The createDelay()
method of the AudioContext
Interface is used to create a DelayNode
, which is used to delay the incoming audio signal by a certain amount.
Syntax
var audioCtx = new AudioContext(); var synthDelay = audioCtx.createDelay(maxDelayTime);
Parameters
- maxDelayTime
- The maximum amount of time, in seconds, that the audio signal can be delayed by.
Returns
A DelayNode
. The default DelayNode.delayTime
if no parameter is passed to createDelay()
is 0 seconds.
Example
We have created a simple example that allows you to play three different samples on a constant loop — see create-delay (you can also view the source code). If you just press the play buttons, the loops will start immediately; if you slide the sliders up to the right, then press the play buttons, a delay will be introduced, so the looping sounds don't start playing for a short amount of time.
var AudioContext = window.AudioContext || window.webkitAudioContext; var audioCtx = new AudioContext(); var synthDelay = audioCtx.createDelay(5.0); ... var synthSource; playSynth.onclick = function() { synthSource = audioCtx.createBufferSource(); synthSource.buffer = buffers[2]; synthSource.loop = true; synthSource.start(); synthSource.connect(synthDelay); synthDelay.connect(destination); this.setAttribute('disabled', 'disabled'); } stopSynth.onclick = function() { synthSource.disconnect(synthDelay); synthDelay.disconnect(destination); synthSource.stop(); playSynth.removeAttribute('disabled'); } ... var delay1; rangeSynth.oninput = function() { delay1 = rangeSynth.value; synthDelay.delayTime.value = delay1; }
Specifications
Specification | Status | Comment |
---|---|---|
Web Audio API The definition of 'createDelay()' in that specification. |
Working Draft |