createPanner() 方法在 BaseAudioContext Interface is used to create a new PannerNode , which is used to spatialize an incoming audio stream in 3D space.

The panner node is spatialized in relation to the AudioContext's AudioListener (defined by the AudioContext.listener attribute), which represents the position and orientation of the person listening to the audio.

句法

baseAudioCtx.createPanner();
					

返回

A PannerNode .

范例

In the following example, you can see an example of how the createPanner() 方法, AudioListener and PannerNode would be used to control audio spatialisation. Generally you will define the position in 3D space that your audio listener and panner (source) occupy initially, and then update the position of one or both of these as the application is used. You might be moving a character around inside a game world for example, and wanting delivery of audio to change realistically as your character moves closer to or further away from a music player such as a stereo. In the example you can see this being controlled by the functions moveRight() , moveLeft() , etc., which set new values for the panner position via the PositionPanner() 函数。

To see a complete implementation, check out our panner-node example ( view the source code ) — this demo transports you to the 2.5D "Room of metal", where you can play a track on a boom box and then walk around the boom box to see how the sound changes!

Note how we have used some feature detection to either give the browser the newer property values (like AudioListener.forwardX ) for setting position, etc. if it supports those, or older methods (like AudioListener.setOrientation() ) if it still supports those but not the new properties.

// set up listener and panner position information
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var xPos = Math.floor(WIDTH/2);
var yPos = Math.floor(HEIGHT/2);
var zPos = 295;
// define other variables
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioCtx = new AudioContext();
var panner = audioCtx.createPanner();
panner.panningModel = 'HRTF';
panner.distanceModel = 'inverse';
panner.refDistance = 1;
panner.maxDistance = 10000;
panner.rolloffFactor = 1;
panner.coneInnerAngle = 360;
panner.coneOuterAngle = 0;
panner.coneOuterGain = 0;
if(panner.orientationX) {
  panner.orientationX.setValueAtTime(1, audioCtx.currentTime);
  panner.orientationY.setValueAtTime(0, audioCtx.currentTime);
  panner.orientationZ.setValueAtTime(0, audioCtx.currentTime);
} else {
  panner.setOrientation(1,0,0);
}
var listener = audioCtx.listener;
if(listener.forwardX) {
  listener.forwardX.setValueAtTime(0, audioCtx.currentTime);
  listener.forwardY.setValueAtTime(0, audioCtx.currentTime);
  listener.forwardZ.setValueAtTime(-1, audioCtx.currentTime);
  listener.upX.setValueAtTime(0, audioCtx.currentTime);
  listener.upY.setValueAtTime(1, audioCtx.currentTime);
  listener.upZ.setValueAtTime(0, audioCtx.currentTime);
} else {
  listener.setOrientation(0,0,-1,0,1,0);
}
var source;
var play = document.querySelector('.play');
var stop = document.querySelector('.stop');
var boomBox = document.querySelector('.boom-box');
var listenerData = document.querySelector('.listener-data');
var pannerData = document.querySelector('.panner-data');
leftBound = (-xPos) + 50;
rightBound = xPos - 50;
xIterator = WIDTH/150;
// listener will always be in the same place for this demo
if(listener.positionX) {
  listener.positionX.setValueAtTime(xPos, audioCtx.currentTime);
  listener.positionY.setValueAtTime(yPos, audioCtx.currentTime);
  listener.positionZ.setValueAtTime(300, audioCtx.currentTime);
} else {
  listener.setPosition(xPos,yPos,300);
}
listenerData.innerHTML = 'Listener data: X ' + xPos + ' Y ' + yPos + ' Z ' + 300;
// panner will move as the boombox graphic moves around on the screen
function positionPanner() {
  if(panner.positionX) {
    panner.positionX.setValueAtTime(xPos, audioCtx.currentTime);
    panner.positionY.setValueAtTime(yPos, audioCtx.currentTime);
    panner.positionZ.setValueAtTime(zPos, audioCtx.currentTime);
  } else {
    panner.setPosition(xPos,yPos,zPos);
  }
  pannerData.innerHTML = 'Panner data: X ' + xPos + ' Y ' + yPos + ' Z ' + zPos;
}
					

注意 : In terms of working out what position values to apply to the listener and panner, to make the sound appropriate to what the visuals are doing on screen, there is quite a bit of math involved, but you will soon get used to it with a bit of experimentation.

规范

规范 状态 注释
Web 音频 API
The definition of 'createPanner()' in that specification.
工作草案

浏览器兼容性

The compatibility table on this page is generated from structured data. If you'd like to contribute to the data, please check out https://github.com/mdn/browser-compat-data and send us a pull request. 更新 GitHub 上的兼容性数据
桌面 移动
Chrome Edge Firefox Internet Explorer Opera Safari Android webview Chrome for Android Firefox for Android Opera for Android Safari on iOS Samsung Internet
createPanner Chrome 10 Prefixed
10 Prefixed
Prefixed Implemented with the vendor prefix: webkit
Edge ≤18 Firefox 53
53 注意事项
注意事项 Originally implemented on AudioContext in Firefox 25.
IE 不支持 No Opera 22
22
15 Prefixed
Prefixed Implemented with the vendor prefix: webkit
Safari 6 Prefixed
6 Prefixed
Prefixed Implemented with the vendor prefix: webkit
WebView Android Yes Chrome Android 33 Firefox Android 53
53 注意事项
注意事项 Originally implemented on AudioContext in Firefox Android 26.
Opera Android 22
22
14 Prefixed
Prefixed Implemented with the vendor prefix: webkit
Safari iOS 6 Prefixed
6 Prefixed
Prefixed Implemented with the vendor prefix: webkit
Samsung Internet Android 2.0

图例

完整支持

完整支持

不支持

不支持

见实现注意事项。

见实现注意事项。

要求使用供应商前缀或不同名称。

要求使用供应商前缀或不同名称。

另请参阅

元数据

  • 最后修改:
  1. Web 音频 API
  2. BaseAudioContext
  3. 特性
    1. audioWorklet
    2. currentTime
    3. destination
    4. listener
    5. sampleRate
    6. state
  4. 方法
    1. createAnalyser()
    2. createBiquadFilter()
    3. createBuffer()
    4. createBufferSource()
    5. createChannelMerger()
    6. createChannelSplitter()
    7. createConstantSource()
    8. createConvolver()
    9. createDelay()
    10. createDynamicsCompressor()
    11. createGain()
    12. createIIRFilter()
    13. createOscillator()
    14. createPanner()
    15. createPeriodicWave()
    16. createScriptProcessor()
    17. createStereoPanner()
    18. createWaveShaper()
    19. decodeAudioData()
  5. 继承:
    1. EventTarget
  6. Related pages for Web Audio API
    1. AnalyserNode
    2. AudioBuffer
    3. AudioBufferSourceNode
    4. AudioContext
    5. AudioContextOptions
    6. AudioDestinationNode
    7. AudioListener
    8. AudioNode
    9. AudioNodeOptions
    10. AudioParam
    11. AudioProcessingEvent
    12. AudioScheduledSourceNode
    13. AudioWorklet
    14. AudioWorkletGlobalScope
    15. AudioWorkletNode
    16. AudioWorkletProcessor
    17. BiquadFilterNode
    18. ChannelMergerNode
    19. ChannelSplitterNode
    20. ConstantSourceNode
    21. ConvolverNode
    22. DelayNode
    23. DynamicsCompressorNode
    24. GainNode
    25. IIRFilterNode
    26. MediaElementAudioSourceNode
    27. MediaStreamAudioDestinationNode
    28. MediaStreamAudioSourceNode
    29. OfflineAudioCompletionEvent
    30. OfflineAudioContext
    31. OscillatorNode
    32. PannerNode
    33. PeriodicWave
    34. StereoPannerNode
    35. WaveShaperNode

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