function floatTo16BitPCM(output, offset, input){
for (var i = 0; i < input.length; i++, offset+=2){
var s = Math.max(-1, Math.min(1, input[i]));
output.setInt16(offset, s < 0 ? s * 0x8000 : s * 0x7FFF, true);
}
}
function writeString(view, offset, string){
for (var i = 0; i < string.length; i++){
view.setUint8(offset + i, string.charCodeAt(i));
}
}
function encodeWAV(samples){
var buffer = new ArrayBuffer(44 + samples.length * 2);
var view = new DataView(buffer);
/* RIFF identifier */
writeString(view, 0, 'RIFF');
/* RIFF chunk length */
view.setUint32(4, 36 + samples.length * 2, true);
/* RIFF type */
writeString(view, 8, 'WAVE');
/* format chunk identifier */
writeString(view, 12, 'fmt ');
/* format chunk length */
view.setUint32(16, 16, true);
/* sample format (raw) */
view.setUint16(20, 1, true);
/* channel count */
view.setUint16(22, 2, true);
/* sample rate */
view.setUint32(24, sampleRate, true);
/* byte rate (sample rate * block align) */
view.setUint32(28, sampleRate * 4, true);
/* block align (channel count * bytes per sample) */
view.setUint16(32, 4, true);
/* bits per sample */
view.setUint16(34, 16, true);
/* data chunk identifier */
writeString(view, 36, 'data');
/* data chunk length */
view.setUint32(40, samples.length * 2, true);
floatTo16BitPCM(view, 44, samples);
return view;
}
Hi, I am using this source code to record audio for my school exam. It records audio in 44100Hz and 16bit. I want to change recording settings to record audio in 16000Hz and 16bit. I tried modify 44 in function encodeWAV to 16 but it didn't work.
function encodeWAV(samples){
var buffer = new ArrayBuffer(44 + samples.length * 2);
var view = new DataView(buffer)
Also I have tried to change floadRToBitPCM. I tried to change 44 to 16 but it also didn't work.
floatTo16BitPCM(view, 44, samples);
Can you help me with this issue?? I don't know how to modify this source code.
Overall, recording at 44.1kHz is a safe option that will provide you with high-quality recordings, regardless of the type of audio project you're working on. 44.1kHz is the most common sample rate for music CDs. It captures the entire audible frequency spectrum accurately.
Presently 24-bit, 48 kHz WAV files are the most widely-used files in the professional audio community. Compared to fixed-point files (16- or 24-bit), 32-bit float files store numbers in a floating-point format.
What sample rate should I use? Stick with the most common sampling rates of 44.1 kHz or 48 kHz. If you're only focusing on music production, 44.1 kHz is a common format. However, if you're planning on integrating with video, 48 kHz is a better choice.
Edit:
Another option(much better one IMO) is just to go for the HTML's MediaRecorder and record in .ogg
format, demo, and it's git repo
I am assuming that you are using this as the source, and like jaket said, the line floatTo16BitPCM(view, 44, samples);
has nothing to do with sampling rate...
if you want to resample the data, you have modify this:
function exportWAV(type){
var buffers = [];
for (var channel = 0; channel < numChannels; channel++){
buffers.push(mergeBuffers(recBuffers[channel], recLength));
}
if (numChannels === 2){
var interleaved = interleave(buffers[0], buffers[1]);
} else {
var interleaved = buffers[0];
}
var dataview = encodeWAV(interleaved);
var audioBlob = new Blob([dataview], { type: type });
this.postMessage(audioBlob);
}
into this:
function exportWAV(type, desiredSamplingRate){
var buffers = [];
for (var channel = 0; channel < numChannels; channel++){
var buffer = mergeBuffers(recBuffers[channel], recLength);
buffer = interpolateArray(buffer, desiredSamplingRate, sampleRate);
buffers.push(buffer);
}
sampleRate = desiredSamplingRate;
if (numChannels === 2){
var interleaved = interleave(buffers[0], buffers[1]);
} else {
var interleaved = buffers[0];
}
var dataview = encodeWAV(interleaved);
var audioBlob = new Blob([dataview], { type: type });
this.postMessage(audioBlob);
}
code for re-sampling data,
// for changing the sampling rate, data,
function interpolateArray(data, newSampleRate, oldSampleRate) {
var fitCount = Math.round(data.length*(newSampleRate/oldSampleRate));
var newData = new Array();
var springFactor = new Number((data.length - 1) / (fitCount - 1));
newData[0] = data[0]; // for new allocation
for ( var i = 1; i < fitCount - 1; i++) {
var tmp = i * springFactor;
var before = new Number(Math.floor(tmp)).toFixed();
var after = new Number(Math.ceil(tmp)).toFixed();
var atPoint = tmp - before;
newData[i] = this.linearInterpolate(data[before], data[after], atPoint);
}
newData[fitCount - 1] = data[data.length - 1]; // for new allocation
return newData;
};
function linearInterpolate(before, after, atPoint) {
return before + (after - before) * atPoint;
};
Edit: if you not going to change it too much, you can just hard code it as
function exportWAV(type){
var buffers = [], desiredSamplingRate = 16000;
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