我设置了一个简单的Node.js服务器来向我的本地前端提供.wav文件。
require('dotenv').config();
const debugBoot = require('debug')('boot');
const cors = require('cors')
const express = require('express');
const app = express();
app.set('port', process.env.PORT || 3000);
app.use(cors());
app.use(express.static('public'));
const server = app.listen(app.get('port'), () => {
const port = server.address().port;
debugBoot('Server running at http://localhost:' + port);
});
在我的本地前端,我收到了这个文件:
fetch('http://localhost:3000/audio/8bars60bpmOnlyKick.wav').then(response => process(response.body))
function process(stream) {
console.log(stream);
const context = new AudioContext();
const analyser = context.createAnalyser();
const source = context.createMediaStreamSource(stream);
source.connect(analyser);
const data = new Uint8Array(analyser.frequencyBinCount);
我想通过管道将流传输到AudioContext().createMediaStreamSource
中。我可以用Media Stream来做这件事,例如,从麦克风。
但是对于ReadableStream,我得到了错误Failed to execute 'createMediaStreamSource' on 'AudioContext': parameter 1 is not of type 'MediaStream'
。
我希望以一种我可以将其插入到web-audio API中并使用分析器的方式来提供/接收音频。如果有其他解决方案,它就不需要是流了。
发布于 2019-06-26 15:20:52
我基本上将这两个示例合并在一起:
https://www.youtube.com/watch?v=hYNJGPnmwls (https://codepen.io/jakealbaugh/pen/jvQweW/)
下面是来自web-audio api的示例:
https://github.com/mdn/webaudio-examples/blob/master/audio-analyser/index.html
let audioBuffer;
let sourceNode;
let analyserNode;
let javascriptNode;
let audioData = null;
let audioPlaying = false;
let sampleSize = 1024; // number of samples to collect before analyzing data
let frequencyDataArray; // array to hold time domain data
// Global Variables for the Graphics
let canvasWidth = 512;
let canvasHeight = 256;
let ctx;
document.addEventListener("DOMContentLoaded", function () {
ctx = document.body.querySelector('canvas').getContext("2d");
// the AudioContext is the primary 'container' for all your audio node objects
try {
audioContext = new AudioContext();
} catch (e) {
alert('Web Audio API is not supported in this browser');
}
// When the Start button is clicked, finish setting up the audio nodes, play the sound,
// gather samples for the analysis, update the canvas
document.body.querySelector('#start_button').addEventListener('click', function (e) {
e.preventDefault();
// Set up the audio Analyser, the Source Buffer and javascriptNode
initCanvas();
setupAudioNodes();
javascriptNode.onaudioprocess = function () {
// get the Time Domain data for this sample
analyserNode.getByteFrequencyData(frequencyDataArray);
// draw the display if the audio is playing
console.log(frequencyDataArray)
draw();
};
loadSound();
});
document.body.querySelector("#stop_button").addEventListener('click', function(e) {
e.preventDefault();
sourceNode.stop(0);
audioPlaying = false;
});
function loadSound() {
fetch('http://localhost:3000/audio/8bars60bpmOnlyKick.wav').then(response => {
response.arrayBuffer().then(function (buffer) {
audioContext.decodeAudioData(buffer).then((audioBuffer) => {
console.log('audioBuffer', audioBuffer);
// {length: 1536000, duration: 32, sampleRate: 48000, numberOfChannels: 2}
audioData = audioBuffer;
playSound(audioBuffer);
});
});
})
}
function setupAudioNodes() {
sourceNode = audioContext.createBufferSource();
analyserNode = audioContext.createAnalyser();
analyserNode.fftSize = 4096;
javascriptNode = audioContext.createScriptProcessor(sampleSize, 1, 1);
// Create the array for the data values
frequencyDataArray = new Uint8Array(analyserNode.frequencyBinCount);
// Now connect the nodes together
sourceNode.connect(audioContext.destination);
sourceNode.connect(analyserNode);
analyserNode.connect(javascriptNode);
javascriptNode.connect(audioContext.destination);
}
function initCanvas() {
ctx.fillStyle = 'hsl(280, 100%, 10%)';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
};
// Play the audio once
function playSound(buffer) {
sourceNode.buffer = buffer;
sourceNode.start(0); // Play the sound now
sourceNode.loop = false;
audioPlaying = true;
}
function draw() {
const data = frequencyDataArray;
const dataLength = frequencyDataArray.length;
console.log("data", data);
const h = canvasHeight / dataLength;
// draw on the right edge
const x = canvasWidth - 1;
// copy the old image and move one left
let imgData = ctx.getImageData(1, 0, canvasWidth - 1, canvasHeight);
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
ctx.putImageData(imgData, 0, 0);
for (let i = 0; i < dataLength; i++) {
// console.log(data)
let rat = data[i] / 255;
let hue = Math.round((rat * 120) + 280 % 360);
let sat = '100%';
let lit = 10 + (70 * rat) + '%';
// console.log("rat %s, hue %s, lit %s", rat, hue, lit);
ctx.beginPath();
ctx.strokeStyle = `hsl(${hue}, ${sat}, ${lit})`;
ctx.moveTo(x, canvasHeight - (i * h));
ctx.lineTo(x, canvasHeight - (i * h + h));
ctx.stroke();
}
}
});
我简要地解释一下每个部分的作用:
创建音频上下文
加载DOM时,将创建AudioContext
。
加载音频文件并将其转换为AudioBuffer
然后我从后台服务器加载声音(代码如下所示)。然后将响应转换到缓冲器,然后将缓冲器解码为AudioBuffer。这基本上是上述问题的主要解决方案。
进程AudioBuffer
为了展示如何使用加载的音频文件的更多上下文,我包含了文件的其余部分。
为了进一步处理AudioBuffer,创建了一个源,并将缓冲区分配给该源:sourceNode.buffer = buffer
。
javascriptNode
的行为就像一个流,您可以在其中访问分析器的输出。
https://stackoverflow.com/questions/56743980
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