浏览器支持
Chrome 35+ · Firefox 25+ · Safari 14.1+ · Edge 79+
频谱分析(AnalyserNode)
AnalyserNode 可以实时获取音频的频域/时域数据,用于可视化:
js
const ctx = new AudioContext();
const analyser = ctx.createAnalyser();
// 配置
analyser.fftSize = 2048; // FFT 窗口大小(越大频率分辨率越高)
analyser.smoothingTimeConstant = 0.8; // 平滑系数 0~1,1 最平滑
// 连接:音源 → analyser → 扬声器
source.connect(analyser);
analyser.connect(ctx.destination);
// 获取频域数据(Uint8Array,长度 = fftSize / 2)
const frequencyData = new Uint8Array(analyser.frequencyBinCount); // 1024
function draw() {
analyser.getByteFrequencyData(frequencyData);
// frequencyData[i] 的值范围 0~255,对应频率 i * (sampleRate / fftSize) Hz
requestAnimationFrame(draw);
}
draw();时域波形数据
js
const timeData = new Uint8Array(analyser.fftSize);
analyser.getByteTimeDomainData(timeData); // 时域波形(0~255,128 为静音基线)滤波器(BiquadFilterNode)
BiquadFilterNode 实现常见的音频滤波器:
js
const filter = ctx.createBiquadFilter();
// 滤波器类型
filter.type = 'lowpass'; // 低通:保留低频,衰减高频
filter.type = 'highpass'; // 高通:保留高频,衰减低频
filter.type = 'bandpass'; // 带通:只保留某个频段
filter.type = 'notch'; // 陷波:切除某个频段
filter.type = 'peaking'; // 峰值:增强/削减某个频段
// 中心频率(Hz)
filter.frequency.setValueAtTime(1000, ctx.currentTime);
// Q 值(品质因子,控制带宽。Q 越高频段越窄)
filter.Q.setValueAtTime(1, ctx.currentTime);
// 增益(peaking 类型专用,dB 单位)
filter.gain.setValueAtTime(6, ctx.currentTime);均衡器示例(三段)
js
function createEQ(ctx, source) {
// 低频:100Hz 低通,增益 +3dB
const low = ctx.createBiquadFilter();
low.type = 'lowshelf';
low.frequency.value = 100;
low.gain.value = 3;
// 中频:1kHz 带通,增益 -2dB(削减人声)
const mid = ctx.createBiquadFilter();
mid.type = 'peaking';
mid.frequency.value = 1000;
mid.gain.value = -2;
mid.Q.value = 1;
// 高频:8kHz 高架,增益 +4dB
const high = ctx.createBiquadFilter();
high.type = 'highshelf';
high.frequency.value = 8000;
high.gain.value = 4;
// 串联
source.connect(low).connect(mid).connect(high).connect(ctx.destination);
}延迟效果(DelayNode)
js
const delay = ctx.createDelay(5.0); // 最大延迟 5 秒
delay.delayTime.value = 0.3; // 当前延迟 0.3 秒
// 干湿混合
const dryGain = ctx.createGain();
const wetGain = ctx.createGain();
const feedbackGain = ctx.createGain();
dryGain.gain.value = 0.6;
wetGain.gain.value = 0.4;
feedbackGain.gain.value = 0.3; // 反馈量
source.connect(dryGain).connect(ctx.destination); // 干信号
source.connect(delay);
delay.connect(wetGain).connect(ctx.destination); // 湿信号
delay.connect(feedbackGain).connect(delay); // 反馈回路录音(MediaRecorder + Blob)
把麦克风输入录制为音频文件:
js
async function recordMic(durationSec = 5) {
const ctx = new AudioContext();
const stream = await navigator.mediaDevices.getUserMedia({ audio: true });
const source = ctx.createMediaStreamSource(stream);
// MediaRecorder 直接从 MediaStream 录制(不需要接入 AudioContext)
const recorder = new MediaRecorder(stream, { mimeType: 'audio/webm' });
const chunks = [];
recorder.ondataavailable = (e) => chunks.push(e.data);
recorder.onstop = () => {
const blob = new Blob(chunks, { type: 'audio/webm' });
const url = URL.createObjectURL(blob);
// 下载文件
const a = document.createElement('a');
a.href = url;
a.download = 'recording.webm';
a.click();
URL.revokeObjectURL(url);
};
recorder.start();
setTimeout(() => recorder.stop(), durationSec * 1000);
}混响(ConvolverNode)
使用脉冲响应文件(IR)模拟真实空间:
js
async function loadIR(ctx, url) {
const res = await fetch(url);
const buf = await res.arrayBuffer();
return ctx.decodeAudioData(buf);
}
async function addReverb(ctx, source, irUrl) {
const convolver = ctx.createConvolver();
convolver.buffer = await loadIR(ctx, irUrl);
const dryGain = ctx.createGain();
const wetGain = ctx.createGain();
dryGain.gain.value = 0.7;
wetGain.gain.value = 0.3;
source.connect(dryGain).connect(ctx.destination);
source.connect(convolver).connect(wetGain).connect(ctx.destination);
}音频事件调度
用精确时间调度音符,实现音序器:
js
const ctx = new AudioContext();
function playNote(frequency, startTime, duration = 0.5) {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.frequency.value = frequency;
osc.connect(gain).connect(ctx.destination);
gain.gain.setValueAtTime(0, startTime);
gain.gain.linearRampToValueAtTime(0.5, startTime + 0.01);
gain.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
osc.start(startTime);
osc.stop(startTime + duration);
}
// 演奏 C 大调音阶(每个音符间隔 0.3 秒)
const C_MAJOR = [261.63, 293.66, 329.63, 349.23, 392.00, 440.00, 493.88, 523.25];
const start = ctx.currentTime + 0.1;
C_MAJOR.forEach((freq, i) => {
playNote(freq, start + i * 0.3);
});AudioWorklet(自定义音频处理)
AudioWorklet 允许用 JavaScript 代码做自定义 DSP(运行在工作线程,不阻塞主线程):
js
// 注册处理器(在单独的文件中)
// processor.js
class BitcrusherProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.quantizationSteps = 16;
}
process(inputs, outputs) {
const input = inputs[0];
const output = outputs[0];
for (let ch = 0; ch < input.length; ch++) {
for (let i = 0; i < input[ch].length; i++) {
const step = 2 / this.quantizationSteps;
output[ch][i] = step * Math.floor(input[ch][i] / step + 0.5);
}
}
return true;
}
}
registerProcessor('bitcrusher', BitcrusherProcessor);js
// 主线程加载
await ctx.audioWorklet.addModule('/processor.js');
const crusher = new AudioWorkletNode(ctx, 'bitcrusher');AudioWorklet vs ScriptProcessorNode
ScriptProcessorNode 已废弃(运行在主线程,会卡 UI)。新项目必须用 AudioWorklet。
注意事项
AnalyserNode.getByteFrequencyData()每帧都要调用:放在requestAnimationFrame循环里,避免 CPU 空转- 音频节点链不要太长:超过 10 个处理节点会增加延迟,建议控制在 5-8 个以内
- MediaRecorder 的 mimeType:不是所有浏览器都支持所有格式。录制前先检查
MediaRecorder.isTypeSupported() ctx.close()会销毁所有节点:关闭上下文后无法恢复,需要重建