So far we’ve been using a sine wave for our main signal, but we have other options: The first one sounds like a ticking noise when the other sounds like an actual note played on an instrument. Start and stop quickly Start and stop slowly It gets more visible when we start and stop the signal right away: Giving more time to the sound to fade out gives it a totally different feel. Play Stop (X=0.1) Stop (X=1) Stop (X=5) Hitting Notes exponentialRampToValueAtTime ( 0.00001, context. But what happens when we change this X value? g. In the example above, we decided to stop the sound really quickly, in 0.04 seconds. currentTime + 0.04 )Īs you can hear, the clicking sound is gone! But that’s not the only interesting thing that you can do with this exponential ramp down. Note that we don’t ramp down to 0 since there is a limitation in this function where the value has to be positive. In order to stop the sound we change the gain value, effectively reducing the volume. The code to start the sound now looks like this: var context = new AudioContext () var o = context. Basically when you stop the sound anywhere else than the zero crossing point, you’ll hear this clicking sound. This is because the human hear reacts this way as explained in this great article. It seems like you let a phone off the hook and when you stop it, you hear a “click” and it’s not pleasant at all. You’ll notice that the sound produced here is not great. var context = new AudioContext () var o = context. Finally we connect the oscillator to the context and start. Then we’ll create an oscillator producing the sine wave. We’ll initiate an audio context, which is the central object for generating sound. Produce a Simple Beepįirst let’s create a very basic beep using a sinusoid. I’ve also added examples that you can actually run if your browser supports it. In this article I’ll give some pointers with usable code. So how exactly do you create a clear, ringing and nice sounding note? I didn’t want to only use the HTML 5 audio tag because I found it too limiting… but the first thing I discovered is that getting the right kind of sound is not straightforward at all, especially if you only have a very basic musical background like myself. During a recent hackathon, I decided to build a multiplayer 8 bits sequencer using sounds generated programatically with the Web Audio API.
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