The EventTarget.addEventListener() method registers the specified listener on the EventTarget it's called on.
The EventTarget.addEventListener() method registers the specified listener on the EventTarget it's called on. The event target may be an Element in a document, the Document itself, a Window, or any other object that supports events (such as XMLHttpRequest).
MDN
Represents an integer used to determine how many channels are used when up-mixing and down-mixing connections to any inputs to the node.
Represents an integer used to determine how many channels are used when up-mixing and down-mixing connections to any inputs to the node. Its usage and precise definition depend on the value of AudioNode.channelCountMode.
Represents an enumerated value describing the way channels must be matched between the node's inputs and outputs.
Represents an enumerated value describing the way channels must be matched between the node's inputs and outputs.
Represents an enumerated value describing the meaning of the channels.
Represents an enumerated value describing the meaning of the channels. This interpretation will define how audio up-mixing and down-mixing will happen.
The possible values are "speakers" or "discrete".
Allows us to connect one output of this node to one input of an audio parameter.
Allows us to connect one output of this node to one input of an audio parameter.
Allows us to connect one output of this node to one input of another node.
Allows us to connect one output of this node to one input of another node.
Returns the associated AudioContext, that is the object representing the processing graph the node is participating in.
Returns the associated AudioContext, that is the object representing the processing graph the node is participating in.
Allows us to disconnect the current node from another one it is already connected to.
Allows us to disconnect the current node from another one it is already connected to.
The index describing which output of the AudioNode is going to be disconnected.
Dispatches an Event at the specified EventTarget, invoking the affected EventListeners in the appropriate order.
Dispatches an Event at the specified EventTarget, invoking the affected EventListeners in the appropriate order. The normal event processing rules (including the capturing and optional bubbling phase) apply to events dispatched manually with dispatchEvent().
MDN
Is a Boolean attribute indicating if the audio asset must be replayed when the end of the AudioBuffer is reached.
Is a Boolean attribute indicating if the audio asset must be replayed when the end of the AudioBuffer is reached. Its default value is false.
Is a double value indicating, in seconds, where in the AudioBuffer the replay of the play must stop (and eventually loop again).
Is a double value indicating, in seconds, where in the AudioBuffer the replay of the play must stop (and eventually loop again). Its default value is 0.
Is a double value indicating, in seconds, where in the AudioBuffer the restart of the play must happen.
Is a double value indicating, in seconds, where in the AudioBuffer the restart of the play must happen. Its default value is 0.
Returns the number of inputs feeding the node.
Returns the number of inputs feeding the node. Source nodes are defined as nodes having a numberOfInputs property with a value of 0.
Returns the number of outputs coming out of the node.
Returns the number of outputs coming out of the node. Destination nodes — like AudioDestinationNode — have a value of 0 for this attribute.
Is an EventHandler containing the callback associated with the ended event.
Is an a-rate AudioParam that defines the speed factor at which the audio asset will be played.
Is an a-rate AudioParam that defines the speed factor at which the audio asset will be played. Since no pitch correction is applied on the output, this can be used to change the pitch of the sample.
Removes the event listener previously registered with EventTarget.addEventListener.
Removes the event listener previously registered with EventTarget.addEventListener.
MDN
Schedules the start of the playback of the audio asset.
Schedules the start of the playback of the audio asset.
The when parameter defines when the play will start. If when represents a time in the past, the play will start immediately. If the method is called more than one time, or after a call to AudioBufferSourceNode.stop(), an exception is raised.
The offset parameter, which defaults to 0, defines where the playback will start.
The duration parameter, which defaults to the length of the asset minus the value of offset, defines the length of the portion of the asset to be played.
Schedules the end of the playback of an audio asset.
Schedules the end of the playback of an audio asset.
The when parameter defines when the playback will stop. If it represents a time in the past, the playback will end immediately. If this method is called twice or more, an exception is raised.
Is an AudioBuffer that defines the audio asset to be played, or when set to the value null, defines a single channel of silence.
Is an AudioBuffer that defines the audio asset to be played, or when set to the value null, defines a single channel of silence.
(Since version forever) Should no longer be used, but will probably still work.
AudioBufferSourceNode has no input and exactly one output. The number of channels in the output corresponds to the number of channels of the AudioBuffer that is set to the AudioBufferSourceNode.buffer property. If there is no buffer set—that is, if the attribute's value is NULL—the output contains one channel consisting of silence. An AudioBufferSourceNode can only be played once; that is, only one call to AudioBufferSourceNode.start() is allowed. If the sound needs to be played again, another AudioBufferSourceNode has to be created. Those nodes are cheap to create, and AudioBuffers can be reused across plays. It is often said that AudioBufferSourceNodes have to be used in a "fire and forget" fashion: once it has been started, all references to the node can be dropped, and it will be garbage-collected automatically.
Multiple calls to AudioBufferSourceNode.stop() are allowed. The most recent call replaces the previous one, granted the AudioBufferSourceNode has not already reached the end of the buffer.