OfflineAudioContext

An AudioContext interface representing an audio-processing graph built from linked together AudioNodes. In contrast with a standard AudioContext, an OfflineAudioContext doesn't render the audio to the device hardware; instead, it generates it, as fast as it can, and outputs the result to an AudioBuffer.

MDN Reference

Constructors

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constructor(numberOfChannels: Int, length: Int, sampleRate: Float)
constructor(contextOptions: OfflineAudioContextOptions)

Properties

Functions

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fun createBuffer(numberOfChannels: Int, length: Int, sampleRate: Float): AudioBuffer
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fun createChannelMerger(numberOfInputs: Int = definedExternally): ChannelMergerNode
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fun createChannelSplitter(numberOfOutputs: Int = definedExternally): ChannelSplitterNode
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fun createDelay(maxDelayTime: Double = definedExternally): DelayNode
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fun createPeriodicWave(real: Float32Array<*>, imag: Float32Array<*>, constraints: PeriodicWaveConstraints = definedExternally): PeriodicWave

fun createPeriodicWave(real: ReadonlyArray<Double>, imag: ReadonlyArray<Double>, constraints: PeriodicWaveConstraints = definedExternally): PeriodicWave
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suspend fun decodeAudioData(audioData: ArrayBuffer, successCallback: DecodeSuccessCallback? = definedExternally, errorCallback: DecodeErrorCallback? = definedExternally): AudioBuffer
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fun decodeAudioDataAsync(audioData: ArrayBuffer, successCallback: DecodeSuccessCallback? = definedExternally, errorCallback: DecodeErrorCallback? = definedExternally): Promise<AudioBuffer>
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suspend fun resume()
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suspend fun suspend(suspendTime: Double)
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fun suspendAsync(suspendTime: Double): Promise<Void>