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  3. Online Audio Recorder
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Online Audio Recorder

Record audio from microphone directly in browser. Real-time waveform visualization, pause/resume, and export to multiple formats (MP3, WAV, OGG). No software installation required.

Record audio straight from your microphone in the browser. Hit record, speak or play, and stop when you are done. The recording saves locally and you can download it as MP3, WAV, or OGG. No software installation, no cloud, just a simple, private recorder.

Audio processed on your deviceMore audio processingJump to full guide

Initializing in your browser…

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Online Audio Recorder: a worked example

You need to capture a quick microphone note and download it as a file, no app.

Input

Microphone · record 0:38 · stop
Online Audio Recorder produces

Output

recording.webm/wav, 0:38, ready to download

Capture uses the browser’s microphone API and writes the audio locally for download, nothing is streamed to a server. It is the fastest path from "I need to record this" to a usable file.

About the Online Audio Recorder

Record audio straight from your microphone in the browser. Hit record, speak or play, and stop when you are done. The recording saves locally and you can download it as MP3, WAV, or OGG. No software installation, no cloud, just a simple, private recorder.

How to use

  1. 1Click Record and grant microphone access if prompted
  2. 2Speak or play the audio you want to capture
  3. 3Click Stop, then preview or download your recording

Key features

  • One-click recording from any microphone
  • Real-time level meter
  • Pause and resume during recording
  • Download as MP3, WAV, or OGG

Tips & best practices

  • Watch the volume meter while you talk: it reads your live mic input from the AnalyserNode, so keep it in the green/yellow band and out of the red (at or above 70%) to leave headroom before the signal clips.
  • Use the pause button to stitch one continuous recording across interruptions; MediaRecorder collects data every 100ms and the elapsed timer subtracts paused time, so resuming picks up without a gap or a separate file.
  • If your downstream tool needs a lossless source, choose WAV (written as 16-bit PCM/pcm_s16le) before downloading; pick MP3 when you want a smaller file for sharing.
  • Trim before you download: the trimmed region is re-encoded to an intermediate WebM (libopus 128 kbps), then converted to your selected MP3/WAV/OGG format in the same download step.

Examples

  • Quick voice memo to MP3

    Pick your microphone in Recording Settings, optionally arm the 3-second countdown, hit Start, and speak. Stop, set Output Format to MP3, and download a libmp3lame file re-encoded from the WebM capture entirely in your browser.

  • Trimmed clip for another tool

    Record a take, open Trim Recording, drag the start/end sliders (0.01s resolution) around the part you want, Apply Trim, then download as WAV to feed a clean 16-bit PCM clip into a BPM or transcription tool.

How it works

The Audio Recorder captures your microphone through the browser's getUserMedia API and records with MediaRecorder using the audio/webm;codecs=opus profile (falling back to plain audio/webm if Opus isn't supported, checked via MediaRecorder.isTypeSupported), collecting data in 100 ms chunks (mediaRecorder.start(100)) so pause and resume work cleanly. While you record, an AnalyserNode with an fftSize of 256 drives a live 32-bar waveform (the first 32 frequency bins) plus a volume meter that turns green below 30%, yellow up to 70%, and red at or above 70% so you can watch your input level before a take. The Recording Settings panel lets you pick a specific input from the devices returned by enumerateDevices, arm a 3, 5, or 10 second countdown before capture starts, and set a maximum duration with a slider that runs from 0 (Unlimited) to 300 seconds in 10 second steps, after which recording stops automatically with a toast.

Because browsers can only record Opus-in-WebM natively (they cannot encode MP3 or WAV directly), the MP3, WAV, and OGG download options are produced by re-encoding the captured WebM in your browser with FFmpeg compiled to WebAssembly (the convertAudioFormat helper). That conversion runs a plain ffmpeg -i input output command, letting FFmpeg pick the default encoder and bitrate for the chosen container (libmp3lame for .mp3, libvorbis for .ogg, and pcm_s16le 16-bit PCM for .wav) rather than forcing a specific rate. If a recording is tiny (under 100 bytes) or the conversion throws or returns an empty file, the tool falls back to handing you the original WebM rather than an empty file, and every download filename is timestamped from the current ISO time. The optional trim step also runs through FFmpeg (the trimAudio helper): it re-encodes the selected start-to-end region back to an intermediate WebM with libopus at 128 kbps so it can still be converted to your chosen format on download, with the trim sliders stepping at 0.01 second resolution.

Everything from capture to encoding happens on-device; the audio never leaves your machine, and FFmpeg loads from local WebAssembly files under /ffmpeg (with an unpkg CDN fallback) rather than a server upload. One practical consequence of the WebM source is that MediaRecorder files frequently report an Infinity duration, so the player and trim range fall back to a duration computed from the recording's own start/pause timestamps (Date.now() minus start minus total paused time). The tool only records the microphone selected through getUserMedia, so it cannot capture system or tab audio without an OS-level loopback device, and a denied permission or missing microphone surfaces a specific NotAllowedError or NotFoundError toast instead of failing silently.

Frequently asked questions

Where is my recording stored?

Entirely in your browser. Nothing is uploaded. The file exists only on your device until you close the page or download it.

Can I record system audio?

Browser security restricts direct system audio capture. You can record system audio if your OS supports a loopback device that appears as a microphone input.

Private by design

Audio is decoded and processed locally with the Web Audio API. Your files are never uploaded to a server.