The getFloatFrequencyData() method of the AnalyserNode Interface copies the current frequency data into a Float32Array array passed into it.

If you need higher performance and don't care about precision, you can use AnalyserNode.getByteFrequencyData() instead, which works on a Uint8Array.


var audioCtx = new AudioContext();
var analyser = audioCtx.createAnalyser();
var dataArray = new Float32Array(analyser.frequencyBinCount); // Float32Array should be the same length as the frequencyBinCount

void analyser.getFloatFrequencyData(dataArray); // fill the Float32Array with data returned from getFloatFrequencyData()


The Float32Array that the frequency domain data will be copied to. For any sample which is silent, the value is -Infinity.
If the array has fewer elements than the AnalyserNode.frequencyBinCount, excess elements are dropped. If it has more elements than needed, excess elements are ignored.

Return value



const audioCtx = new AudioContext();
const analyser = audioCtx.createAnalyser();
// Float32Array should be the same length as the frequencyBinCount
const myDataArray = new Float32Array(analyser.frequencyBinCount); 
// fill the Float32Array with data returned from getFloatFrequencyData()

Drawing a spectrum

The following example shows basic usage of an AudioContext to connect a MediaElementAudioSourceNode to an AnalyserNode. While the audio is playing, we collect the frequency data repeatedly with requestAnimationFrame() and draw a "winamp bargraph style" to a <canvas> element.

For more complete applied examples/information, check out our Voice-change-O-matic-float-data demo (see the source code too).

<!doctype html>
const audioCtx = new AudioContext();

//Create audio source
//Here, we use an audio file, but this could also be e.g. microphone input
const audioEle = new Audio();
audioEle.src = 'my-audio.mp3';//insert file name here
audioEle.autoplay = true;
audioEle.preload = 'auto';
const audioSourceNode = audioCtx.createMediaElementSource(audioEle);

//Create analyser node
const analyserNode = audioCtx.createAnalyser();
analyserNode.fftSize = 256;
const bufferLength = analyserNode.frequencyBinCount;
const dataArray = new Float32Array(bufferLength);

//Set up audio node network

//Create 2D canvas
const canvas = document.createElement('canvas'); = 'absolute'; = 0; = 0;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.clearRect(0, 0, canvas.width, canvas.height);

function draw() {
  //Schedule next redraw

  //Get spectrum data

  //Draw black background
  canvasCtx.fillStyle = 'rgb(0, 0, 0)';
  canvasCtx.fillRect(0, 0, canvas.width, canvas.height);

  //Draw spectrum
  const barWidth = (canvas.width / bufferLength) * 2.5;
  let posX = 0;
  for (let i = 0; i < bufferLength; i++) {
    const barHeight = (dataArray[i] + 140) * 2;
    canvasCtx.fillStyle = 'rgb(' + Math.floor(barHeight + 100) + ', 50, 50)';
    canvasCtx.fillRect(posX, canvas.height - barHeight / 2, barWidth, barHeight / 2);
    posX += barWidth + 1;



Specification Status Comment
Web Audio API
The definition of 'getFloatFrequencyData()' in that specification.
Working Draft  

Browser compatibility

Update compatibility data on GitHub
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidEdge MobileFirefox for AndroidOpera for AndroidiOS SafariSamsung Internet
Basic supportChrome Full support 14Edge Full support 12Firefox Full support 25IE No support NoOpera Full support 15Safari Full support 6WebView Android Full support YesChrome Android Full support 18Edge Mobile Full support YesFirefox Android Full support 26Opera Android Full support 15Safari iOS ? Samsung Internet Android Full support Yes


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See also

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Last updated by: sideshowbarker,