Is it possible to have an audiofile loaded from <audio/>
-element via createMediaElementSource
and then load the audio data into a AudioBufferSourceNode?
Using the audio-element as a source (MediaElementSource) seems not to be an option, as I want to use Buffer methods like noteOn
and noteGrain
.
Loading the audiofile directly to the buffer via XHR unfortunately isn't an option neither ( see Open stream_url of a Soundcloud Track via Client-Side XHR?)
Loading the buffer contents from the audio elements seems to be possible though:
http://www.w3.org/2011/audio/wiki/Spec_Differences#Reading_Data_from_a_Media_Element
Or is it even possible to directly use the buffer of an <audio/>
-element as a sourceNode?
Seems as if it's not possible to extract the audiobuffer from an MediaElementSourceNode.
see https://groups.google.com/a/chromium.org/forum/?fromgroups#!topic/chromium-html5/HkX1sP8ONKs
Any reply proving me wrong is very welcome!
This is possible. See my post at http://updates.html5rocks.com/2012/02/HTML5-audio-and-the-Web-Audio-API-are-BFFs. There is also a code snippet and example there. There are a few outstanding bugs, but loading an <audio>
into the Web Audio API should work as you want.
// Create an <audio> element dynamically.
var audio = new Audio();
audio.src = 'myfile.mp3';
audio.controls = true;
audio.autoplay = true;
document.body.appendChild(audio);
var context = new webkitAudioContext();
var analyser = context.createAnalyser();
// Wait for window.onload to fire. See crbug.com/112368
window.addEventListener('load', function(e) {
// Our <audio> element will be the audio source.
var source = context.createMediaElementSource(audio);
source.connect(analyser);
analyser.connect(context.destination);
// ...call requestAnimationFrame() and render the analyser's output to canvas.
}, false);
Today 2020+ it is possible via the audioWorklet Node
https://developer.mozilla.org/en-US/docs/Web/API/AudioWorkletProcessor/AudioWorkletProcessor
Running in the AudioWorkletContext so only that is there you can pass the binary raw data via messages
// test-processor.js
class RecorderWorkletProcessor extends AudioWorkletProcessor {
constructor (options) {
super()
console.log(options.numberOfInputs)
console.log(options.processorOptions.someUsefulVariable)
}
// @ts-ignore
process(inputs, output, parameters) {
/**
* @type {Float32Array} length 128 Float32Array(128)
* non-interleaved IEEE754 32-bit linear PCM
* with a nominal range between -1 and +1,
* with each sample between -1.0 and 1.0.
* the sample rate depends on the audioContext and is variable
*/
const inputChannel = inputs[0][0]; //inputChannel Float32Array(128)
const { postMessage } = this.port;
postMessage(inputChannel) // float32Array sent as byte[512]
return true; // always do this!
}
}
main code
const audioContext = new AudioContext()
const audioMediaElement = audioContext.createMediaElementSource(
/** @type {HTMLAudioElement} */ audio
);
await audioContext.audioWorklet.addModule('test-processor.js')
const recorder = new AudioWorkletNode(audioContext, 'test-processor',
{
processorOptions: {
someUsefulVariable: new Map([[1, 'one'], [2, 'two']])
}
});
/**
*
* Objects of these types are designed to hold small audio snippets,
* typically less than 45 s. For longer sounds, objects implementing
* the MediaElementAudioSourceNode are more suitable.
* The buffer contains data in the following format:
* non-interleaved IEEE754 32-bit linear PCM (LPCM)
* with a nominal range between -1 and +1, that is, a 32-bit floating point buffer,
* with each sample between -1.0 and 1.0.
* @param {ArrayBufferLike|Float32Array} data
*/
const convertFloatToAudioBuffer = (data) => {
const sampleRate = 8000 | audioContext.sampleRate
const channels = 1;
const sampleLength = 128 | data.length; // 1sec = sampleRate * 1
const audioBuffer = audioContext.createBuffer(channels, sampleLength, sampleRate); // Empty Audio
audioBuffer.copyToChannel(new Float32Array(data), 0); // depending on your processing this could be already a float32array
return audioBuffer;
}
let startAt = 0
const streamDestination = audioContext.createMediaStreamDestination();
/**
* Note this is a minimum example it plays only the first sound
* it uses the main audio context if it would use a
* streamDestination = context.createMediaStreamDestination();
*
* @param {ArrayBufferLike|Float32Array} data
*/
const play = (data) => {
const audioBufferSourceNoce = audioContext.createBufferSource();
audioBufferSourceNoce.buffer = convertFloatToAudioBuffer(data);
const context = audioContext; // streamDestination; // creates a MediaStream on streamDestination.stream property
audioBufferSourceNoce.connect(context);
// here you will need a hugh enqueue algo that is out of scope for this answer
startAt = Math.max(context.currentTime, startAt);
source.start(startAt);
startAt += buffer.duration;
audioBufferSourceNoce.start(startAt);
}
// Here is your raw arrayBuffer ev.data
recorder.port.onmessage = (ev) => play(ev.data);
// connect the processor with the source
audioMediaElement.connect(recorder);
This is only the bare minimum to console.log the data that comes from the recorder processor and we take only 1 channel when you really want to process that data you should consider doing that in a worker again register a handler that post the data directly to that worker as else your mainprocess could get unresponsive if you do a lot of processing.
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