OscillatorNode
Baseline
Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.
The OscillatorNode
interface represents a periodic waveform, such as a sine wave. It is an AudioScheduledSourceNode
audio-processing module that causes a specified frequency of a given wave to be created—in effect, a constant tone.
Number of inputs | 0 |
---|---|
Number of outputs | 1 |
Channel count mode | max |
Channel count | 2 (not used in the default count mode) |
Channel interpretation | speakers |
Constructor
OscillatorNode()
-
Creates a new instance of an
OscillatorNode
object, optionally providing an object specifying default values for the node's properties. As an alternative, you can use theBaseAudioContext.createOscillator()
factory method; see Creating an AudioNode.
Instance properties
Also inherits properties from its parent, AudioScheduledSourceNode
.
OscillatorNode.frequency
-
An a-rate
AudioParam
representing the frequency of oscillation in hertz (though theAudioParam
returned is read-only, the value it represents is not). The default value is 440 Hz (a standard middle-A note). OscillatorNode.detune
-
An a-rate
AudioParam
representing detuning of oscillation in cents (though theAudioParam
returned is read-only, the value it represents is not). The default value is 0. OscillatorNode.type
-
A string which specifies the shape of waveform to play; this can be one of a number of standard values, or
custom
to use aPeriodicWave
to describe a custom waveform. Different waves will produce different tones. Standard values are"sine"
,"square"
,"sawtooth"
,"triangle"
and"custom"
. The default is"sine"
.
Instance methods
Also inherits methods from its parent, AudioScheduledSourceNode
.
OscillatorNode.setPeriodicWave()
-
Sets a
PeriodicWave
which describes a periodic waveform to be used instead of one of the standard waveforms; calling this sets thetype
tocustom
. AudioScheduledSourceNode.start()
-
Specifies the exact time to start playing the tone.
AudioScheduledSourceNode.stop()
-
Specifies the time to stop playing the tone.
Events
Also inherits events from its parent, AudioScheduledSourceNode
.
Examples
>Using an OscillatorNode
The following example shows basic usage of an AudioContext
to create an oscillator node and to start playing a tone on it. For an applied example, check out our Violent Theremin demo (see app.js for relevant code).
// create web audio api context
const audioCtx = new AudioContext();
// create Oscillator node
const oscillator = audioCtx.createOscillator();
oscillator.type = "square";
oscillator.frequency.setValueAtTime(440, audioCtx.currentTime); // value in hertz
oscillator.connect(audioCtx.destination);
oscillator.start();
Different oscillator node types
The four built-in oscillator types are sine
, square
, triangle
and sawtooth
. They are the shape of the waveform generated by an oscillator. Fun fact: These are the defaults for most synths because they are waveforms which are easy to generate electronically. This example visualizes the waveforms for the different types at different frequencies.
<div class="controls">
<label for="type-select">
Oscillator type
<select id="type-select">
<option>sine</option>
<option>square</option>
<option>triangle</option>
<option>sawtooth</option>
</select>
</label>
<label for="freq-range">
Frequency
<input
type="range"
min="100"
max="800"
step="10"
value="250"
id="freq-range" />
</label>
<button data-playing="init" id="play-button">Play</button>
</div>
<canvas id="wave-graph"></canvas>
The code is in two parts: in the first part, we set up the sound stuff.
const typeSelect = document.getElementById("type-select");
const frequencyControl = document.getElementById("freq-range");
const playButton = document.getElementById("play-button");
const audioCtx = new AudioContext();
const osc = new OscillatorNode(audioCtx, {
type: typeSelect.value,
frequency: frequencyControl.valueAsNumber,
});
// Rather than creating a new oscillator for every start and stop
// which you would do in an audio application, we are just going
// to mute/un-mute for demo purposes - this means we need a gain node
const gain = new GainNode(audioCtx);
const analyser = new AnalyserNode(audioCtx, {
fftSize: 1024,
smoothingTimeConstant: 0.8,
});
osc.connect(gain).connect(analyser).connect(audioCtx.destination);
typeSelect.addEventListener("change", () => {
osc.type = typeSelect.value;
});
frequencyControl.addEventListener("input", () => {
osc.frequency.value = frequencyControl.valueAsNumber;
});
playButton.addEventListener("click", () => {
if (audioCtx.state === "suspended") {
audioCtx.resume();
}
if (playButton.dataset.playing === "init") {
osc.start(audioCtx.currentTime);
playButton.dataset.playing = "true";
playButton.innerText = "Pause";
} else if (playButton.dataset.playing === "false") {
gain.gain.linearRampToValueAtTime(1, audioCtx.currentTime + 0.2);
playButton.dataset.playing = "true";
playButton.innerText = "Pause";
} else if (playButton.dataset.playing === "true") {
gain.gain.linearRampToValueAtTime(0.0001, audioCtx.currentTime + 0.2);
playButton.dataset.playing = "false";
playButton.innerText = "Play";
}
});
As for the second part, we draw the waveform on a canvas using the AnalyserNode
we created above.
const dpr = window.devicePixelRatio;
const w = 500 * dpr;
const h = 300 * dpr;
const canvasEl = document.getElementById("wave-graph");
canvasEl.width = w;
canvasEl.height = h;
const canvasCtx = canvasEl.getContext("2d");
const bufferLength = analyser.frequencyBinCount;
const dataArray = new Uint8Array(bufferLength);
analyser.getByteTimeDomainData(dataArray);
// draw an oscilloscope of the current oscillator
function draw() {
analyser.getByteTimeDomainData(dataArray);
canvasCtx.fillStyle = "white";
canvasCtx.fillRect(0, 0, w, h);
canvasCtx.lineWidth = 4.0;
canvasCtx.strokeStyle = "black";
canvasCtx.beginPath();
const sliceWidth = (w * 1.0) / bufferLength;
let x = 0;
for (let i = 0; i < bufferLength; i++) {
const v = dataArray[i] / 128.0;
const y = (v * h) / 2;
if (i === 0) {
canvasCtx.moveTo(x, y);
} else {
canvasCtx.lineTo(x, y);
}
x += sliceWidth;
}
canvasCtx.lineTo(w, h / 2);
canvasCtx.stroke();
requestAnimationFrame(draw);
}
draw();
Warning: This example makes a noise!
Specifications
Specification |
---|
Web Audio API> # OscillatorNode> |
Browser compatibility
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