I am generating a playlist manifest and playing the generated m3u8 file using HLS. I am looping over all the segment files to add their urls to #EXTINF:, but when I run my function, I get the error below, which means it's not properly receiving the urls:
[error] > 0 while loading data:application/x-mpegURL;base64,undefined
Here's my code:
segment_files = ["https://gib.s3.amazonaws.com/segment/first.ts", "https://gib.s3.amazonaws.com/segment/2nd.ts", "https://gib.s3.amazonaws.com/segment/first.ts"]
function generate_manifest() {
if (hls == undefined) {
player = document.createElement("video");
document.body.appendChild(player);
player.pause();
player.src = "";
for (let ii = 0; ii < segment_files.length; i++) {
var segment = segment_files[ii];
}
var manifestfile = btoa(
`#EXTM3U\n#EXT-X-VERSION:3\n#EXT-X-PLAYLIST-TYPE:VOD\n#EXT-X-TARGETDURATION:11\n#EXTINF:10.000,\n${segment}\n#EXT-X-ENDLIST`
);
}
if (Hls.isSupported()) {
hls = new Hls({
enableWorker: true,
lowLatencyMode: true,
});
hls.attachMedia(player);
hls.loadSource("data:application/x-mpegURL;base64," + manifestfile);
player.muted = true;
player.play();
}
}
somehow I bet you haven't read the basics of javascript yet:
function generate_manifest() {
if (hls == undefined) {
player = document.createElement("video");
document.body.appendChild(player);
player.pause();
player.src = "";
- for (let ii = 0; ii < segment_files.length; i++) {
- var segment = segment_files[ii];
- }
- var manifestfile = btoa(
- `#EXTM3U\n#EXT-X-VERSION:3\n#EXT-X-PLAYLIST-TYPE:VOD\n#EXT-X-TARGETDURATION:11\n#EXTINF:10.000,\n${segment}\n#EXT-X-ENDLIST`
- );
+ const manifestfile = btoa(`#EXTM3U
#EXT-X-VERSION:3
#EXT-X-PLAYLIST-TYPE:VOD
#EXT-X-TARGETDURATION:11
#EXTINF:10.000,
${segment_files.join('\nEXTINF:10.000,\n')}
#EXT-X-ENDLIST`)
}
if (Hls.isSupported()) {
hls = new Hls({
enableWorker: true,
lowLatencyMode: true,
});
hls.attachMedia(player);
hls.loadSource("data:application/x-mpegURL;base64," + manifestfile);
player.muted = true;
player.play();
}
}
Related
I'm trying to convert an AudioBuffer into a wav file that I can download.
I tried 2 methods:
The first one, I record all the sounds going threw a mediaRecorder and do this:
App.model.mediaRecorder.ondataavailable = function(evt) {
// push each chunk (blobs) in an array
//console.log(evt.data)
App.model.chunks.push(evt.data);
};
App.model.mediaRecorder.onstop = function(evt) {
// Make blob out of our blobs, and open it.
var blob = new Blob(App.model.chunks, { 'type' : 'audio/wav; codecs=opus' });
createDownloadLink(blob);
};
I create a chunk table containing blobs and then create a new Blob with these chunks. Then in the function "createDownloadLink()" I create an audio node and a download link:
function createDownloadLink(blob) {
var url = URL.createObjectURL(blob);
var li = document.createElement('li');
var au = document.createElement('audio');
li.className = "recordedElement";
var hf = document.createElement('a');
li.style.textDecoration ="none";
au.controls = true;
au.src = url;
hf.href = url;
hf.download = 'myrecording' + App.model.countRecordings + ".wav";
hf.innerHTML = hf.download;
li.appendChild(au);
li.appendChild(hf);
recordingslist.appendChild(li);
}
The audio node is created and I can listen to the sound that I recorded so everything seems to work. But when I download the file it can't be read by any player. I think it's because it's not encoded in WAV so it's not understand.
The second method is the same than above except for the "createDownloadLink()" function.
function createDownloadLink(blob) {
var reader = new FileReader();
reader.readAsArrayBuffer(blob);
App.model.sourceBuffer = App.model.audioCtx.createBufferSource();
reader.onloadend = function()
{
App.model.recordBuffer = reader.result;
App.model.audioCtx.decodeAudioData(App.model.recordBuffer, function(decodedData)
{
App.model.sourceBuffer.buffer = decodedData;
})
}
Here I get an AudioBuffer of the sounds I recorded, but I didn't find how to convert it into a WAV file...
Can you use a variation of this?
https://gist.github.com/asanoboy/3979747
Maybe something like this?
var wav = createWavFromBuffer(convertBlock(decodedData), 44100);
// Then call wav.getBuffer or wav.getWavInt16Array() for the WAV-RIFF formatted data
The other functions here:
class Wav {
constructor(opt_params) {
this._sampleRate = opt_params && opt_params.sampleRate ? opt_params.sampleRate : 44100;
this._channels = opt_params && opt_params.channels ? opt_params.channels : 2;
this._eof = true;
this._bufferNeedle = 0;
this._buffer;
}
setBuffer(buffer) {
this._buffer = this.getWavInt16Array(buffer);
this._bufferNeedle = 0;
this._internalBuffer = '';
this._hasOutputHeader = false;
this._eof = false;
}
getBuffer(len) {
var rt;
if( this._bufferNeedle + len >= this._buffer.length ){
rt = new Int16Array(this._buffer.length - this._bufferNeedle);
this._eof = true;
}
else {
rt = new Int16Array(len);
}
for(var i=0; i<rt.length; i++){
rt[i] = this._buffer[i+this._bufferNeedle];
}
this._bufferNeedle += rt.length;
return rt.buffer;
}
eof() {
return this._eof;
}
getWavInt16Array(buffer) {
var intBuffer = new Int16Array(buffer.length + 23), tmp;
intBuffer[0] = 0x4952; // "RI"
intBuffer[1] = 0x4646; // "FF"
intBuffer[2] = (2*buffer.length + 15) & 0x0000ffff; // RIFF size
intBuffer[3] = ((2*buffer.length + 15) & 0xffff0000) >> 16; // RIFF size
intBuffer[4] = 0x4157; // "WA"
intBuffer[5] = 0x4556; // "VE"
intBuffer[6] = 0x6d66; // "fm"
intBuffer[7] = 0x2074; // "t "
intBuffer[8] = 0x0012; // fmt chunksize: 18
intBuffer[9] = 0x0000; //
intBuffer[10] = 0x0001; // format tag : 1
intBuffer[11] = this._channels; // channels: 2
intBuffer[12] = this._sampleRate & 0x0000ffff; // sample per sec
intBuffer[13] = (this._sampleRate & 0xffff0000) >> 16; // sample per sec
intBuffer[14] = (2*this._channels*this._sampleRate) & 0x0000ffff; // byte per sec
intBuffer[15] = ((2*this._channels*this._sampleRate) & 0xffff0000) >> 16; // byte per sec
intBuffer[16] = 0x0004; // block align
intBuffer[17] = 0x0010; // bit per sample
intBuffer[18] = 0x0000; // cb size
intBuffer[19] = 0x6164; // "da"
intBuffer[20] = 0x6174; // "ta"
intBuffer[21] = (2*buffer.length) & 0x0000ffff; // data size[byte]
intBuffer[22] = ((2*buffer.length) & 0xffff0000) >> 16; // data size[byte]
for (var i = 0; i < buffer.length; i++) {
tmp = buffer[i];
if (tmp >= 1) {
intBuffer[i+23] = (1 << 15) - 1;
}
else if (tmp <= -1) {
intBuffer[i+23] = -(1 << 15);
}
else {
intBuffer[i+23] = Math.round(tmp * (1 << 15));
}
}
return intBuffer;
}
}
// factory
function createWavFromBuffer(buffer, sampleRate) {
var wav = new Wav({
sampleRate: sampleRate,
channels: 1
});
wav.setBuffer(buffer);
return wav;
}
// ArrayBuffer -> Float32Array
var convertBlock = function(buffer) {
var incomingData = new Uint8Array(buffer);
var i, l = incomingData.length;
var outputData = new Float32Array(incomingData.length);
for (i = 0; i < l; i++) {
outputData[i] = (incomingData[i] - 128) / 128.0;
}
return outputData;
}
I'm using angularjs in visual studio.using cordova media plugin startRecord() and stopRecord() is working but not able to pause and resume recording.I'm not using media capture plugin as i don't have default recorder installed.
This is my code:
var audurl = '///storage/emulated/0/New/';
audurl += 'Voice_' + '.amr';
var mediaRec;
function recordAudio() {
mediaRec = new Media(audurl, onSuccess, onError);
mediaRec.startRecord();
}
function pauseAudio() {
mediaRec = new Media(audurl, onSuccess, onError);
mediaRec.pauseRecord();
}
thanks...
On my phone the method media.resumeRecord was not available, although in this soure-code it is defined. Nevertheless you can take advantage of all other methods, like startRecord and stopRecord, to rebuild a kind of resumeRecord function, as it is done in a handler below:
var myRecordHandler = function () {
// ALL RECORDED FILES ARE SAVED IN THIS ARRAY
var recordedAudioFiles = [];
// REMEMBER POSITION WHEN PLAYING IS STOPPED
var currentPosition = {index:0,shift:0};
// PAUSE-MODE
var paused = false;
// SET A SPECIFC DIRECTORY WHERE THE FILES ARE STORED INTO
// DEFAULT: ''
this.setDirectory = function(dir) {this.dir=dir;};
// SET FILENAME
// DEFAULT: recoredFilesX
this.setFilename = function(filename) {this.filename=filename;};
// SET MIME/Type of THE FILES;
// DEFAULT: mp3
this.setFileType = function(type) {this.filetype=type;};
// GET ALL RECORED FILES
this.getAllFiles = function() {return recordedAudioFiles;};
// STOP/PAUSE RECORDED FILES
var handleRecordedFileHold = function () {
for (var r = 0; r < recordedAudioFiles.length; r++) {
var recordedAudioFile = recordedAudioFiles[r];
if(recordedAudioFile.isBeingRecorded){
if(paused)recordedAudioFile.media.pause();
else recordedAudioFile.media.stop();
continue;
}
recordedAudioFile.duration = new Date().getTime() - recordedAudioFile.startTime;
// call release to free this created file so that it could get deleted for instance
recordedAudioFile.media.stopRecord();
recordedAudioFile.media.release();
recordedAudioFile.isBeingRecorded = true;
}
}
// START RECORDING
this.startAudioRecording = function() {
paused = false;
handleRecordedFileHold();
var dir = this.dir ? this.dir : '';
var filename = this.filename ? this.filename : 'recoredFiles';
var type = this.filetype ? this.filetype : 'mp3';
var src = dir + filename + (recordedAudioFiles.length + 1) + '.' + type;
var mediaRec = new Media(src,
function () {
console.log('recordAudio():Audio Success');
},
function (err) {
console.log('recordAudio():Audio Error: ' + err.code);
});
recordedAudioFiles.push({
media: mediaRec,
startTime: new Date().getTime()
});
mediaRec.startRecord();
}
// PAUSE RECORDING
this.pauseRecoredFiles = function () {
if(recordedAudioFiles.length){
paused = true;
clearTimeout(currentPosition.timeout);
handleRecordedFileHold();
var recoredMedia = recordedAudioFiles[currentPosition.index].media;
recoredMedia.getCurrentPosition(
function (position) {
currentPosition.shift = position;
},
function (e) {
console.log("Error getting pos=" + e);
}
);
}
}
// PLAY RECORD
this.playRecordedFiles = function () {
handleRecordedFileHold();
var playNextFile = function () {
var recoredMedia = recordedAudioFiles[currentPosition.index];
if (recoredMedia) {
if(paused){
recoredMedia.media.seekTo(currentPosition.shift*1000);
paused = false;
}
recoredMedia.media.play();
currentPosition.timeout = setTimeout(function () {
currentPosition.index++;
recoredMedia.media.stop();
playNextFile();
}, recoredMedia.duration ? recoredMedia.duration : 0);
}
else{
paused = false;
currentPosition.index = currentPosition.shift = 0;
}
};
playNextFile();
}
// RESET PLAY
this.stopRecordedFiles = function () {
currentPosition.index = currentPosition.shift = 0;
clearTimeout(currentPosition.timeout);
handleRecordedFileHold();
}
// REMOVE ALL RECORDED FILES
this.removeRecordedFiles = function() {
paused = false;
currentPosition.index = currentPosition.shift = 0;
clearTimeout(currentPosition.timeout);
handleRecordedFileHold();
recordedAudioFiles = [];
}
};
var handler = new myRecordHandler();
// you can use this handler in your functions like this:
function recordAudio() {
// records one track and stops former track if there is one
handler.startAudioRecording();
}
function playAudio() {
handler.playRecordedFiles();
}
function pauseAudio() {
handler.pauseRecoredFiles();
}
function resumeAudio() {
pauseAudio();
recordAudio();
}
function stopAudio() {
handler.stopRecordedFiles();
}
Although I could not test your directory/filenames, because I do not have this directory created on my phone, these methods might help you to to store your files in a specific directory as well as with certain filenames:
handler.setDirectory('__YOUR_DIR__');
handler.setFilename('__YOUR_FILENAME__');
handler.setFileType('__YOUR_FILETYPE__');
so im using one of the javascript bgm player solution that works perfectly in a small website that i created.
basically what i want is duplicating the music controller so that there are two music controls i can place on my website.
the script uses javascript's 'GetElementbyID' attribute in order to identify the div, but In order to get the result i want, i would have to make a slight change to 'GetElementsByClassName' so that there are multiple divs.
but for some reason, it didn't work out as i expected, so i did some stackoverflowing and found out the attribute returning some extra array or something like that,
again, im only a starter ar both javascript and jquery,
and i do not know what i need to add or modify in order to make it work.
can anyone help me out? or is there simpler way to make this work using jquery?
see the script below.
and the live site with the BGM player is here : http://xefrontier.com/
if(!window.AudioContext) {
if(!window.webkitAudioContext) {
alert('no audiocontext found');
}
window.AudioContext = window.webkitAudioContext;
}
var context;
var audioBuffer;
var sourceNode;
var analyser;
var javascriptNode;
var ctx = jQuery("#canvas").get()[0].getContext("2d");
var gradient = ctx.createLinearGradient(0, 0, 0, 400);
gradient.addColorStop(0, '#FFFFFF');
gradient.addColorStop(0.50, '#00D4CD');
gradient.addColorStop(0.65, '#FF00CC');
gradient.addColorStop(1, '#1A1A1A');
var currentlyPlaying = 0;
var playing = false;
var trackList = [{
title: "Back For You",
artist: "One Direction",
filename: "bg2.mp3"
}, {
title: "Does He Know",
artist: "One Direction",
filename: "bg3.mp3"
}];
var playbackButton = document.getElementBy("playback-button");
playbackButton.onclick = togglePlayState;
var playIconClass = "fontawesome-play";
var pauseIconClass = "fontawesome-pause";
var nextButton = document.getElementById("next-button");
nextButton.onclick = nextTrack;
var prevButton = document.getElementById("prev-button");
prevButton.onclick = prevTrack;
var playbackIcon = document.getElementById("playback-icon");
function togglePlayState() {
if(!playing) {
startPlayback(currentlyPlaying);
return;
}
switch(context.state) {
case 'running':
playbackIcon.className = playIconClass;
context.suspend();
break;
case 'suspended':
playbackIcon.className = pauseIconClass;
context.resume();
break;
}
}
function displayPlaying() {
var trackInfoElement = document.getElementById("trackInfo");
trackInfoElement.innerHTML = trackList[currentlyPlaying]['title'] + " - " + trackList[currentlyPlaying]['artist'];
}
function displayPlaylist() {
var playlist = document.getElementById('playlist');
playlist.innerHTML = "";
for(var i = currentlyPlaying; i < trackList.length; i++) {
var track = document.createElement('li');
if(i === currentlyPlaying) track.class = "playing";
track.innerHTML = trackList[i]['title'] + ' - ' + trackList[i]['artist'];
playlist.appendChild(track);
}
}
function startPlayback(trackID) {
displayPlaylist()
if(playing) {
stopPlayback();
}
context = new AudioContext()
setupAudioNodes();
loadSound("/xe/" + trackList[trackID]['filename']);
playing = true;
playbackIcon.className = pauseIconClass;
}
function stopPlayback() {
context.close();
playing = false;
playbackIcon.className = playIconClass;
}
function nextTrack() {
if(currentlyPlaying === trackList.length - 1) currentlyPlaying = 0;
else currentlyPlaying += 1;
startPlayback(currentlyPlaying);
}
function prevTrack() {
if(currentlyPlaying === 0) currentlyPlaying = trackList.length - 1;
else currentlyPlaying -= 1;
startPlayback(currentlyPlaying);
}
function setupAudioNodes() {
javascriptNode = context.createScriptProcessor(2048, 1, 1);
javascriptNode.connect(context.destination);
javascriptNode.onaudioprocess = function() {
var array = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(array);
ctx.clearRect(0, 0, 2000, 1000);
ctx.fillStyle = gradient;
drawSpectrum(array);
}
analyser = context.createAnalyser();
analyser.smoothingTimeConstant = 0.3;
analyser.fftSize = 512;
sourceNode = context.createBufferSource();
sourceNode.onended = function() {
nextTrack();
}
sourceNode.connect(analyser);
analyser.connect(javascriptNode);
sourceNode.connect(context.destination);
}
function loadSound(url) {
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
request.onload = function() {
context.decodeAudioData(request.response, function(buffer) {
playSound(buffer);
}, onError);
}
request.send();
}
function playSound(buffer) {
sourceNode.buffer = buffer;
sourceNode.start(0);
}
function onError(e) {
console.log(e);
}
function drawSpectrum(array) {
for(var i = 0; i < (array.length); i++) {
var value = array[i];
ctx.fillRect(i * 8, 350 - value, 2, 50);
}
};
I have an mp3 file and when I read it with windows media player, it has the cover of the album, so I'm wondering if there's a way to get that cover in javascript or jQuery
Read more at this URL: http://www.richardfarrar.com/embedding-album-art-in-mp3-files/
What you want is to use the ID3 header, where the arists data and more is stored. Also images can be stored in these headers. Probably this is also done in the mp3 files you have.
A library like https://github.com/aadsm/JavaScript-ID3-Reader can read this data out of the MP3 with Javascript.
Borrowed from the example (Note: you need the library above before this code will work):
function showTags(url) {
var tags = ID3.getAllTags(url);
console.log(tags);
document.getElementById('title').textContent = tags.title || "";
document.getElementById('artist').textContent = tags.artist || "";
document.getElementById('album').textContent = tags.album || "";
var image = tags.picture;
if (image) {
var base64String = "";
for (var i = 0; i < image.data.length; i++) {
base64String += String.fromCharCode(image.data[i]);
}
var base64 = "data:" + image.format + ";base64," +
window.btoa(base64String);
document.getElementById('picture').setAttribute('src',base64);
} else {
document.getElementById('picture').style.display = "none";
}
}
ID3 is no longer being maintained. Check here.
var jsmediatags = require("jsmediatags");
jsmediatags.read("./song.mp3", {
onSuccess: function(tag) {
console.log(tag);
var image = tag.tags.picture;
document.getElementById('title').innerHTML = tag.tags.title;
document.getElementById('artist').innerHTML= tag.tags.artist;
document.getElementById('album').innerHTML = tag.tags.album;
document.getElementById('picture').title = tag.tags.title;
if (image) {
var base64String = "";
for (var i = 0; i < image.data.length; i++) {
base64String += String.fromCharCode(image.data[i]);
}
var base64 = "data:" + image.format + ";base64," +
window.btoa(base64String);
document.getElementById('picture').setAttribute('src',base64);
} else {
document.getElementById('picture').style.display = "none";
document.getElementById('picture').title = "none";
}
},
onError: function(error) {
console.log(':(', error.type, error.info);
}
});
Using HTML5 I am trying to get the attribute (ie rotation), located in the header of a mp4 (I play it using a video tag), to do this I am trying to get the bytes that make up the header, and knowing the structure, find this atom.
Does anyone know how to do this in javascript?
You can use mediainfo.js,
It's a porting of mediainfo (cpp) in javascript compiled with emsciptem.
Here is a working example: https://mediainfo.js.org/
You will need to include the js/mediainfo.js file and put mediainfo.js.mem file in the same folder.
You need to check the sources on this file to see how it works:
https://mediainfo.js.org/js/mediainfopage.js
[...]
function parseFile(file) {
if (processing) {
return;
}
processing = true;
[...]
var fileSize = file.size, offset = 0, state = 0, seekTo = -1, seek = null;
mi.open_buffer_init(fileSize, offset);
var processChunk = function(e) {
var l;
if (e.target.error === null) {
var chunk = new Uint8Array(e.target.result);
l = chunk.length;
state = mi.open_buffer_continue(chunk, l);
var seekTo = -1;
var seekToLow = mi.open_buffer_continue_goto_get_lower();
var seekToHigh = mi.open_buffer_continue_goto_get_upper();
if (seekToLow == -1 && seekToHigh == -1) {
seekTo = -1;
} else if (seekToLow < 0) {
seekTo = seekToLow + 4294967296 + (seekToHigh * 4294967296);
} else {
seekTo = seekToLow + (seekToHigh * 4294967296);
}
if(seekTo === -1){
offset += l;
}else{
offset = seekTo;
mi.open_buffer_init(fileSize, seekTo);
}
chunk = null;
} else {
var msg = 'An error happened reading your file!';
console.err(msg, e.target.error);
processingDone();
alert(msg);
return;
}
// bit 4 set means finalized
if (state&0x08) {
var result = mi.inform();
mi.close();
addResult(file.name, result);
processingDone();
return;
}
seek(l);
};
function processingDone() {
processing = false;
$status.hide();
$cancel.hide();
$dropcontrols.fadeIn();
$fileinput.val('');
}
seek = function(length) {
if (processing) {
var r = new FileReader();
var blob = file.slice(offset, length + offset);
r.onload = processChunk;
r.readAsArrayBuffer(blob);
}
else {
mi.close();
processingDone();
}
};
// start
seek(CHUNK_SIZE);
}
[...]
// init mediainfo
miLib = MediaInfo(function() {
console.debug('MediaInfo ready');
$loader.fadeOut(function() {
$dropcontrols.fadeIn();
window['miLib'] = miLib; // debug
mi = new miLib.MediaInfo();
$fileinput.on('change', function(e) {
var el = $fileinput.get(0);
if (el.files.length > 0) {
parseFile(el.files[0]);
}
});
});
Here is the Github address with the sources of the project: https://github.com/buzz/mediainfo.js
I do not think you can extract such detailed metadata from a video, using HTML5 and its video-tag. The only things you can extract (video length, video tracks, etc.) are listed here:
http://www.w3schools.com/tags/ref_av_dom.asp
Of course, there might be special additional methods available in some browsers, but there is no "general" approach - you would need more than the existing methods of HTML5.