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HTMLMediaElement.currentTime - Web APIs
the htmlmediaelement interface's currenttime property specifies the current playback time in seconds.
... changing the value of currenttime this value seeks the media to the new time.
... syntax var currenttime = htmlmediaelement.currenttime; htmlmediaelement.currenttime = 35; value a double-precision floating-point value indicating the current playback time in seconds.
...And 5 more matches
Animation.currentTime - Web APIs
the animation.currenttime property of the web animations api returns and sets the current time value of the animation in milliseconds, whether running or paused.
... if the animation lacks a timeline, is inactive, or hasn't been played yet, currenttime's return value is null.
... syntax var currenttime = animation.currenttime; animation.currenttime = newtime; value a number representing the current time in milliseconds, or null to deactivate the animation.
...And 4 more matches
AnimationTimeline.currentTime - Web APIs
the currenttime read-only property of the web animations api's animationtimeline interface returns the timeline's current time in milliseconds, or null if the timeline is inactive.
... syntax var currenttime = animationtimeline.currenttime; value a number representing the timeline's current time in milliseconds, or null if the timeline is inactive.
... reduced time precision to offer protection against timing attacks and fingerprinting, the precision of animationtimeline.currenttime might get rounded depending on browser settings.
...And 3 more matches
BaseAudioContext.currentTime - Web APIs
the currenttime read-only property of the baseaudiocontext interface returns a double representing an ever-increasing hardware timestamp in seconds that can be used for scheduling audio playback, visualizing timelines, etc.
... syntax var curtime = baseaudiocontext.currenttime; example var audiocontext = window.audiocontext || window.webkitaudiocontext; var audioctx = new audiocontext(); // older webkit/blink browsers require a prefix ...
... console.log(audioctx.currenttime); reduced time precision to offer protection against timing attacks and fingerprinting, the precision of audioctx.currenttime might get rounded depending on browser settings.
...And 3 more matches
AnimationPlaybackEvent.currentTime - Web APIs
the currenttime read-only property of the animationplaybackevent interface represents the current time of the animation that generated the event at the moment the event is queued.
... reduced time precision to offer protection against timing attacks and fingerprinting, the precision of playbackevent.currenttime might get rounded depending on browser settings.
... // reduced time precision (2ms) in firefox 60 playbackevent.currenttime; // 23.404 // 24.192 // 25.514 // ...
...And 2 more matches
Advanced techniques: Creating and sequencing audio - Web APIs
the oscillator now we can create an oscillatornode and set its wave to the one we've created: function playsweep() { let osc = audioctx.createoscillator(); osc.setperiodicwave(wave); osc.frequency.value = 440; osc.connect(audioctx.destination); osc.start(); osc.stop(audioctx.currenttime + 1); } controlling amplitude this is great, but wouldn't it be nice if we had an amplitude envelope to go with it?
... let sweeplength = 2; function playsweep() { let osc = audioctx.createoscillator(); osc.setperiodicwave(wave); osc.frequency.value = 440; let sweepenv = audioctx.creategain(); sweepenv.gain.cancelscheduledvalues(audioctx.currenttime); sweepenv.gain.setvalueattime(0, audioctx.currenttime); // set our attack sweepenv.gain.linearramptovalueattime(1, audioctx.currenttime + attacktime); // set our release sweepenv.gain.linearramptovalueattime(0, audioctx.currenttime + sweeplength - releasetime); osc.connect(sweepenv).connect(audioctx.destination); osc.start(); osc.stop(audioctx.currenttime + sweep...
...length); } note: we'll talk about the property baseaudiocontext.currenttime later, so don't worry if you're unsure of it for now.
...And 9 more matches
Cross-browser audio basics - Developer guides
and pausing, and then playing from 5 seconds into the audio: var myaudio = document.createelement('audio'); if (myaudio.canplaytype('audio/mpeg')) { myaudio.setattribute('src','audiofile.mp3'); } if (myaudio.canplaytype('audio/ogg')) { myaudio.setattribute('src','audiofile.ogg'); } alert('play'); myaudio.play(); alert('stop'); myaudio.pause(); alert('play from 5 seconds in'); myaudio.currenttime = 5; myaudio.play(); let's explore the available properties and methods in more detail.
... myaudio.pause(); note: there is no stop method — to implement a stop function, you'd have to pause the media then set the currenttime property value to 0.
... currenttime the currenttime property gets or sets the current time the audio should play at.
...And 5 more matches
Video and Audio APIs - Learn web development
next, let's define stopmedia() — add the following function below playpausemedia(): function stopmedia() { media.pause(); media.currenttime = 0; play.setattribute('data-icon','p'); } there is no stop() method on the htmlmediaelement api — the equivalent is to pause() the video, and set its currenttime property to 0.
... setting currenttime to a value (in seconds) immediately jumps the media to that position.
...add the following below your two previous functions: function windbackward() { if(media.currenttime <= 3) { rwd.classlist.remove('active'); clearinterval(intervalrwd); stopmedia(); } else { media.currenttime -= 3; } } function windforward() { if(media.currenttime >= media.duration - 3) { fwd.classlist.remove('active'); clearinterval(intervalfwd); stopmedia(); } else { media.currenttime += 3; } } again, we'll just run through the first one of these f...
...And 4 more matches
Index - Web APIs
WebAPIIndex
65 animation.currenttime api, animation, animations, property, reference, web animations, web animations api the animation.currenttime property of the web animations api returns and sets the current time value of the animation in milliseconds, whether running or paused.
... 94 animationplaybackevent.currenttime api, animation, animationplaybackevent, attribute, experimental, property, reference, currenttime, waapi, web animations api the currenttime read-only property of the animationplaybackevent interface represents the current time of the animation that generated the event at the moment the event is queued.
... 97 animationtimeline.currenttime api, animation, animationtimeline, experimental, property, read-only, reference, web animations, currenttime, waapi, web animations api the currenttime read-only property of the web animations api's animationtimeline interface returns the timeline's current time in milliseconds, or null if the timeline is inactive.
...And 4 more matches
<audio>: The Embed Audio element - HTML: Hypertext Markup Language
WebHTMLElementaudio
currenttime reading currenttime returns a double-precision floating-point value indicating the current playback position, in seconds, of the audio.
... if the audio's metadata isn't available yet—thereby preventing you from knowing the media's start time or duration—currenttime instead indicates, and can be used to change, the time at which playback will begin.
... otherwise, setting currenttime sets the current playback position to the given time and seeks the media to that position if the media is currently loaded.
...And 3 more matches
Accessible multimedia - Learn web development
add it to your code, at the bottom: playpausebtn.onclick = function() { if(player.paused) { player.play(); playpausebtn.textcontent = 'pause'; } else { player.pause(); playpausebtn.textcontent = 'play'; } }; next, add this code to the bottom, which controls the stop button: stopbtn.onclick = function() { player.pause(); player.currenttime = 0; playpausebtn.textcontent = 'play'; }; there is no stop() function available on htmlmediaelements, so instead we pause() it, and at the same time set the currenttime to 0.
... next, our rewind and fast forward buttons — add the following blocks to the bottom of your code: rwdbtn.onclick = function() { player.currenttime -= 3; }; fwdbtn.onclick = function() { player.currenttime += 3; if(player.currenttime >= player.duration || player.paused) { player.pause(); player.currenttime = 0; playpausebtn.textcontent = 'play'; } }; these are very simple, just adding or subtracting 3 seconds to the currenttime each time they are clicked.
... note that we also check to see if the currenttime is more than the total media duration, or if the media is not playing, when the fwd button is pressed.
...And 2 more matches
Creating a cross-browser video player - Developer guides
stop stop.addeventlistener('click', function(e) { video.pause(); video.currenttime = 0; progress.value = 0; }); the media api doesn't have a stop method, so to mimic this the video is paused, and its currenttime (i.e.
...this event is ideal for updating the progress bar's value, setting it to the value of the video's currenttime attribute, which indicates how far through the video the current playback is.
... video.addeventlistener('timeupdate', function() { progress.value = video.currenttime; progressbar.style.width = math.floor((video.currenttime / video.duration) * 100) + '%'; }); as the timeupdate event is raised, the progress element's value attribute is set to the video's currenttime.
...And 2 more matches
Audio for Web games - Game development
let's add some javascript to make this work: var myaudio = document.getelementbyid('myaudio'); var buttons = document.getelementsbytagname('button'); var stoptime = 0; for (var i = 0; i < buttons.length; i++) { buttons[i].addeventlistener('click', function() { myaudio.currenttime = this.getattribute("data-start"); stoptime = this.getattribute("data-stop"); myaudio.play(); }, false); } myaudio.addeventlistener('timeupdate', function() { if (this.currenttime > stoptime) { this.pause(); } }, false); note: you can try out our audio sprite player live on jsfiddle.
... let offset = 0; function playtrack(audiobuffer) { const tracksource = audioctx.createbuffersource(); tracksource.buffer = audiobuffer; tracksource.connect(audioctx.destination) if (offset == 0) { tracksource.start(); offset = audioctx.currenttime; } else { tracksource.start(0, audioctx.currenttime - offset); } return tracksource; } finally, let's loop over our <li> elements, grab the correct file for each one and then allow playback by hiding the "loading" text and displaying the play button: trackels.foreach((el, i) => { // get children const anchor = el.queryselector('a'); const loadtext = el.queryselector('p'); c...
...note the second parameter (where to start playing from in the new track) is relative: if (offset == 0) { source.start(); offset = context.currenttime; } else { var relativetime = context.currenttime - offset; var beats = relativetime / tempo; var remainder = beats - math.floor(beats); var delay = tempo - (remainder*tempo); source.start(context.currenttime+delay, relativetime+delay); } note: you can try our wait calculator code here, on jsfiddle (i've synched to the bar in this case).
... note: if the first parameter is 0 or less than the context currenttime, playback will commence immediately.
SVGSVGElement - Web APIs
svgsvgelement.getcurrenttime() returns the current time in seconds relative to the start time for the current svg document fragment.
... if getcurrenttime() is called before the document timeline has begun (for example, by script running in a <script> element before the document's svgload event is dispatched), then 0 is returned.
... svgsvgelement.setcurrenttime() adjusts the clock for this svg document fragment, establishing a new current time.
... if setcurrenttime() is called before the document timeline has begun (for example, by script running in a <script> element before the document's svgload event is dispatched), then the value of seconds in the last invocation of the method gives the time that the document will seek to once the document timeline has begun.
Using the Web Animations API - Web APIs
we could do that by setting her animation.currenttime to 4 seconds, like so: alicechange.currenttime = 4000; but while working on this animation, we might change alice’s duration a lot.
... wouldn’t it be better if we set her currenttime dynamically, so we don’t have to make two updates at a time?
... we can, in fact, do so by referencing alicechange’s animation.effect property, which returns an object containing all the details of the effect(s) active on alice: alicechange.currenttime = alicechange.effect.getcomputedtiming().duration / 2; effect lets us access the animation’s keyframes and timing properties — alicechange.effect.getcomputedtiming() points to alice’s timing object (which is of type computedeffecttiming) — this contains her computedeffecttiming.duration.
...we can figure out whether she's on the large end or small end of her animation by getting her animation's currenttime and dividing it by her activeduration: var endgame = function() { // get alice's timeline's playhead location var aliceplayhead = alicechange.currenttime; var alicetimeline = alicechange.effect.getcomputedtiming().activeduration; // stops alice's and other animations stopplayingalice(); // depending on which third it falls into var aliceheight = aliceplayhead / alicetimeline; ...
Media events - Developer guides
note: manually setting the currenttime will eventually fire a canplaythrough event in firefox.
... timeupdate the time indicated by the element's currenttime attribute has changed.
... you can easily watch for these events, using code such as the following: var v = document.getelementsbytagname("video")[0]; v.addeventlistener("seeked", function() { v.play(); }, true); v.currenttime = 10.0; this example fetches the first video element in the document and attaches an event listener to it, watching for the seeked event, which is sent whenever a seek operation completes.
... then, in line 3, the example sets the element's currenttime attribute to 10.0, which initiates a seek operation to the 10-second mark in the media.
<video>: The Video Embed element - HTML: Hypertext Markup Language
WebHTMLElementvideo
currenttime reading currenttime returns a double-precision floating-point value indicating the current playback position of the media specified in seconds.
...setting currenttime sets the current playback position to the given time and seeks the media to that position if the media is currently loaded.
...other media may have a media timeline that doesn't start at 0 seconds, so setting currenttime to a time before that would fail.
... timeupdate the time indicated by the currenttime attribute has been updated.
Chapter 5: Let's build a Firefox extension - Archive of obsolete content
k.xul <?xml version="1.0"?> <?xml-stylesheet href="chrome://global/skin/"?> <dialog id="clockdialog" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul" title="clock" buttons="accept" onload="initclock();"> <script type="application/javascript" src="chrome://helloworld/content/clock.js"/> <hbox align="center"> <label value="current time:" /> <textbox id="currenttime" /> </hbox> </dialog> listing 6: content for clock.js function initclock() { showcurrenttime(); window.setinterval(showcurrenttime, 1000); } function showcurrenttime() { var textbox = document.getelementbyid("currenttime"); textbox.value = new date().tolocaletimestring(); textbox.select(); } operations check perform an operations check to make sure that your changes to the sour...
..."chrome://global/skin/"?> <!doctype dialog system "chrome://helloworld/locale/clock.dtd"> <dialog id="clockdialog" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul" title="&helloworld.clock;" buttons="accept" onload="initclock();"> <script type="application/javascript" src="chrome://helloworld/content/clock.js" /> <hbox align="center"> <label value="&helloworld.currenttime;:" /> <textbox id="currenttime" /> </hbox> </dialog> create the dtd that defines the entity references now create the dtd file that gets referred to by clock.xul (listing 9).
... listing 9: content for clock.dtd locale\en-us\clock.dtd: <!entity helloworld.clock "clock"> <!entity helloworld.currenttime "current time"> locale\fr-fr\clock.dtd: <!entity helloworld.clock "horloge"> <!entity helloworld.currenttime "heure courante"> replacing user interface messages within javascript files with properties references it may happen your extension displays some useful messages such as alerts to the user.
Animation.playState - Web APIs
paused the animation was suspended and the animation.currenttime property is not updating.
... finished the animation has reached one of its boundaries and the animation.currenttime property is not updating.
... tears.foreach(function(el) { el.pause(); el.currenttime = 0; }); specifications specification status comment web animationsthe definition of 'playstate' in that specification.
AudioListener.dopplerFactor - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.forwardX - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.forwardY - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.forwardZ - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.positionX - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.positionY - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.positionZ - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.setOrientation() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.setPosition() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.speedOfSound - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.upX - Web APIs
WebAPIAudioListenerupX
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.upY - Web APIs
WebAPIAudioListenerupY
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener.upZ - Web APIs
WebAPIAudioListenerupZ
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioListener - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
AudioParam.setTargetAtTime() - Web APIs
starttime the time that the exponential transition will begin, in the same time coordinate system as audiocontext.currenttime.
... if it is less than or equal to audiocontext.currenttime, the parameter will start changing immediately.
...5 var gainnode = audioctx.creategain(); gainnode.gain.value = 0.5; var currgain = gainnode.gain.value; // connect the audiobuffersourcenode to the gainnode // and the gainnode to the destination source.connect(gainnode); gainnode.connect(audioctx.destination); // set buttons to do something onclick attimeplus.onclick = function() { currgain = 1.0; gainnode.gain.settargetattime(1.0, audioctx.currenttime + 1, 0.5); } attimeminus.onclick = function() { currgain = 0; gainnode.gain.settargetattime(0, audioctx.currenttime + 1, 0.5); } specifications specification status comment web audio apithe definition of 'settargetattime' in that specification.
AudioParam.setValueAtTime() - Web APIs
the setvalueattime() method of the audioparam interface schedules an instant change to the audioparam value at a precise time, as measured against audiocontext.currenttime.
...when the buttons are pressed, the currgain variable is incremented/decremented by 0.25, then the setvalueattime() method is used to set the gain value equal to currgain, one second from now (audioctx.currenttime + 1.) // create audio context var audiocontext = window.audiocontext || window.webkitaudiocontext; var audioctx = new audiocontext(); // set basic variables for example var myaudio = document.queryselector('audio'); var pre = document.queryselector('pre'); var myscript = document.queryselector('script'); pre.innerhtml = myscript.innerhtml; var targetattimeplus = document.queryselector('.set-t...
...de = audioctx.creategain(); gainnode.gain.value = 0.5; var currgain = gainnode.gain.value; // connect the audiobuffersourcenode to the gainnode // and the gainnode to the destination source.connect(gainnode); gainnode.connect(audioctx.destination); // set buttons to do something onclick targetattimeplus.onclick = function() { currgain += 0.25; gainnode.gain.setvalueattime(currgain, audioctx.currenttime + 1); } targetattimeminus.onclick = function() { currgain -= 0.25; gainnode.gain.setvalueattime(currgain, audioctx.currenttime + 1); } specifications specification status comment web audio apithe definition of 'setvalueattime' in that specification.
AudioParam - Web APIs
the time used is the one defined in audiocontext.currenttime.
... methods audioparam.setvalueattime() schedules an instant change to the value of the audioparam at a precise time, as measured against audiocontext.currenttime.
... var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); specifications specification status comment web audio apithe definition of 'audioparam' in that specification.
AudioScheduledSourceNode.start() - Web APIs
this value is specified in the same time coordinate system as the audiocontext is using for its currenttime attribute.
...the times are calculated by adding the desired number of seconds to the context's current time stamp returned by audiocontext.currenttime.
... context = new audiocontext(); osc = context.createoscillator(); osc.connect(context.destination); /* schedule the start and stop times for the oscillator */ osc.start(context.currenttime + 2); osc.stop(context.currenttime + 3); specifications specification status comment web audio apithe definition of 'start()' in that specification.
AudioScheduledSourceNode.stop() - Web APIs
this value is specified in the same time coordinate system as the audiocontext is using for its currenttime attribute.
...the stop time is determined by taking the audio context's current time from audiocontext.currenttime and adding 1 second.
...*/ osc.start(); osc.stop(context.currenttime + 1); specifications specification status comment web audio apithe definition of 'stop()' in that specification.
AudioWorkletGlobalScope - Web APIs
currenttime read only returns a double that represents the ever-increasing context time of the audio block being processed.
... it is equal to the currenttime property of the baseaudiocontext the worklet belongs to.
... // test-processor.js class testprocessor extends audioworkletprocessor { constructor () { super() // current sample-frame and time at the moment of instantiation // to see values change, you can put these two lines in process method console.log(currentframe) console.log(currenttime) } // the process method is required - simply output silence, // which the outputs are already filled with process (inputs, outputs, parameters) { return true } } // the sample rate is not going to change ever, // because it's a read-only property of a baseaudiocontext // and is set only during its instantiation console.log(samplerate) // you can declare any variables and use them...
BaseAudioContext.createPanner() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
HTMLMediaElement: timeupdate event - Web APIs
the timeupdate event is fired when the time indicated by the currenttime attribute has been updated.
... using addeventlistener(): const video = document.queryselector('video'); video.addeventlistener('timeupdate', (event) => { console.log('the currenttime attribute has been updated.
... again.'); }); using the ontimeupdate event handler property: const video = document.queryselector('video'); video.ontimeupdate = (event) => { console.log('the currenttime attribute has been updated.
OscillatorNode.start() - Web APIs
syntax oscillator.start(when); // start playing oscillator at the point in time specified by when parameters when optional an optional double representing the time (in seconds) when the oscillator should start, in the same coordinate system as audiocontext's currenttime attribute.
... if a value is not included or is less than currenttime, the oscillator starts playing immediately.
... // create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(3000, audioctx.currenttime); // value in hertz oscillator.start(); specifications specification status comment web audio apithe definition of 'start' in that specification.
PannerNode.distanceModel - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode.maxDistance - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode.panningModel - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode.setOrientation() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode.setPosition() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode.setVelocity() - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
PannerNode - Web APIs
indow.webkitaudiocontext; var audioctx = new audiocontext(); var panner = audioctx.createpanner(); panner.panningmodel = 'hrtf'; panner.distancemodel = 'inverse'; panner.refdistance = 1; panner.maxdistance = 10000; panner.rollofffactor = 1; panner.coneinnerangle = 360; panner.coneouterangle = 0; panner.coneoutergain = 0; if(panner.orientationx) { panner.orientationx.setvalueattime(1, audioctx.currenttime); panner.orientationy.setvalueattime(0, audioctx.currenttime); panner.orientationz.setvalueattime(0, audioctx.currenttime); } else { panner.setorientation(1,0,0); } var listener = audioctx.listener; if(listener.forwardx) { listener.forwardx.setvalueattime(0, audioctx.currenttime); listener.forwardy.setvalueattime(0, audioctx.currenttime); listener.forwardz.setvalueattime(-1, audioct...
...x.currenttime); listener.upx.setvalueattime(0, audioctx.currenttime); listener.upy.setvalueattime(1, audioctx.currenttime); listener.upz.setvalueattime(0, audioctx.currenttime); } else { listener.setorientation(0,0,-1,0,1,0); } var source; var play = document.queryselector('.play'); var stop = document.queryselector('.stop'); var boombox = document.queryselector('.boom-box'); var listenerdata = document.queryselector('.listener-data'); var pannerdata = document.queryselector('.panner-data'); leftbound = (-xpos) + 50; rightbound = xpos - 50; xiterator = width/150; // listener will always be in the same place for this demo if(listener.positionx) { listener.positionx.setvalueattime(xpos, audioctx.currenttime); listener.positiony.setvalueattime(ypos, audioctx.currenttime); listener.
...positionz.setvalueattime(300, audioctx.currenttime); } else { listener.setposition(xpos,ypos,300); } listenerdata.innerhtml = 'listener data: x ' + xpos + ' y ' + ypos + ' z ' + 300; // panner will move as the boombox graphic moves around on the screen function positionpanner() { if(panner.positionx) { panner.positionx.setvalueattime(xpos, audioctx.currenttime); panner.positiony.setvalueattime(ypos, audioctx.currenttime); panner.positionz.setvalueattime(zpos, audioctx.currenttime); } else { panner.setposition(xpos,ypos,zpos); } pannerdata.innerhtml = 'panner data: x ' + xpos + ' y ' + ypos + ' z ' + zpos; } note: in terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there i...
Audio and Video Delivery - Developer guides
javascript audio var myaudio = document.createelement('audio'); if (myaudio.canplaytype('audio/mpeg')) { myaudio.setattribute('src','audiofile.mp3'); } else if (myaudio.canplaytype('audio/ogg')) { myaudio.setattribute('src','audiofile.ogg'); } myaudio.currenttime = 5; myaudio.play(); we set the source of the audio depending on the type of audio file the browser supports, then set the play-head 5 seconds in and attempt to play it.
...this is done by setting the value of the currenttime property on the element; see htmlmediaelement for further details on the element's properties.
... var mediaelement = document.queryselector('#mediaelementid'); mediaelement.seekable.start(0); // returns the starting time (in seconds) mediaelement.seekable.end(0); // returns the ending time (in seconds) mediaelement.currenttime = 122; // seek to 122 seconds mediaelement.played.end(0); // returns the number of seconds the browser has played specifying playback range when specifying the uri of media for an <audio> or <video> element, you can optionally include additional information to specify the portion of the media to play.
Animation.pause() - Web APIs
WebAPIAnimationpause
exceptions invalidstateerror the animation's currenttime is unresolved (for example, if it's never been played or isn't currently playing) and the end time of the animation is positive infinity.
... throws an invalidstateerror if the animation's currenttime is unresolved (perhaps it hasn't started playing yet) and the end time of the animation is positive infinity.
AudioBufferSourceNode.start() - Web APIs
if when is less than (audiocontext.currenttime, or if it's 0, the sound begins to play at once.
... source.start(audioctx.currenttime + 1,3,10); for a more complete example showing start() in use, check out our audiocontext.decodeaudiodata() example, you can also run the code example live, or view the source.
AudioContext.getOutputTimestamp() - Web APIs
the two values are as follows: audiotimestamp.contexttime: the time of the sample frame currently being rendered by the audio output device (i.e., output audio stream position), in the same units and origin as the context's audiocontext.currenttime.
... contexttime: a point in the time coordinate system of the currenttime for the baseaudiocontext; the time after the audio context was first created.
AudioParam.setValueCurveAtTime() - Web APIs
if this value is lower than audiocontext.currenttime, it is clamped to currenttime.
....connect(gainnode); gainnode.connect(audioctx.destination); // set button to do something onclick var wavearray = new float32array(9); wavearray[0] = 0.5; wavearray[1] = 1; wavearray[2] = 0.5; wavearray[3] = 0; wavearray[4] = 0.5; wavearray[5] = 1; wavearray[6] = 0.5; wavearray[7] = 0; wavearray[8] = 0.5; valuecurve.onclick = function() { gainnode.gain.setvaluecurveattime(wavearray, audioctx.currenttime, 2); } specifications specification status comment web audio apithe definition of 'setvaluecurveattime' in that specification.
AudioParam.value - Web APIs
WebAPIAudioParamvalue
setting value has the same effect as calling audioparam.setvalueattime with the time returned by the audiocontext's currenttime property..
... const audioctx = new audiocontext(); const gainnode = audioctx.creategain(); gainnode.gain.value = 0.4; //which is identical to: gainnode.gain.setvalueattime(0.4, audioctx.currenttime); specifications specification status comment web audio apithe definition of 'value' in that specification.
HTMLMediaElement - Web APIs
htmlmediaelement.currenttime a double-precision floating-point value indicating the current playback time in seconds; if the media has not started to play and has not been seeked, this value is the media's initial playback time.
... timeupdate fired when the time indicated by the currenttime attribute has been updated volumechange fired when the volume has changed.
Timing element visibility with the Intersection Observer API - Web APIs
here it is: function updateadtimer(adbox) { let laststarted = adbox.dataset.lastviewstarted; let currenttime = performance.now(); if (laststarted) { let diff = currenttime - laststarted; adbox.dataset.totalviewtime = parsefloat(adbox.dataset.totalviewtime) + diff; } adbox.dataset.lastviewstarted = currenttime; } to track an element's visible time, we use two custom data attributes (see data-*) on every ad: lastviewstarted the time in milliseconds, relative to the time at which the ...
...we also get the current time-since-creation value using performance.now() into currenttime.
MediaSession.setActionHandler() - Web APIs
audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); }); navigator.mediasession.setactionhandler('seekbackward', evt => { // user clicked "seek backward" media notification icon.
... audio.currenttime = math.max(audio.currenttime - skiptime, 0); }); supporting multiple actions in one handler function you can also, if you prefer, use a single function to handle multiple action types, by checking the value of the mediasessionactiondetails object's action property: let skiptime = 7; navigator.mediasession.setactionhandler("seekforward", handleseek); navigator.mediasession.setactionhandler("seekbackward", handleseek); function handleseek(details) { switch(details.action) { case "seekforward": audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); break; case "seekbackward": audio.currenttime = math.max(audio.currenttime - skiptime, 0); break; } } here, the handleseek() function handles both seekbackward ...
Media Session action types - Web APIs
audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); }); navigator.mediasession.setactionhandler('seekbackward', evt => { // user clicked "seek backward" media notification icon.
... audio.currenttime = math.max(audio.currenttime - skiptime, 0); }); supporting multiple actions in one handler function you can also, if you prefer, use a single function to handle multiple action types, by checking the value of the mediasessionactiondetails object's action property: let skiptime = 7; navigator.mediasession.setactionhandler("seekforward", handleseek); navigator.mediasession.setactionhandler("seekbackward", handleseek); function handleseek(details) { switch(details.action) { case "seekforward": audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); break; case "seekbackward": audio.currenttime = math.max(audio.currenttime - skiptime, 0); break; } } here, the handleseek() function handles both seekbackward ...
MediaSessionActionDetails - Web APIs
audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); }); navigator.mediasession.setactionhandler('seekbackward', evt => { // user clicked "seek backward" media notification icon.
... audio.currenttime = math.max(audio.currenttime - skiptime, 0); }); supporting multiple actions in one handler function you can also, if you prefer, use a single function to handle multiple action types, by checking the value of the mediasessionactiondetails object's action property: let skiptime = 7; navigator.mediasession.setactionhandler("seekforward", handleseek); navigator.mediasession.setactionhandler("seekbackward", handleseek); function handleseek(details) { switch(details.action) { case "seekforward": audio.currenttime = math.min(audio.currenttime + skiptime, audio.duration); break; case "seekbackward": audio.currenttime = math.max(audio.currenttime - skiptime, 0); break; } } here, the handleseek() function handles both seekbackward ...
OscillatorNode.detune - Web APIs
syntax var oscillator = audioctx.createoscillator(); oscillator.detune.setvalueattime(100, audioctx.currenttime); // value in cents note: though the audioparam returned is read-only, the value it represents is not.
... // create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(440, audioctx.currenttime); // value in hertz oscillator.detune.setvalueattime(100, audioctx.currenttime); // value in cents oscillator.start(); specifications specification status comment web audio apithe definition of 'detune' in that specification.
OscillatorNode.frequency - Web APIs
syntax var oscillator = audioctx.createoscillator(); oscillator.frequency.setvalueattime(440, audioctx.currenttime); // value in hertz note: though the audioparam returned is read-only, the value it represents is not.
... // create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(440, audioctx.currenttime); // value in hertz oscillator.start(); specifications specification status comment web audio apithe definition of 'frequency' in that specification.
PannerNode.coneInnerAngle - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
PannerNode.coneOuterAngle - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
PannerNode.coneOuterGain - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
PannerNode.orientationX - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
PannerNode.orientationY - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
PannerNode.orientationZ - Web APIs
this value determines the volume of the sound outside of both inner and outer cone // setting it to 0 means there is no sound, so we can clearly hear when we leave the cone // 0 is also the default panner.coneoutergain = 0; // increase the z position to ensure the cone has an effect // (otherwise the sound is located at the same position as the listener) panner.positionz.setvalueattime(1, context.currenttime); having set up the pannernode, we can now schedule some updates to its y-axis rotation: // calculate the vector for no rotation // this means the sound will play at full volume const [x1, y1, z1] = yrotationtovector(0); // schedule the no-rotation vector immediately panner.orientationx.setvalueattime(x1, context.currenttime); panner.orientationy.setvalueattime(y1, context.currenttime); panner.
...orientationz.setvalueattime(z1, context.currenttime); // calculate the vector for -22.4 degrees // since our coneouterangle is 45, this will just about make the sound audible // if we set it to +/-22.5, the sound volume will be 0, as the threshold is exclusive const [x2, y2, z2] = yrotationtovector(-22.4); panner.orientationx.setvalueattime(x2, context.currenttime + 2); panner.orientationy.setvalueattime(y2, context.currenttime + 2); panner.orientationz.setvalueattime(z2, context.currenttime + 2); finally, let's connect all our nodes and start the oscillator!
A basic 2D WebGL animation example - Web APIs
globalcolor, [0.1, 0.7, 0.2, 1.0]); gl.bindbuffer(gl.array_buffer, vertexbuffer); avertexposition = gl.getattriblocation(shaderprogram, "avertexposition"); gl.enablevertexattribarray(avertexposition); gl.vertexattribpointer(avertexposition, vertexnumcomponents, gl.float, false, 0, 0); gl.drawarrays(gl.triangles, 0, vertexcount); window.requestanimationframe(function(currenttime) { let deltaangle = ((currenttime - previoustime) / 1000.0) * degreespersecond; currentangle = (currentangle + deltaangle) % 360; previoustime = currenttime; animatescene(); }); } the first thing that needs to be done in order to draw a frame of the animation is to clear the background to the desired color.
... our requestanimationframe() callback receives as input a single parameter, currenttime, which specifies the time at which the frame drawing began.
Migrating from webkitAudioContext - Web APIs
you can compare the value of audiocontext.currenttime to the first argument passed to start() to know whether playback has started or not.
... if you need to compare this attribute to playing_state, you can compare the value of audiocontext.currenttime to the first argument passed to start() to know whether playback has started or not.
Event reference
timeupdate the time indicated by the currenttime attribute has been updated.
... timeout progressevent xmlhttprequest timeupdate event html5 media the time indicated by the currenttime attribute has been updated.
Video player styling basics - Developer guides
'unmute' : 'mute'); } } this function is then called by the relevant event handlers: video.addeventlistener('play', function() { changebuttonstate('playpause'); }, false); video.addeventlistener('pause', function() { changebuttonstate('playpause'); }, false); stop.addeventlistener('click', function(e) { video.pause(); video.currenttime = 0; progress.value = 0; // update the play/pause button's 'data-state' which allows the correct button image to be set via css changebuttonstate('playpause'); }); mute.addeventlistener('click', function(e) { video.muted = !video.muted; changebuttonstate('mute'); }); you might have noticed that there are new handlers where the play and pause events are reacted to on the video.
...it now also needs to take into account the offset position of the parent element: progress.addeventlistener('click', function(e) { var pos = (e.pagex - (this.offsetleft + this.offsetparent.offsetleft)) / this.offsetwidth; video.currenttime = pos * video.duration; }); fullscreen the fullscreen implemention hasn't changed.
Media buffering, seeking, and time ranges - Developer guides
; } and the following javascript provides our functionality: window.onload = function(){ var myaudio = document.getelementbyid('my-audio'); myaudio.addeventlistener('progress', function() { var duration = myaudio.duration; if (duration > 0) { for (var i = 0; i < myaudio.buffered.length; i++) { if (myaudio.buffered.start(myaudio.buffered.length - 1 - i) < myaudio.currenttime) { document.getelementbyid("buffered-amount").style.width = (myaudio.buffered.end(myaudio.buffered.length - 1 - i) / duration) * 100 + "%"; break; } } } }); myaudio.addeventlistener('timeupdate', function() { var duration = myaudio.duration; if (duration > 0) { document.getelementbyid('progress-amount').style.width = ((my...
...audio.currenttime / duration)*100) + "%"; } }); } the progress event is fired as data is downloaded, this is a good event to react to if we want to display download or buffering progress.
Adding Properties to XBL-defined Elements - Archive of obsolete content
for example, the following field is given a default value equal to the current time: <field name="currenttime"> new date().gettime(); </field> properties sometimes you will want to validate the data that is assigned to a property.
Cooperative asynchronous JavaScript: Timeouts and intervals - Learn web development
the general pattern you'd use looks something like this: let starttime = null; function draw(timestamp) { if (!starttime) { starttime = timestamp; } currenttime = timestamp - starttime; // do something based on current time requestanimationframe(draw); } draw(); browser support requestanimationframe() is supported in more recent browsers than setinterval()/settimeout().
Animation.cancel() - Web APIs
WebAPIAnimationcancel
when an animation is cancelled, its starttime and currenttime are set to null.
Animation.onfinish - Web APIs
you can force the animation into the "finished" state by setting its starttime to document.timeline.currenttime - (animation.currenttime * animation.playbackrate).
Animation - Web APIs
WebAPIAnimation
properties animation.currenttime the current time value of the animation in milliseconds, whether running or paused.
AnimationEffect.getComputedTiming() - Web APIs
syntax var currenttimevalues = animation.getcomputedtiming(); parameters none.
AnimationPlaybackEvent - Web APIs
attributes animationplaybackevent.currenttime the current time of the animation that generated the event.
AnimationTimeline - Web APIs
properties animationtimeline.currenttime read only returns the time value in milliseconds for this timeline or null if this timeline is inactive.
AudioParam.cancelScheduledValues() - Web APIs
examples var gainnode = audioctx.creategain(); gainnode.gain.setvaluecurveattime(wavearray, audioctx.currenttime, 2); //'gain' is the audioparam gainnode.gain.cancelscheduledvalues(audioctx.currenttime); specifications specification status comment web audio apithe definition of 'cancelscheduledvalues' in that specification.
AudioParam.exponentialRampToValueAtTime() - Web APIs
ument.queryselector('.exp-ramp-minus'); // create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a gain node and set its gain value to 0.5 var gainnode = audioctx.creategain(); // connect the audiobuffersourcenode to the gainnode // and the gainnode to the destination gainnode.gain.setvalueattime(0, audioctx.currenttime); source.connect(gainnode); gainnode.connect(audioctx.destination); // set buttons to do something onclick exprampplus.onclick = function() { gainnode.gain.exponentialramptovalueattime(1.0, audioctx.currenttime + 2); } exprampminus.onclick = function() { gainnode.gain.exponentialramptovalueattime(0.01, audioctx.currenttime + 2); } note: a value of 0.01 was used for the value to ramp down...
AudioParam.linearRampToValueAtTime() - Web APIs
t.queryselector('.linear-ramp-minus'); // create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a gain node and set it's gain value to 0.5 var gainnode = audioctx.creategain(); // connect the audiobuffersourcenode to the gainnode // and the gainnode to the destination gainnode.gain.setvalueattime(0, audioctx.currenttime); source.connect(gainnode); gainnode.connect(audioctx.destination); // set buttons to do something onclick linearrampplus.onclick = function() { gainnode.gain.linearramptovalueattime(1.0, audioctx.currenttime + 2); } linearrampminus.onclick = function() { gainnode.gain.linearramptovalueattime(0, audioctx.currenttime + 2); } specifications specification status comment ...
AudioParamDescriptor - Web APIs
const audiocontext = new audiocontext() await audiocontext.audioworklet.addmodule('white-noise-processor.js') const whitenoisenode = new audioworkletnode(audiocontext, 'white-noise-processor') whitenoisenode.connect(audiocontext.destination) now we can change the gain on the node like this: const gainparam = whitenoisenode.parameters.get('customgain') gainparam.setvalueattime(0, audiocontext.currenttime) gainparam.linearramptovalueattime(0.5, audiocontext.currenttime + 0.5) specifications specification status comment web audio apithe definition of 'audioparamdescriptor' in that specification.
AudioProcessingEvent - Web APIs
playbacktime read only double the time when the audio will be played, as defined by the time of audiocontext.currenttime inputbuffer read only audiobuffer the buffer containing the input audio data to be processed.
AudioWorkletNode.parameters - Web APIs
const audiocontext = new audiocontext() await audiocontext.audioworklet.addmodule('white-noise-processor.js') const whitenoisenode = new audioworkletnode(audiocontext, 'white-noise-processor') whitenoisenode.connect(audiocontext.destination) now we can change the gain on the node like this: const gainparam = whitenoisenode.parameters.get('customgain') gainparam.setvalueattime(0, audiocontext.currenttime) gainparam.linearramptovalueattime(0.5, audiocontext.currenttime + 0.5) specifications specification status comment web audio apithe definition of 'parameters' in that specification.
AudioWorkletProcessor.parameterDescriptors (static getter) - Web APIs
const audiocontext = new audiocontext() await audiocontext.audioworklet.addmodule('white-noise-processor.js') const whitenoisenode = new audioworkletnode(audiocontext, 'white-noise-processor') whitenoisenode.connect(audiocontext.destination) now we can change the gain on the node like this: const gainparam = whitenoisenode.parameters.get('customgain') gainparam.setvalueattime(0, audiocontext.currenttime) gainparam.linearramptovalueattime(0.5, audiocontext.currenttime + 0.5) specifications specification status comment web audio apithe definition of 'parameterdescriptors' in that specification.
BaseAudioContext.createBiquadFilter() - Web APIs
er(); // connect the nodes together source = audioctx.createmediastreamsource(stream); source.connect(analyser); analyser.connect(distortion); distortion.connect(biquadfilter); biquadfilter.connect(convolver); convolver.connect(gainnode); gainnode.connect(audioctx.destination); // manipulate the biquad filter biquadfilter.type = "lowshelf"; biquadfilter.frequency.setvalueattime(1000, audioctx.currenttime); biquadfilter.gain.setvalueattime(25, audioctx.currenttime); specifications specification status comment web audio apithe definition of 'createbiquadfilter()' in that specification.
BaseAudioContext.createChannelMerger() - Web APIs
var ac = new audiocontext(); ac.decodeaudiodata(somestereobuffer, function(data) { var source = ac.createbuffersource(); source.buffer = data; var splitter = ac.createchannelsplitter(2); source.connect(splitter); var merger = ac.createchannelmerger(2); // reduce the volume of the left channel only var gainnode = ac.creategain(); gainnode.gain.setvalueattime(0.5, ac.currenttime); splitter.connect(gainnode, 0); // connect the splitter back to the second input of the merger: we // effectively swap the channels, here, reversing the stereo image.
BaseAudioContext.createChannelSplitter() - Web APIs
var ac = new audiocontext(); ac.decodeaudiodata(somestereobuffer, function(data) { var source = ac.createbuffersource(); source.buffer = data; var splitter = ac.createchannelsplitter(2); source.connect(splitter); var merger = ac.createchannelmerger(2); // reduce the volume of the left channel only var gainnode = ac.creategain(); gainnode.gain.setvalueattime(0.5, ac.currenttime); splitter.connect(gainnode, 0); // connect the splitter back to the second input of the merger: we // effectively swap the channels, here, reversing the stereo image.
BaseAudioContext.createDelay() - Web APIs
var delay1; rangesynth.oninput = function() { delay1 = rangesynth.value; synthdelay.delaytime.setvalueattime(delay1, audioctx.currenttime); } specifications specification status comment web audio apithe definition of 'createdelay()' in that specification.
BaseAudioContext.createDynamicsCompressor() - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
BaseAudioContext.createGain() - Web APIs
gainnode.gain.setvalueattime(0, audioctx.currenttime); mute.id = "activated"; mute.innerhtml = "unmute"; } else { gainnode.gain.setvalueattime(1, audioctx.currenttime); mute.id = ""; mute.innerhtml = "mute"; } } specifications specification status comment web audio apithe definition of 'creategain()' in that specification.
BaseAudioContext.createOscillator() - Web APIs
// create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(3000, audioctx.currenttime); // value in hertz oscillator.connect(audioctx.destination); oscillator.start(); specifications specification status comment web audio apithe definition of 'createoscillator' in that specification.
BaseAudioContext.createStereoPanner() - Web APIs
tml; // create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a stereo panner var pannode = audioctx.createstereopanner(); // event handler function to increase panning to the right and left // when the slider is moved pancontrol.oninput = function() { pannode.pan.setvalueattime(pancontrol.value, audioctx.currenttime); panvalue.innerhtml = pancontrol.value; } // connect the mediaelementaudiosourcenode to the pannode // and the pannode to the destination, so we can play the // music and adjust the panning using the controls source.connect(pannode); pannode.connect(audioctx.destination); specifications specification status comment web audio apithe definition of 'createstereopanner()...
BaseAudioContext - Web APIs
baseaudiocontext.currenttime read only returns a double representing an ever-increasing hardware time in seconds used for scheduling.
BiquadFilterNode - Web APIs
er(); // connect the nodes together source = audioctx.createmediastreamsource(stream); source.connect(analyser); analyser.connect(distortion); distortion.connect(biquadfilter); biquadfilter.connect(convolver); convolver.connect(gainnode); gainnode.connect(audioctx.destination); // manipulate the biquad filter biquadfilter.type = "lowshelf"; biquadfilter.frequency.setvalueattime(1000, audioctx.currenttime); biquadfilter.gain.setvalueattime(25, audioctx.currenttime); specifications specification status comment web audio apithe definition of 'biquadfilternode' in that specification.
ChannelMergerNode - Web APIs
var ac = new audiocontext(); ac.decodeaudiodata(somestereobuffer, function(data) { var source = ac.createbuffersource(); source.buffer = data; var splitter = ac.createchannelsplitter(2); source.connect(splitter); var merger = ac.createchannelmerger(2); // reduce the volume of the left channel only var gainnode = ac.creategain(); gainnode.gain.setvalueattime(0.5, ac.currenttime); splitter.connect(gainnode, 0); // connect the splitter back to the second input of the merger: we // effectively swap the channels, here, reversing the stereo image.
ChannelSplitterNode - Web APIs
var ac = new audiocontext(); ac.decodeaudiodata(somestereobuffer, function(data) { var source = ac.createbuffersource(); source.buffer = data; var splitter = ac.createchannelsplitter(2); source.connect(splitter); var merger = ac.createchannelmerger(2); // reduce the volume of the left channel only var gainnode = ac.creategain(); gainnode.gain.setvalueattime(0.5, ac.currenttime); splitter.connect(gainnode, 0); // connect the splitter back to the second input of the merger: we // effectively swap the channels, here, reversing the stereo image.
DelayNode.delayTime - Web APIs
var delay1; rangesynth.oninput = function() { delay1 = rangesynth.value; synthdelay.delaytime.setvalueattime(delay1, audioctx.currenttime); } specifications specification status comment web audio apithe definition of 'delaytime' in that specification.
DelayNode - Web APIs
WebAPIDelayNode
var delay1; rangesynth.oninput = function() { delay1 = rangesynth.value; synthdelay.delaytime.setvalueattime(delay1, audioctx.currenttime); } specifications specification status comment web audio apithe definition of 'delaynode' in that specification.
Document.timeline - Web APIs
WebAPIDocumenttimeline
syntax var pagetimeline = document.timeline; var thismoment = pagetimeline.currenttime; value a documenttimeline object.
DocumentTimeline - Web APIs
animationtimeline.currenttime returns the time value in milliseconds for this timeline or null if it is inactive.
DynamicsCompressorNode.attack - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
DynamicsCompressorNode.knee - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
DynamicsCompressorNode.ratio - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
DynamicsCompressorNode.release - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
DynamicsCompressorNode.threshold - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
DynamicsCompressorNode - Web APIs
// create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a compressor node var compressor = audioctx.createdynamicscompressor(); compressor.threshold.setvalueattime(-50, audioctx.currenttime); compressor.knee.setvalueattime(40, audioctx.currenttime); compressor.ratio.setvalueattime(12, audioctx.currenttime); compressor.attack.setvalueattime(0, audioctx.currenttime); compressor.release.setvalueattime(0.25, audioctx.currenttime); // connect the audiobuffersourcenode to the destination source.connect(audioctx.destination); button.onclick = function() { var active = button.getattribu...
GainNode.gain - Web APIs
WebAPIGainNodegain
gainnode.gain.setvalueattime(0, audioctx.currenttime); mute.id = "activated"; mute.innerhtml = "unmute"; } else { gainnode.gain.setvalueattime(1, audioctx.currenttime); mute.id = ""; mute.innerhtml = "mute"; } } specifications specification status comment web audio apithe definition of 'gain' in that specification.
GainNode - Web APIs
WebAPIGainNode
gainnode.gain.setvalueattime(0, audioctx.currenttime); mute.id = "activated"; mute.innerhtml = "unmute"; } else { gainnode.gain.setvalueattime(1, audioctx.currenttime); mute.id = ""; mute.innerhtml = "mute"; } } specifications specification status comment web audio apithe definition of 'gainnode' in that specification.
HTMLAudioElement - Web APIs
some of the more commonly used properties of the audio element include src, currenttime, duration, paused, muted, and volume.
HTMLMediaElement.fastSeek() - Web APIs
note: if you need to seek with precision, you should set htmlmediaelement.currenttime instead.
OscillatorNode.stop() - Web APIs
// create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.connect(audioctx.destination); oscillator.start(); oscillator.stop(audioctx.currenttime + 2); // stop 2 seconds after the current time specifications specification status comment web audio apithe definition of 'stop' in that specification.
OscillatorNode.type - Web APIs
// create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(440, audioctx.currenttime); // value in hertz oscillator.start(); specifications specification status comment web audio apithe definition of 'type' in that specification.
OscillatorNode - Web APIs
// create web audio api context var audioctx = new (window.audiocontext || window.webkitaudiocontext)(); // create oscillator node var oscillator = audioctx.createoscillator(); oscillator.type = 'square'; oscillator.frequency.setvalueattime(440, audioctx.currenttime); // value in hertz oscillator.connect(audioctx.destination); oscillator.start(); specifications specification status comment web audio apithe definition of 'oscillatornode' in that specification.
PannerNode.positionX - Web APIs
const context = new audiocontext(); const osc = new oscillatornode(context); const panner = new pannernode(context); panner.positionx.setvalueattime(-1, context.currenttime + 1); panner.positionx.setvalueattime(1, context.currenttime + 2); panner.positionx.setvalueattime(0, context.currenttime + 3); osc.connect(panner) .connect(context.destination); osc.start(0); specifications specification status comment web audio apithe definition of 'positionx' in that specification.
PannerNode.positionY - Web APIs
const context = new audiocontext(); const osc = new oscillatornode(context); const panner = new pannernode(context); panner.panningmodel = 'hrtf'; panner.positiony.setvalueattime(1, context.currenttime + 1); panner.positiony.setvalueattime(-1, context.currenttime + 2); panner.positiony.setvalueattime(0, context.currenttime + 3); osc.connect(panner) .connect(context.destination); osc.start(0); specifications specification status comment web audio apithe definition of 'positiony' in that specification.
PannerNode.positionZ - Web APIs
const context = new audiocontext(); const osc = new oscillatornode(context); const panner = new pannernode(context); panner.panningmodel = 'hrtf'; panner.positionz.setvalueattime(1, context.currenttime + 1); panner.positionz.setvalueattime(-1, context.currenttime + 2); panner.positionz.setvalueattime(0, context.currenttime + 3); osc.connect(panner) .connect(context.destination); osc.start(0); specifications specification status comment web audio apithe definition of 'positionz' in that specification.
PannerNode.refDistance - Web APIs
e; // set the initial z position, then schedule the ramp panner.positionz.setvalueattime(0, starttime); panner.positionz.linearramptovalueattime(z_distance, starttime + note_length); osc.connect(panner) .connect(context.destination); osc.start(starttime); osc.stop(starttime + note_length); }; // this tone should decay immediately and fairly quickly scheduletesttone(1, context.currenttime); // this tone should decay slower and later than the previous one scheduletesttone(4, context.currenttime + note_length); // this tone should decay only slightly, and only start decaying fairly late scheduletesttone(7, context.currenttime + note_length * 2); after running this code, the resulting waveforms should look something like this: specifications specification status c...
PannerNode.rolloffFactor - Web APIs
r = rollofffactor; // set the initial z position, then schedule the ramp panner.positionz.setvalueattime(0, starttime); panner.positionz.linearramptovalueattime(z_distance, starttime + note_length); osc.connect(panner) .connect(context.destination); osc.start(starttime); osc.stop(starttime + note_length); }; // this tone should decay fairly quickly scheduletesttone(1, context.currenttime); // this tone should decay slower than the previous one scheduletesttone(0.5, context.currenttime + note_length); // this tone should decay only slightly scheduletesttone(0.1, context.currenttime + note_length * 2); after running this code, the resulting waveforms should look something like this: specifications specification status comment web audio apithe definition...
SVGAnimationElement - Web APIs
svganimationelement.getcurrenttime() returns a float representing the current time in seconds relative to time zero for the given time container.
StereoPannerNode.pan - Web APIs
tml; // create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a stereo panner var pannode = audioctx.createstereopanner(); // event handler function to increase panning to the right and left // when the slider is moved pancontrol.oninput = function() { pannode.pan.setvalueattime(pancontrol.value, audioctx.currenttime); panvalue.innerhtml = pancontrol.value; } // connect the mediaelementaudiosourcenode to the pannode // and the pannode to the destination, so we can play the // music and adjust the panning using the controls source.connect(pannode); pannode.connect(audioctx.destination); specifications specification status comment web audio apithe definition of 'pan' in that specifi...
StereoPannerNode - Web APIs
tml; // create a mediaelementaudiosourcenode // feed the htmlmediaelement into it var source = audioctx.createmediaelementsource(myaudio); // create a stereo panner var pannode = audioctx.createstereopanner(); // event handler function to increase panning to the right and left // when the slider is moved pancontrol.oninput = function() { pannode.pan.setvalueattime(pancontrol.value, audioctx.currenttime); panvalue.innerhtml = pancontrol.value; } // connect the mediaelementaudiosourcenode to the pannode // and the pannode to the destination, so we can play the // music and adjust the panning using the controls source.connect(pannode); pannode.connect(audioctx.destination); specifications specification status comment web audio apithe definition of 'stereopannernode' in...
Web Animations API Concepts - Web APIs
timeline timeline objects provide the useful property currenttime, which lets us see how long the page has been opened for: it's the "current time" of the document's timeline, which started when the page was opened.
Web Audio API best practices - Web APIs
if for example, you want the gain value to be raised to 1 in 2 seconds time, you can do this: gainnode.gain.setvalueattime(1, audioctx.currenttime + 2); it will override the previous example (as it should), even if it were to come later in your code.
Background audio processing using AudioWorklet - Web APIs
gainparam.setvalueattime(newvalue, audiocontext.currenttime); you can similarly use any of the other methods in the audioparam interface to apply changes over time, to cancel scheduled changes, and so forth.
Date.prototype.getTimezoneOffset() - JavaScript
examples using gettimezoneoffset() // get current timezone offset for host device let x = new date(); let currenttimezoneoffsetinhours = x.gettimezoneoffset() / 60; // 1 // get timezone offset for international labour day (may 1) in 2016 // be careful, the date() constructor uses 0-indexed months, so may is // represented with 4 (and not 5) let labourday = new date(2016, 4, 1) let labourdayoffset = labourday.gettimezoneoffset() / 60; specifications specification ecmascript (ecma-262)the...