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.


void analyser.getFloatFrequencyData(array);


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

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafari
Basic support141225 No156
FeatureAndroid webviewChrome for AndroidEdge mobileFirefox for AndroidOpera AndroidiOS SafariSamsung Internet
Basic support Yes14 Yes2615 ? Yes

See also

Document Tags and Contributors

Contributors to this page: Jedipedia, fscholz, Sheppy, erikadoyle, teoli, Fournux, chrisdavidmills
Last updated by: Jedipedia,