Reputation: 707
I have the following snippet that creates an oscillator and plays it at a certain volume. I keep the oscillator
variable outside of the scope of the function so that I can stop it with other functions if I need to.
var oscillator = null;
var isPlaying = false;
function play(freq, gain) {
//stop the oscillator if it's already playing
if (isPlaying) {
o.stop();
isPlaying = false;
}
//re-initialize the oscillator
var context = new AudioContext();
//create the volume node;
var volume = context.createGain();
volume.connect(context.destination);
volume.gain.value = gain;
//connect the oscillator to the nodes
oscillator = context.createOscillator();
oscillator.type = 'sine';
oscillator.frequency.value = freq;
oscillator.connect(volume);
oscillator.connect(context.destination);
//start playing
oscillator.start();
isPlaying = true;
//log
console.log('Playing at frequency ' + freq + ' with volume ' + gain);
}
Trouble is, the gain node volume
seems to not work as you'd expect. From what I understand, a gain of 0
is muted, and a gain of 1
is 100% volume. But, in this case, passing 0
as the gain
value only plays the sound muffled, as opposed to muting it completely (I hope I'm explaining that properly).
What am I doing wrong? Can anybody help?
Upvotes: 2
Views: 3136
Reputation: 981
For anyone falling here from google. I do it normally like this:
// I create the class with best available
var ctxClass = window.audioContext || window.AudioContext || window.AudioContext || window.webkitAudioContext
// We instance the class, create the context
var ctx = new ctxClass();
// Create the oscillator
var osc = ctx.createOscillator();
// Define type of wave
osc.type = 'sine';
// We create a gain intermediary
var volume = ctx.createGain();
// We connect the oscillator with the gain knob
osc.connect(volume);
// Then connect the volume to the context destination
volume.connect(ctx.destination);
// We can set & modify the gain knob
volume.gain.value = 0.1;
//We can test it with some frequency at current time
osc.frequency.setValueAtTime(440.0, ctx.currentTime);
if (osc.noteOn) osc.noteOn(0);
if (osc.start) osc.start();
// We'll have to stop it at some point
setTimeout(function () {
if (osc.noteOff) osc.noteOff(0);
if (osc.stop) osc.stop();
// We can insert a callback here, let them know you've finished, may be play next note?
//finishedCallback();
}, 5000);
Upvotes: 6
Reputation: 9341
The problem is that the oscillator node is connect to both the gain node and the destination node.
+---------------+
| |
oscillator ----+----> gain ----+---> destination
So even if the gain node is attenuated to 0 there is still another path to the destination. The problem can be by deleting the second oscillator.connect
line.
oscillator.connect(volume);
//oscillator.connect(context.destination);
Upvotes: 8