AudioBuffer
===========

La interfaz **`AudioBuffer`** representa un pequeño recurso de audio que se almacena en memoria, creado a partir de un archivo de audio usando el método `AudioContext.decodeAudioData()` (en-US), o de datos en bruto con el método `AudioContext.createBuffer()` (en-US). Una véz cargado en AudioBuffer, el audio puede ser reproducido pasandolo en el método `AudioBufferSourceNode` (en-US).

Objetos de este tipo son diseñados para almacenar pequeños trozos de audio, normalmente menos de 45 segundos. Para audios más extensos, los objectos implementan `MediaElementAudioSourceNode` (en-US) que es más adecuado. El buffer contiene data en el siguiente formado: non-interleaved IEEE754 32-bit linear PCM with a nominal range between `-1` and `+1`, that is, 32bits floating point buffer, with each samples between -1.0 and 1.0. If the `AudioBuffer` has multiple channels, they are stored in separate buffer.

Constructor
-----------

`AudioBuffer()` (en-US)

Crea y retorna una nueva instancia de `AudioBuffer`

Propiedades
-----------

`AudioBuffer.sampleRate` (en-US) Read only 

Returns a float representing the sample rate, in samples per second, of the PCM data stored in the buffer.

`AudioBuffer.length` (en-US) Read only 

Returns an integer representing the length, in sample-frames, of the PCM data stored in the buffer.

`AudioBuffer.duration` (en-US) Read only 

Returns a double representing the duration, in seconds, of the PCM data stored in the buffer.

`AudioBuffer.numberOfChannels` (en-US) Read only 

Returns an integer representing the number of discrete audio channels described by the PCM data stored in the buffer.

Métodos
-------

`AudioBuffer.getChannelData()` (en-US)

Returns a `Float32Array` (en-US) containing the PCM data associated with the channel, defined by the `channel` parameter (with `0` representing the first channel).

`AudioBuffer.copyFromChannel()` (en-US)

Copies the samples from the specified channel of the `AudioBuffer` to the `destination` array.

`AudioBuffer.copyToChannel()` (en-US)

Copies the samples to the specified channel of the `AudioBuffer`, from the `source` array.

Ejemplo
-------

El siguiente ejemplo muestra como se crea un `AudioBuffer` y rellena con un sonido blanco aleatorio. Puedes encontrar el código completo en nuestro repositorio: webaudio-examples; y una versión disponible: running live


```js
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();
```

Especificaciones
----------------

| Specification |
| --- |
| Web Audio API # AudioBuffer |

Compatibilidad con navegadores
------------------------------

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Mira también
------------

* Using the Web Audio API (en-US)