How do I make JavaScript beep?

Viewed 300309

I want my web page to beep whenever a user exceeds the maximum character limit of my <textarea>.

17 Answers

It's not possible to do directly in JavaScript. You'll need to embed a short WAV file in the HTML, and then play that via code.

An Example:

<script>
function PlaySound(soundObj) {
  var sound = document.getElementById(soundObj);
  sound.Play();
}
</script>

<embed src="success.wav" autostart="false" width="0" height="0" id="sound1"
enablejavascript="true">

You would then call it from JavaScript code as such:

PlaySound("sound1");

This should do exactly what you want - you'll just need to find/create the beep sound yourself, which should be trivial.

Now it easy enough with JavaScript AudioContext API. It fully supported by major desktop and mobile web browsers...

let context = null;

const beep = (freq = 520, duration = 200, vol = 100) => {
    const oscillator = context.createOscillator();
    const gain = context.createGain();
    oscillator.connect(gain);
    oscillator.frequency.value = freq;
    oscillator.type = "square";
    gain.connect(context.destination);
    gain.gain.value = vol * 0.01;
    oscillator.start(context.currentTime);
    oscillator.stop(context.currentTime + duration * 0.001);
}

document.querySelector('button').addEventListener('click', function () {
    context = new AudioContext();
    beep();
});

I wrote a small application that plays music from the Mario game without any audio file, just runtime. In my opinion it’s interesting, you can see the source code and listen it.

enter image description here

Using CSS you can do it if you add the following style to a tag, but you will need a wav file:

<style type="text/css">
        .beep {cue: url("beep.wav") }
</style>

var body=document.getElementByTagName("body");
body.className=body.className + " " + "beep";

This code supports sequencing of multiple beeps, as well as gradual change in frequency ('ramp' flag). Both examples are given below.

<script>
var audioContext = null;
var oscillatorNode = null;
var stopTime = 0;

function beep (frequency, durationSec, ramp=false)
{
    if (oscillatorNode == null) {
        audioContext = new (window.AudioContext || window.webkitAudioContext) ();
        stopTime = audioContext.currentTime;

        oscillatorNode = audioContext.createOscillator();
        oscillatorNode.type = "sine";
        oscillatorNode.connect (audioContext.destination);
        if (ramp) {
            oscillatorNode.frequency.setValueAtTime (frequency, stopTime);
        }
        oscillatorNode.start ();
        oscillatorNode.onended = function() {
            oscillatorNode = null;
            audioContext = null;
        }
    }

    if (ramp) {
        oscillatorNode.frequency.linearRampToValueAtTime (frequency, stopTime); // value in hertz
    } else {
        oscillatorNode.frequency.setValueAtTime (frequency, stopTime);  // value in hertz
    }

    stopTime += durationSec;
    oscillatorNode.stop (stopTime);
}
function test1()
{
        beep (250, 0.5);
        beep (1000, 0.2);
        beep (550, 0.5);
}
    
function test2()
{
        beep (50, 2, true);
        beep (5000, 2, true);
        beep (50, 0, true);
}
</script>
    
<button onclick='test1()'>Beep!</button>
<button onclick='test2()'>Beep(ramped)!</button>

There's no crossbrowser way to achieve this with pure javascript. Instead you could use a small .wav file that you play using embed or object tags.

<html>
<head>
    <script src='https://surikov.github.io/webaudiofont/npm/dist/WebAudioFontPlayer.js'></script>
    <script src='https://surikov.github.io/webaudiofontdata/sound/0000_JCLive_sf2_file.js'></script>
    <script>
        var selectedPreset=_tone_0000_JCLive_sf2_file;
        var AudioContextFunc = window.AudioContext || window.webkitAudioContext;
        var audioContext = new AudioContextFunc();
        var player=new WebAudioFontPlayer();
        player.loader.decodeAfterLoading(audioContext, '_tone_0000_JCLive_sf2_file');
    </script>
</head>
<body>
    <p><a href="#" onmousedown="player.queueWaveTable(audioContext, audioContext.destination, selectedPreset, 0, 55, 3.5);">Play a note</a></p>
    <hr/>
    <p><a href="https://github.com/surikov/webaudiofont">source</a></p>
</body>

listen here https://jsbin.com/lamidog/1/edit?html,output

You need a sound file to be served from somewhere. Here's the code from Scriptaculous's Sound library:

//Default:
<embed style="height:0" id="sound_#{track}_#{id}" src="#{url}" loop="false" autostart="true" hidden="true"/>

//For Gecko:
if(Prototype.Browser.Gecko && navigator.userAgent.indexOf("Win") > 0){
  if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('QuickTime') != -1 }))
    Sound.template = new Template('<object id="sound_#{track}_#{id}" width="0" height="0" type="audio/mpeg" data="#{url}"/>');
  else if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('Windows Media') != -1 }))
    Sound.template = new Template('<object id="sound_#{track}_#{id}" type="application/x-mplayer2" data="#{url}"></object>');
  else if(navigator.plugins && $A(navigator.plugins).detect(function(p){ return p.name.indexOf('RealPlayer') != -1 }))
    Sound.template = new Template('<embed type="audio/x-pn-realaudio-plugin" style="height:0" id="sound_#{track}_#{id}" src="#{url}" loop="false" autostart="true" hidden="true"/>');
  else
    Sound.play = function(){};
} 
Related