_file output_file
This section is informative.
The Mozilla project has conducted Experiments to synthesize
and process audio directly in JavaScript. This approach is interesting for a
certain class of audio processing and they have produced a number of impressive
demos. This specification includes a means of synthesizing and processing
directly using JavaScript by using a special subtype of AudioNode
called JavaScriptAudioNode
.
Here are some interesting examples where direct JavaScript processing can be useful:
Unusual and interesting custom audio processing can be done directly in JS. It's also a good test-bed for prototyping new algorithms. This is an extremely rich area.
JS processing is ideal for illustrating concepts in computer music synthesis and processing, such as showing the de-composition of a square wave into its harmonic components, FM synthesis techniques, etc.
JavaScript has a variety of performance issues so it is not suitable for all types of audio processing. The approach proposed in this document includes the ability to perform computationally intensive aspects of the audio processing (too expensive for JavaScript to compute in real-time) such as multi-source 3D spatialization and convolution in optimized C++ code. Both direct JavaScript processing and C++ optimized code can be combined due to the APIs modular approach.
For web applications, the time delay between mouse and keyboard events (keydown, mousedown, etc.) and a sound being heard is important.
This time delay is called latency and is caused by several factors (input device latency, internal buffering latency, DSP processing latency, output device latency, distance of user's ears from speakers, etc.), and is cummulative. The larger this latency is, the less satisfying the user's experience is going to be. In the extreme, it can make musical production or game-play impossible. At moderate levels it can affect timing and give the impression of sounds lagging behind or the game being non-responsive. For musical applications the timing problems affect rhythm. For gaming, the timing problems affect precision of gameplay. For interactive applications, it generally cheapens the users experience much in the same way that very low animation frame-rates do. Depending on the application, a reasonable latency can be from as low as 3-6 milliseconds to 25-50 milliseconds.
Audio glitches are caused by an interruption of the normal continuous audio stream, resulting in loud clicks and pops. It is considered to be a catastrophic failure of a multi-media system and must be avoided. It can be caused by problems with the threads responsible for delivering the audio stream to the hardware, such as scheduling latencies caused by threads not having the proper priority and time-constraints. It can also be caused by the audio DSP trying to do more work than is possible in real-time given the CPU's speed.
The system should gracefully degrade to allow audio processing under resource constrained conditions without dropping audio frames.
First of all, it should be clear that regardless of the platform, the audio processing load should never be enough to completely lock up the machine. Second, the audio rendering needs to produce a clean, un-interrupted audio stream without audible glitches.
The system should be able to run on a range of hardware, from mobile phones and tablet devices to laptop and desktop computers. But the more limited compute resources on a phone device make it necessary to consider techniques to scale back and reduce the complexity of the audio rendering. For example, voice-dropping algorithms can be implemented to reduce the total number of notes playing at any given time.
Here's a list of some techniques which can be used to limit CPU usage:
In order to avoid audio breakup, CPU usage must remain below 100%.
The relative CPU usage can be dynamically measured for each AudioNode (and
chains of connected nodes) as a percentage of the rendering time quantum. In a
single-threaded implementation, overall CPU usage must remain below 100%. The
measured usage may be used internally in the implementation for dynamic
adjustments to the rendering. It may also be exposed through a
cpuUsage
attribute of AudioNode
for use by
JavaScript.
In cases where the measured CPU usage is near 100% (or whatever threshold is
considered too high), then an attempt to add additional AudioNodes
into the rendering graph can trigger voice-dropping.
Voice-dropping is a technique which limits the number of voices (notes) playing at the same time to keep CPU usage within a reasonable range. There can either be an upper threshold on the total number of voices allowed at any given time, or CPU usage can be dynamically monitored and voices dropped when CPU usage exceeds a threshold. Or a combination of these two techniques can be applied. When CPU usage is monitored for each voice, it can be measured all the way from the AudioSourceNode through any effect processing nodes which apply uniquely to that voice.
When a voice is "dropped", it needs to happen in such a way that it doesn't introduce audible clicks or pops into the rendered audio stream. One way to achieve this is to quickly fade-out the rendered audio for that voice before completely removing it from the rendering graph.
When it is determined that one or more voices must be dropped, there are various strategies for picking which voice(s) to drop out of the total ensemble of voices currently playing. Here are some of the factors which can be used in combination to help with this decision:
priority
attribute to help determine
the relative importance of the voices.Most of the effects described in this document are relatively inexpensive and will likely be able to run even on the slower mobile devices. However, the convolution effect can be configured with a variety of impulse responses, some of which will likely be too heavy for mobile devices. Generally speaking, CPU usage scales with the length of the impulse response and the number of channels it has. Thus, it is reasonable to consider that impulse responses which exceed a certain length will not be allowed to run. The exact limit can be determined based on the speed of the device. Instead of outright rejecting convolution with these long responses, it may be interesting to consider truncating the impulse responses to the maximum allowed length and/or reducing the number of channels of the impulse response.
In addition to the convolution effect. The AudioPannerNode
may also be
expensive if using the HRTF panning model. For slower devices, a cheaper
algorithm such as EQUALPOWER can be used to conserve compute resources.
For very slow devices, it may be worth considering running the rendering at
a lower sample-rate than normal. For example, the sample-rate can be reduced
from 44.1KHz to 22.05KHz. This decision must be made when the
AudioContext
is created, because changing the sample-rate
on-the-fly can be difficult to implement and will result in audible glitching
when the transition is made.
It should be possible to invoke some kind of "pre-flighting" code (through JavaScript) to roughly determine the power of the machine. The JavaScript code can then use this information to scale back any more intensive processing it may normally run on a more powerful machine. Also, the underlying implementation may be able to factor in this information in the voice-dropping algorithm.
TODO: add specification and more detail here
Any audio DSP / processing code done directly in JavaScript should also be concerned about scalability. To the extent possible, the JavaScript code itself needs to monitor CPU usage and scale back any more ambitious processing when run on less powerful devices. If it's an "all or nothing" type of processing, then user-agent check or pre-flighting should be done to avoid generating an audio stream with audio breakup.
This section is informative.
Please see the demo page for working examples.
Here are some of the types of applications a web audio system should be able to support:
Simple and low-latency playback of sound effects in response to simple user actions such as mouse click, roll-over, key press.
An HTML5 version of Quake has already been created. Audio features such as 3D spatialization and convolution for room simulation could be used to great effect.
3D environments with audio are common in games made for desktop applications and game consoles. Imagine a 3D island environment with spatialized audio, seagulls flying overhead, the waves crashing against the shore, the crackling of the fire, the creaking of the bridge, and the rustling of the trees in the wind. The sounds can be positioned naturally as one moves through the scene. Even going underwater, low-pass filters can be tweaked for just the right underwater sound.
Box2D is an interesting open-source library for 2D game physics. It has various implementations, including one based on Canvas 2D. A demo has been created with dynamic sound effects for each of the object collisions, taking into account the velocities vectors and positions to spatialize the sound events, and modulate audio effect parameters such as filter cutoff.
A virtual pool game with multi-sampled sound effects has also been created.
A variety of educational applications can be written, illustrating concepts in music theory and computer music synthesis and processing.
There are many creative possibilites for artistic sonic environments for installation pieces.
This section is informative.
This section is informative. When giving various information on available AudioNodes, the Web Audio API potentially exposes information on characteristic features of the client (such as audio hardware sample-rate) to any page that makes use of the AudioNode interface. Additionally, timing information can be collected through the RealtimeAnalyzerNode or JavaScriptAudioNode interface. The information could subsequently be used to create a fingerprint of the client.
Currently audio input is not specified in this document, but it will involve gaining access to the client machine's audio input or microphone. This will require asking the user for permission in an appropriate way, perhaps via the getUserMedia() API.
Please see Example Applications
No informative references.
Special thanks to the W3C Audio
Working Group. Members of the Working Group are (at the time of writing,
and by alphabetical order):
Berkovitz, Joe (public Invited expert);Cardoso, Gabriel (INRIA);Carlson, Eric
(Apple, Inc.);Gregan, Matthew (Mozilla Foundation);Jägenstedt, Philip (Opera
Software);Kalliokoski, Jussi (public Invited expert);Lowis, Chris (British
Broadcasting Corporation);MacDonald, Alistair (W3C Invited Experts);Michel,
Thierry (W3C/ERCIM);Noble, Jer (Apple, Inc.);O'Callahan, Robert(Mozilla
Foundation);Paradis, Matthew (British Broadcasting Corporation);Raman, T.V.
(Google, Inc.);Rogers, Chris (Google, Inc.);Schepers, Doug (W3C/MIT);Shires,
Glen (Google, Inc.);Smith, Michael (W3C/Keio);Thereaux, Olivier (British
Broadcasting Corporation);Wei, James (Intel Corporation);Wilson, Chris (Google,
Inc.);
date: Tue Mar 13 12:13:41 2012 -0100 * fixed all the HTML errors * added ids to all Headings * added alt attribute to all img * fix broken anchors * added a new status of this document section * added mandatory spec headers * generated a new table of content * added a Reference section * added an Acknowledgments section * added a Web Audio API Change Log date: Fri Mar 09 15:12:42 2012 -0800 * add optional maxDelayTime argument to createDelayNode() * add more detail about playback state to AudioBufferSourceNode * upgrade noteOn(), noteGrainOn(), noteOff() times to double from float date: Mon Feb 06 16:52:39 2012 -0800 * Cleanup JavaScriptAudioNode section * Add distance model constants for AudioPannerNode according to the OpenAL spec * Add .normalize attribute to ConvolverNode * Add getFrequencyResponse() method to BiquadFilterNode * Tighten up the up-mix equations date: Fri Nov 04 15:40:58 2011 -0700 summary: Add more technical detail to BiquadFilterNode description (contributed by Raymond Toy) date: Sat Oct 15 19:08:15 2011 -0700 summary: small edits to the introduction date: Sat Oct 15 19:00:15 2011 -0700 summary: initial commit date: Tue Sep 13 12:49:11 2011 -0700 summary: add convolution reverb design document date: Mon Aug 29 17:05:58 2011 -0700 summary: document the decodeAudioData() method date: Mon Aug 22 14:36:33 2011 -0700 summary: fix broken MediaElementAudioSourceNode link date: Mon Aug 22 14:33:57 2011 -0700 summary: refine section describing integration with HTMLMediaElement date: Mon Aug 01 12:05:53 2011 -0700 summary: add Privacy section date: Mon Jul 18 17:53:50 2011 -0700 summary: small update - tweak musical applications thumbnail images date: Mon Jul 18 17:23:00 2011 -0700 summary: initial commit of Web Audio API specification