let sampleRate = 44100.0; let renderLengthSeconds = 4; let delayTimeSeconds = 0.5; let toneLengthSeconds = 2; function createToneBuffer(context, frequency, numberOfCycles, sampleRate) { let duration = numberOfCycles / frequency; let sampleFrameLength = duration * sampleRate; let audioBuffer = context.createBuffer(1, sampleFrameLength, sampleRate); let n = audioBuffer.length; let data = audioBuffer.getChannelData(0); for (let i = 0; i < n; ++i) data[i] = Math.sin(frequency * 2.0 * Math.PI * i / sampleRate); return audioBuffer; } function checkDelayedResult(renderedBuffer, toneBuffer, should) { let sourceData = toneBuffer.getChannelData(0); let renderedData = renderedBuffer.getChannelData(0); let delayTimeFrames = delayTimeSeconds * sampleRate; let toneLengthFrames = toneLengthSeconds * sampleRate; let success = true; let n = renderedBuffer.length; for (let i = 0; i < n; ++i) { if (i < delayTimeFrames) { // Check that initial portion is 0 (since signal is delayed). if (renderedData[i] != 0) { should( renderedData[i], 'Initial portion expected to be 0 at frame ' + i) .beEqualTo(0); success = false; break; } } else if (i >= delayTimeFrames && i < delayTimeFrames + toneLengthFrames) { // Make sure that the tone data is delayed by exactly the expected number // of frames. let j = i - delayTimeFrames; if (renderedData[i] != sourceData[j]) { should(renderedData[i], 'Actual data at frame ' + i) .beEqualTo(sourceData[j]); success = false; break; } } else { // Make sure we have silence after the delayed tone. if (renderedData[i] != 0) { should(renderedData[j], 'Final portion at frame ' + i).beEqualTo(0); success = false; break; } } } should( success, 'Delaying test signal by ' + delayTimeSeconds + ' sec was done') .message('correctly', 'incorrectly') }