start() method of the
Interface is used to schedule playback of the audio data contained in the buffer, or
to begin playback immediately.
AudioBufferSourceNode.start([when][, offset][, duration]);
- The time, in seconds, at which the sound should begin to play, in the same time
coordinate system used by the
whenis less than (
AudioContext.currentTime, or if it's 0, the sound begins to play at once. The default value is 0.
- An offset, specified as the number of seconds in the same time coordinate system as
AudioContext, to the time within the audio buffer that playback should begin. For example, to start playback halfway through a 10-second audio clip,
offsetshould be 5. The default value, 0, will begin playback at the beginning of the audio buffer, and offsets past the end of the audio which will be played (based on the audio buffer's
loopEndproperty) are silently clamped to the maximum value allowed. The computation of the offset into the sound is performed using the sound buffer's natural sample rate, rather than the current playback rate, so even if the sound is playing at twice its normal speed, the midway point through a 10-second audio buffer is still 5.
- The duration of the sound to be played, specified in seconds. If this parameter
isn't specified, the sound plays until it reaches its natural conclusion or is stopped
stop()method. Using this parameter is functionally identical to calling
start(when, offset)and then calling
- A negative value was specified for one or more of the three time parameters. Please don't attempt to tamper with the laws of temporal physics.
start()has already been called. You can only call this function once during the lifetime of an
The most simple example just starts the audio buffer playing from the beginning — you don't need to specify any parameters in this case:
The following more complex example will, 1 second from now, start playing 10 seconds worth of sound starting 3 seconds into the audio buffer.
source.start(audioCtx.currentTime + 1,3,10);
|Web Audio API |
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