The AudioBuffer interface represents a short audio asset residing in memory, created from an audio file using the AudioContext.decodeAudioData() method, or from raw data using AudioContext.createBuffer(). Once put into an AudioBuffer, the audio can then be played by being passed into an AudioBufferSourceNode.

Objects of these types are designed to hold small audio snippets, typically less than 45 s. For longer sounds, objects implementing the MediaElementAudioSourceNode are more suitable. The buffer contains data in the following format:  non-interleaved IEEE754 32-bit linear PCM with a nominal range between -1 and +1, that is, 32bits floating point buffer, with each samples between -1.0 and 1.0. If the AudioBuffer has multiple channels, they are stored in separate buffer.


Creates and returns a new AudioBuffer object instance.


AudioBuffer.sampleRate Read only
Returns a float representing the sample rate, in samples per second, of the PCM data stored in the buffer.
AudioBuffer.length Read only
Returns an integer representing the length, in sample-frames, of the PCM data stored in the buffer.
AudioBuffer.duration Read only
Returns a double representing the duration, in seconds, of the PCM data stored in the buffer.
AudioBuffer.numberOfChannels Read only
Returns an integer representing the number of discrete audio channels described by the PCM data stored in the buffer.


Returns a Float32Array containing the PCM data associated with the channel, defined by the channel parameter (with 0 representing the first channel).
Copies the samples from the specified channel of the AudioBuffer to the destination array.
Copies the samples to the specified channel of the AudioBuffer, from the source array.


The following simple example shows how to create an AudioBuffer and fill it with random white noise. You can find the full source code at our webaudio-examples repository; a running live version is also available.

var audioCtx = new (window.AudioContext || window.webkitAudioContext)();

// Create an empty three-second stereo buffer at the sample rate of the AudioContext
var myArrayBuffer = audioCtx.createBuffer(2, audioCtx.sampleRate * 3, audioCtx.sampleRate);

// Fill the buffer with white noise;
// just random values between -1.0 and 1.0
for (var channel = 0; channel < myArrayBuffer.numberOfChannels; channel++) {
  // This gives us the actual array that contains the data
  var nowBuffering = myArrayBuffer.getChannelData(channel);
  for (var i = 0; i < myArrayBuffer.length; i++) {
    // Math.random() is in [0; 1.0]
    // audio needs to be in [-1.0; 1.0]
    nowBuffering[i] = Math.random() * 2 - 1;

// Get an AudioBufferSourceNode.
// This is the AudioNode to use when we want to play an AudioBuffer
var source = audioCtx.createBufferSource();

// set the buffer in the AudioBufferSourceNode
source.buffer = myArrayBuffer;

// connect the AudioBufferSourceNode to the
// destination so we can hear the sound

// start the source playing


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

Browser compatibility

FeatureChromeEdgeFirefoxInternet ExplorerOperaSafari
Basic support14 Yes25 No156
AudioBuffer() constructor551 ?53 No422 ?
duration141225 No156
length141225 No156
numberOfChannels141225 No156
sampleRate141225 No156
copyFromChannel141325 No156
copyToChannel141325 No156
getChannelData141225 No156
FeatureAndroid webviewChrome for AndroidEdge mobileFirefox for AndroidOpera AndroidiOS SafariSamsung Internet
Basic support Yes18 Yes2615 ? Yes
AudioBuffer() constructor551551 ?53422 ?6.0
duration Yes18 Yes2615 ? Yes
length Yes18 Yes2615 ? Yes
numberOfChannels Yes18 Yes2615 ? Yes
sampleRate Yes18 Yes2615 ? Yes
copyFromChannel Yes18 Yes2615 ? Yes
copyToChannel Yes18 Yes2615 ? Yes
getChannelData Yes18 Yes2615 ? Yes

1. The context parameter was supported up until version 57, but has now been removed.

2. The context parameter was supported up until version 44, but has now been removed.

See also

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Last updated by: fscholz,