Let’s say you have an audio variable called audio
and it stores a sound.
I know how to change the speed for example:
audio.playBackRate = 2;
But I don't know how to change the pitch, without changing the speed.
Is there an audio.pitch
attribute or do I have to create it myself?
I want to do something like this:
var audio = new Audio();
audio.src = "sound_effect.wav";
audio.pitch = 2 //doubling the pitch but there is no pitch attribute
audio.play();
Let’s say you have an audio variable called audio
and it stores a sound.
I know how to change the speed for example:
audio.playBackRate = 2;
But I don't know how to change the pitch, without changing the speed.
Is there an audio.pitch
attribute or do I have to create it myself?
I want to do something like this:
var audio = new Audio();
audio.src = "sound_effect.wav";
audio.pitch = 2 //doubling the pitch but there is no pitch attribute
audio.play();
Share
Improve this question
edited Mar 28 at 14:36
ggorlen
57.9k8 gold badges114 silver badges157 bronze badges
asked Dec 20, 2018 at 22:12
chipmunkpassionchipmunkpassion
911 silver badge2 bronze badges
1
- There is this answer that changes the pitch but I’m not sure if it’s what you want. It is SignatureSmileyFaceProductions answer on this link: stackoverflow./a/49749868/10424104 – Lloyd Nicholson Commented Dec 21, 2018 at 9:45
2 Answers
Reset to default 3Tone's API appears to have changed somewhat since this answer. Here's code that reflects the latest version (as of 2024):
const url = "https://upload.wikimedia/wikipedia/mons/9/90/De-Wolfgang_Amadeus_Mozart.ogg"; // use any valid audio file if this disappears over time...
const btn = document.querySelector("button");
btn.addEventListener("click", async () => {
await Tone.start();
const player = new Tone.Player({
url,
loop: true,
autostart: false,
});
await Tone.loaded();
const pitchShift = new Tone
.PitchShift({pitch: -8})
.toDestination();
player.connect(pitchShift);
player.start();
});
<script src="https://unpkg./[email protected]/build/Tone.js"></script>
<button>Play</button>
I think you need to use a library to apply pitch shifting to your audio signal. You could use the Tone.js PitchShift. See this JSFiddle of GitHub user Jexim for a working example. I copy-pasted the most importand parts from this fiddle below:
Javascript:
var player = new Tone.Player("http://example./my-audiofile.mp3").sync().start(0);
var pitchShift = new Tone.PitchShift({
pitch: -5
}).toMaster();
player.connect(pitchShift);
Tone.Buffer.on('load', () => {
alert('Ready for play');
});
window.play = function() {
Tone.Transport.start();
}
HTML:
<script src="https://unpkg./tone@next/build/Tone.js"></script>
<button onclick="play()">Play</button>