I am trying to work with the WebAudio API, but have a problem getting it to work properly with Safari. My experiment works properly with Firefox and Chrome.
I have written a Promisified function to play a single note, and then try to play a series of notes using that function.
On Safari only, it fails after the first four notes with the following message:
Unhandled Promise Rejection: TypeError: null is not an object (evaluating 'context.createOscillator')
OK, I haven’t handled the error, but why am I getting it? It suggests a limit of four oscillators.
function tone(frequency,duration) {
return new Promise(function (resolve,reject) {
var audioContext = window.AudioContext || window.webkitAudioContext;
var context=new audioContext;
var oscillator = context.createOscillator();
oscillator.frequency.value = frequency;
oscillator.connect(context.destination);
oscillator.type='sawtooth';
oscillator.start(context.currentTime);
oscillator.stop(context.currentTime+duration);
oscillator.onended=resolve;
});
}
document.querySelector('button#play-test').onclick=function(event) {
tone(130.81,1)
.then(()=>tone(146.83,1))
.then(()=>tone(164.81,1))
.then(()=>tone(174.61,1))
.then(()=>tone(196.00,1))
;
};
<button id="play-test">Play</button>
The limit is in the number of AudioContexts you can run simultaneously.
Some browsers have such a limit, because an AudioContext requires resources from the Hardware (sound card) and that this Hardware has limits.
So refactor your code so that it doesn't create a new AudioContext every times:
// create a single audio context
var context = new (window.AudioContext || window.webkitAudioContext)();
function tone(frequency, duration) {
return new Promise(function(resolve, reject) {
var oscillator = context.createOscillator();
oscillator.frequency.value = frequency;
oscillator.connect(context.destination);
oscillator.type = 'sawtooth';
oscillator.start(context.currentTime);
oscillator.stop(context.currentTime + duration);
oscillator.onended = resolve;
});
}
document.querySelector('button#play-test').onclick = function(event) {
tone(130.81, 1)
.then(() => tone(146.83, 1))
.then(() => tone(164.81, 1))
.then(() => tone(174.61, 1))
.then(() => tone(196.00, 1))
.catch(console.error);
};
<button id="play-test">Play</button>