BaseAudioContext: createBufferSource() method

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since April 2021.

The createBufferSource() method of the BaseAudioContext Interface is used to create a new AudioBufferSourceNode, which can be used to play audio data contained within an AudioBuffer object. AudioBuffers are created using BaseAudioContext.createBuffer or returned by BaseAudioContext.decodeAudioData when it successfully decodes an audio track.

Note: The AudioBufferSourceNode() constructor is the recommended way to create an AudioBufferSourceNode; see Creating an AudioNode.

Syntax

js
createBufferSource()

Parameters

None.

Return value

An AudioBufferSourceNode.

Examples

In this 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.

Note: You can also run the code live, or view the source.

js
const audioCtx = new AudioContext();
const button = document.querySelector("button");
const pre = document.querySelector("pre");
const myScript = document.querySelector("script");

pre.textContent = myScript.textContent;

// Stereo
const channels = 2;
// Create an empty two second stereo buffer at the
// sample rate of the AudioContext
const frameCount = audioCtx.sampleRate * 2.0;

const myArrayBuffer = audioCtx.createBuffer(
  channels,
  frameCount,
  audioCtx.sampleRate,
);

button.onclick = () => {
  // Fill the buffer with white noise;
  // just random values between -1.0 and 1.0
  for (let channel = 0; channel < channels; channel++) {
    // This gives us the actual ArrayBuffer that contains the data
    const nowBuffering = myArrayBuffer.getChannelData(channel);
    for (let 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
  const 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-baseaudiocontext-createbuffersource

Browser compatibility

desktop mobile
Chrome
Edge
Firefox
Opera
Safari
Chrome Android
Firefox for Android
Opera Android
Safari on iOS
Samsung Internet
WebView Android
WebView on iOS
createBufferSource
Chrome – Full support
Chrome 14 (Release date: 2011-09-16)
footnote Full support
Edge – Full support
Edge 12 (Release date: 2015-07-29)
footnote Full support
Firefox – Full support
Firefox 25 (Release date: 2013-10-29)
footnote Full support
Opera – Full support
Opera 15 (Release date: 2013-07-02)
footnote Full support
Safari – Full support
Safari 6 (Release date: 2012-07-25)
footnote Full support
Chrome Android – Full support
Chrome Android 18 (Release date: 2012-06-27)
footnote Full support
Firefox for Android – Full support
Firefox for Android 25 (Release date: 2013-10-29)
footnote Full support
Opera Android – Full support
Opera Android 14 (Release date: 2013-05-21)
footnote Full support
Safari on iOS – Full support
Safari on iOS 6 (Release date: 2012-09-10)
footnote Full support
Samsung Internet – Full support
Samsung Internet 1 (Release date: 2013-04-27)
footnote Full support
WebView Android – Full support
WebView Android 4.4.3 (Release date: 2014-06-02)
footnote Full support
WebView on iOS – Full support
WebView on iOS 6 (Release date: 2012-09-10)
footnote Full support

Legend

Tip: you can click/tap on a cell for more information.

Full support
Full support

See also