I really hope this question stays a programming question and do not end up an Sound Mechanics question... Here goes...
I am doing some experiments in order to figure out how the Web Audio API works. What I am trying to do is a simple "Hang up phone" sound playing in a loop. The problem is that when the sound ends, you can hear a quite annoying 'clicking' sound. I cannot explain it better, but you can hear it if you test the code.
Is there some way I could avoid this? Some filter I could apply or anything?
var audioContext = new (AudioContext || webkitAudioContext)();
var frequencyOffset = 0
function boop(){
// Our sound source is a simple triangle oscillator
var oscillator = audioContext.createOscillator(); // Create sound source
oscillator.type = 'triangle';
// Adding a gain node just to lower the volume a bit and to make the
// sound less ear-piercing
var gain = audioContext.createGain();
oscillator.connect(gain);
gain.connect(audioContext.destination);
gain.gain.value = 0.1;
// Just for fun let the frequency increase on each itteration
oscillator.frequency.value = 200 + frequencyOffset;
oscillator.start(0);
// The sound should last for 250ms
setTimeout(function(){
oscillator.disconnect();
oscillator.stop();
gain.disconnect();
}, 250);
frequencyOffset += 1;
}
setInterval(boop, 500);
This is an audio issue, not a programming problem. The click you hear occurs when a waveform is stopped/cut in the middle of a wave, rather than at a zero-crossing.
The best simple solution from a audio paradigm is to very quickly fade-out, instead of just stopping playback.
A slightly more complex solution is to find the next zero-crossing and stop playback at precisely that point.
There's a brief explanation of why we hear the clicking sound (it's a human ear thing) and good examples of how to get around that using the Web audio API here: http://alemangui.github.io/blog//2015/12/26/ramp-to-value.html
The main takeaway from the article is that the exponential methods to remove the click work better; exponentialRampToValueAtTime and setTargetAtTime.
Using setTargetAtTime to remove the click
var context = new AudioContext();
var oscillator = context.createOscillator();
var gainNode = context.createGain();
oscillator.connect(gainNode);
gainNode.connect(context.destination)
oscillator.start();
stopButton.addEventListener('click', function() {
gainNode.gain.setTargetAtTime(0, context.currentTime, 0.015);
});
Using exponentialRampToValueAtTime to remove the click
var context = new AudioContext();
var oscillator = context.createOscillator();
var gainNode = context.createGain();
oscillator.connect(gainNode);
gainNode.connect(context.destination)
oscillator.start();
stopButton.addEventListener('click', function() {
// Important! Setting a scheduled parameter value
gainNode.gain.setValueAtTime(gainNode.gain.value, context.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.0001, context.currentTime + 0.03);
});
Both of these worked for me in my use case, with exponentialRampToValueAtTime working slightly better. I could still hear a faint click using setTargetAtTime.
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