The smoothingTimeConstant property of the AnalyserNode interface is a double value representing the averaging constant with the last analysis frame. It's basically an average between the current buffer and the last buffer the AnalyserNode processed, and results in a much smoother set of value changes over time.


var smoothValue = analyserNode.smoothingTimeConstant;
analyserNode.smoothingTimeConstant = newValue;


A double within the range 0 to 1 (0 meaning no time averaging). The default value is 0.8.

If 0 is set, there is no averaging done, whereas a value of 1 means "overlap the previous and current buffer quite a lot while computing the value", which essentially smoothes the changes across AnalyserNode.getFloatFrequencyData/AnalyserNode.getByteFrequencyData calls.

In technical terms, we apply a Blackman window and smooth the values over time. The default value is good enough for most cases.

Note:  If a value outside the range 0–1 is set, an INDEX_SIZE_ERR exception is thrown.


The following example shows basic usage of an AudioContext to create an AnalyserNode, then requestAnimationFrame and <canvas> to collect frequency data repeatedly and draw a "winamp bargraph style" output of the current audio input. For more complete applied examples/information, check out our Voice-change-O-matic demo (see app.js lines 128–205 for relevant code).

If you are curious about the effect the smoothingTimeConstant() has, try cloning the above example and setting analyser.smoothingTimeConstant = 0; instead. You'll notice that the value changes are much more jarring.

var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
var analyser = audioCtx.createAnalyser();
analyser.minDecibels = -90;
analyser.maxDecibels = -10;
analyser.smoothingTimeConstant = 0.85;


analyser.fftSize = 256;
var bufferLength = analyser.frequencyBinCount;
var dataArray = new Uint8Array(bufferLength);

canvasCtx.clearRect(0, 0, WIDTH, HEIGHT);

function draw() {
  drawVisual = requestAnimationFrame(draw);


  canvasCtx.fillStyle = 'rgb(0, 0, 0)';
  canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);

  var barWidth = (WIDTH / bufferLength) * 2.5;
  var barHeight;
  var x = 0;

  for(var i = 0; i < bufferLength; i++) {
    barHeight = dataArray[i];

    canvasCtx.fillStyle = 'rgb(' + (barHeight+100) + ',50,50)';

    x += barWidth + 1;



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

Browser compatibility

Update compatibility data on GitHub
ChromeEdgeFirefoxInternet ExplorerOperaSafariAndroid webviewChrome for AndroidEdge MobileFirefox for AndroidOpera for AndroidSafari on iOSSamsung 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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Compatibility unknown  
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See also

Document Tags and Contributors

Contributors to this page: Rumyra, fscholz, erikadoyle, teoli, chrisdavidmills
Last updated by: Rumyra,