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mohamedkhallouq
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Path: blob/main/files/en-us/web/api/audiobuffer/getchanneldata/index.md
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---
title: AudioBuffer.getChannelData() slug: Web/API/AudioBuffer/getChannelData page-type: web-api-instance-method browser-compat: api.AudioBuffer.getChannelData
---

{{ APIRef("Web Audio API") }}

The getChannelData() method of the {{ domxref("AudioBuffer") }} Interface returns a {{jsxref("Float32Array")}} containing the PCM data associated with the channel, defined by the channel parameter (with 0 representing the first channel).

Syntax

getChannelData(channel)

Parameters

  • channel

    • : The channel property is an index representing the particular channel to get data for. An index value of 0 represents the first channel. If the channel index value is greater than of equal to {{domxref("AudioBuffer.numberOfChannels")}}, an INDEX_SIZE_ERR exception will be thrown.

Return value

A {{jsxref("Float32Array")}}.

Examples

In the following example we create a two second buffer, fill it with white noise, and then play it via an {{ domxref("AudioBufferSourceNode") }}. The comments should clearly explain what is going on. You can also run the code live, or view the source.

const audioCtx = new (window.AudioContext || window.webkitAudioContext)(); const button = document.querySelector("button"); const pre = document.querySelector("pre"); const myScript = document.querySelector("script"); pre.innerHTML = myScript.innerHTML; // Stereo const channels = 2; // Create an empty two second stereo buffer at the // sample rate of the AudioContext const frameCount = audioCtx.sampleRate * 2.0; const myArrayBuffer = audioCtx.createBuffer(2, frameCount, audioCtx.sampleRate); button.onclick = () => { // Fill the buffer with white noise; //just random values between -1.0 and 1.0 for (let channel = 0; channel < channels; channel++) { // This gives us the actual ArrayBuffer that contains the data const nowBuffering = myArrayBuffer.getChannelData(channel); for (let i = 0; i < frameCount; i++) { // Math.random() is in [0; 1.0] // audio needs to be in [-1.0; 1.0] nowBuffering[i] = Math.random() * 2 - 1; } } // Get an AudioBufferSourceNode. // This is the AudioNode to use when we want to play an AudioBuffer const source = audioCtx.createBufferSource(); // set the buffer in the AudioBufferSourceNode source.buffer = myArrayBuffer; // connect the AudioBufferSourceNode to the // destination so we can hear the sound source.connect(audioCtx.destination); // start the source playing source.start(); };

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also