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    Creating a Web based tone generator

    This article is in need of a technical review.

    This example creates a simple tone generator, and plays the resulting tone. The function requestSoundData() produces the samples to be played. This function is called at a certain interval through the setInterval() function. The function mozWriteAudio() is called to write those samples produced in the audio stream. In order to always have samples to play, a buffer of 500 ms is created. The function mozCurrentSampleOffset() is used to know the position of the samples being played so that we can fill a 500 ms buffer of audio samples. 

    <!DOCTYPE html>
        <title>JavaScript Audio Write Example</title>
        <input type="text" size="4" id="freq" value="440"><label for="hz">Hz</label>
        <button onclick="start()">play</button>
        <button onclick="stop()">stop</button>
        <script type="text/javascript">      
          function AudioDataDestination(sampleRate, readFn) {
            // Initialize the audio output.
            var audio = new Audio();
            audio.mozSetup(1, sampleRate);
            var currentWritePosition = 0;
            var prebufferSize = sampleRate / 2; // buffer 500ms
            var tail = null;
            // The function called with regular interval to populate 
            // the audio output buffer.
            setInterval(function() {
              var written;
              // Check if some data was not written in previous attempts.
              if(tail) {  
                written = audio.mozWriteAudio(tail);
                currentWritePosition += written;
                if(written < tail.length) {
                  // Not all the data was written, saving the tail...
                  tail = tail.subarray(written);
                  return; // ... and exit the function.
                tail = null;
              // Check if we need add some data to the audio output.
              var currentPosition = audio.mozCurrentSampleOffset();
              var available = currentPosition + prebufferSize - currentWritePosition;
              if(available > 0) {
                // Request some sound data from the callback function.
                var soundData = new Float32Array(parseFloat(available));
                // Writing the data.
                written = audio.mozWriteAudio(soundData);
                if(written < soundData.length) {
                  // Not all the data was written, saving the tail.
                  tail = soundData.slice(written);
                currentWritePosition += written;
            }, 100);
          // Control and generate the sound.
          var frequency = 0, currentSoundSample;
          var sampleRate = 44100;
          function requestSoundData(soundData) {
            if (!frequency) { 
              return; // no sound selected
            var k = 2* Math.PI * frequency / sampleRate;
            for (var i=0, size=soundData.length; i<size; i++) {
              soundData[i] = Math.sin(k * currentSoundSample++);
          var audioDestination = new AudioDataDestination(sampleRate, requestSoundData);
          function start() {
            currentSoundSample = 0;
            frequency = parseFloat(document.getElementById("freq").value);
          function stop() {
            frequency = 0;

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    Contributors to this page: lavish, sebmozilla, davidjmemmett, jswisher, Kennyluck, rillian
    Last updated by: lavish,