AudioContext.createMediaStreamSource()

The createMediaStreamSource() method of the AudioContext Interface is used to create a new MediaStreamAudioSourceNode object, given a media stream (say, from a navigator.getUserMedia instance), the audio from which can then be played and manipulated.

For more details about media stream audio source nodes, check out the MediaStreamAudioSourceNode reference page.

Syntax

var audioCtx = new AudioContext();
var source = audioCtx.createMediaStreamSource(stream);

Parameters

stream
A MediaStream object that you want to feed into an audio processing graph to manipulate.

Returns

A MediaStreamAudioSourceNode.

Example

In this example, we grab a media (audio + video) stream from navigator.getUserMedia, feed the media into a <video> element to play then mute the audio, but then also feed the audio into a MediaStreamAudioSourceNode. Next, we feed this source audio into a low pass BiquadFilterNode (which effectively serves as a bass booster), then a AudioDestinationNode.

The range slider below the <video> element controls the amount of gain given to the lowpass filter — increase the value of the slider to make the audio sound more bass heavy!

Note: You can see this example running live, or view the source.

var pre = document.querySelector('pre');
var video = document.querySelector('video');
var myScript = document.querySelector('script');
var range = document.querySelector('input');

// getUserMedia block - grab stream
// put it into a MediaStreamAudioSourceNode
// also output the visuals into a video element

if (navigator.mediaDevices) {
    console.log('getUserMedia supported.');
    navigator.mediaDevices.getUserMedia ({audio: true, video: true})
    .then(function(stream) {
        video.srcObject = stream;
        video.onloadedmetadata = function(e) {
            video.play();
            video.muted = true;
        };

        // Create a MediaStreamAudioSourceNode
        // Feed the HTMLMediaElement into it
        var audioCtx = new AudioContext();
        var source = audioCtx.createMediaStreamSource(stream);

        // Create a biquadfilter
        var biquadFilter = audioCtx.createBiquadFilter();
        biquadFilter.type = "lowshelf";
        biquadFilter.frequency.value = 1000;
        biquadFilter.gain.value = range.value;

        // connect the AudioBufferSourceNode to the gainNode
        // and the gainNode to the destination, so we can play the
        // music and adjust the volume using the mouse cursor
        source.connect(biquadFilter);
        biquadFilter.connect(audioCtx.destination);

        // Get new mouse pointer coordinates when mouse is moved
        // then set new gain value

        range.oninput = function() {
            biquadFilter.gain.value = range.value;
        }
    })
    .catch(function(err) {
        console.log('The following gUM error occured: ' + err);
    });
} else {
   console.log('getUserMedia not supported on your browser!');
}

// dump script to pre element

pre.innerHTML = myScript.innerHTML;

Note: As a consequence of calling createMediaStreamSource(), audio playback from the media stream will be re-routed into the processing graph of the AudioContext. So playing/pausing the stream can still be done through the media element API and the player controls.

 

Specifications

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

Browser compatibility

Feature Chrome Edge Firefox (Gecko) Internet Explorer Opera Safari (WebKit)
Basic support 10.0webkit (Yes) 25.0 (25.0)  No support 15.0webkit
22 (unprefixed)
6.0webkit
Feature Android Edge Firefox Mobile (Gecko) Firefox OS IE Mobile Opera Mobile Safari Mobile Chrome for Android
Basic support ? (Yes) 26.0 1.2 ? ? ? 33.0

See also

Document Tags and Contributors

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