OfflineAudioContext: startRendering() method
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since April 2021.
The startRendering()
method of the OfflineAudioContext
Interface starts rendering the audio graph, taking into account the current connections and the current scheduled changes.
The complete
event (of type OfflineAudioCompletionEvent
) is raised when the rendering is finished, containing the resulting AudioBuffer
in its renderedBuffer
property.
Browsers currently support two versions of the startRendering()
method — an older event-based version and a newer promise-based version.
The former will eventually be removed, but currently both mechanisms are provided for legacy reasons.
Syntax
startRendering()
Parameters
None.
Return value
A Promise
that fulfills with an AudioBuffer
.
Examples
Playing audio with an offline audio context
In this example, we declare both an AudioContext
and an OfflineAudioContext
object. We use the AudioContext
to load an audio track fetch()
, then the OfflineAudioContext
to render the audio into an AudioBufferSourceNode
and play the track through. After the offline audio graph is set up, we render it to an AudioBuffer
using OfflineAudioContext.startRendering()
.
When the startRendering()
promise resolves, rendering has completed and the output AudioBuffer
is returned out of the promise.
At this point we create another audio context, create an AudioBufferSourceNode
inside it, and set its buffer to be equal to the promise AudioBuffer
. This is then played as part of a simple standard audio graph.
Note: You can run the full example live, or view the source.
// Define both online and offline audio contexts
let audioCtx; // Must be initialized after a user interaction
const offlineCtx = new OfflineAudioContext(2, 44100 * 40, 44100);
// Define constants for dom nodes
const play = document.querySelector("#play");
function getData() {
// Fetch an audio track, decode it and stick it in a buffer.
// Then we put the buffer into the source and can play it.
fetch("viper.ogg")
.then((response) => response.arrayBuffer())
.then((downloadedBuffer) => audioCtx.decodeAudioData(downloadedBuffer))
.then((decodedBuffer) => {
console.log("File downloaded successfully.");
const source = new AudioBufferSourceNode(offlineCtx, {
buffer: decodedBuffer,
});
source.connect(offlineCtx.destination);
return source.start();
})
.then(() => offlineCtx.startRendering())
.then((renderedBuffer) => {
console.log("Rendering completed successfully.");
play.disabled = false;
const song = new AudioBufferSourceNode(audioCtx, {
buffer: renderedBuffer,
});
song.connect(audioCtx.destination);
// Start the song
song.start();
})
.catch((err) => {
console.error(`Error encountered: ${err}`);
});
}
// Activate the play button
play.onclick = () => {
play.disabled = true;
// We can initialize the context as the user clicked.
audioCtx = new AudioContext();
// Fetch the data and start the song
getData();
};
Specifications
Specification |
---|
Web Audio API # dom-offlineaudiocontext-startrendering |
Browser compatibility
BCD tables only load in the browser