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var audioCtx = new(window.AudioContext || window.webkitAudioContext)(); // Create an empty three-second stereo buffer at the sample rate of the AudioContext var myArrayBuffer = audioCtx.createBuffer(2, audioCtx.sampleRate * 3, audioCtx.sampleRate); // Fill the buffer with white noise; // just random values between -1.0 and 1.0 for (var channel = 0; channel < myArrayBuffer.numberOfChannels; channel++) { // This gives us the actual array that contains the data var nowBuffering = myArrayBuffer.getChannelData(channel); for (var i = 0; i < myArrayBuffer.length; 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 var 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();
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