Decoding opus in chunks using AudioDecoder - javascript

I'm developing an application that has business logic that heavily depends on sound precision, hence I'm using the Web Audio API. The app has the functionality to manipulate audio files in multiple ways (fade in and fade out, programmatically seek through audios, play one audio multiple times, etc).
I've tried to implement this functionality using MediaElementAudioSourceNode, but I had a hard time getting everything together. Using this type of node, I wasn't sure how to implement some of the features like scheduling start time in the AudioContext timeline.
In the first iteration, I've implemented a simple download and decode method where the audio files are first downloaded as a whole from the network, stored to IndexedDB for caching purposes, then decoded into AudioBuffer and played as AudioBufferSourceNode connected to AudioContext.
As we already know, the decoding function is quite slow for larger files. After running some tests, I've realized that decoding OPUS is slower than decoding MP3. Also, decoding MP3 is slower than decoding WAV.
For that reason, in the second implementation, I've used decode-audio-data-fast and MP3 files. The decoding process is now faster as they're decoded in chunks on multiple threads, but I have to download bigger files.
However, I'd like to avoid downloading and decoding if possible. If this is not possible, I'm wondering if I can progressively download files and feed the chunks to the new WebCodecs API, then route them to AudioContext to be played and manipulated. The files are hosted on an S3 bucket. In theory, as far as I know, this should be completely possible, however, due to a lack of examples and documentation, and probably my experience with this, I can't figure out how exactly to implement this.

Related

<audio> to waveform or spectrogram image without playback in Chrome

In a Chrome extension, is it possible to create an waveform or spectrogram image (or canvas) element based on only a .wav file URL of an <audio> tag?
I assume that solving this will require multiple steps:
Load the sound file data.
Convert the data into a format that can be used for drawing, possibly an array of sample values, similar to the .dat format of soxformat.
Generate an image or draw on a canvas.
Please provide JavaScript code to turn this:
<audio src="http://goo.gl/hWyNYu" controls />
into this:
This needs to be done without having to play back the audio, as opposed to existing solutions and without using server-side solutions.
Rather than being a question about a specific step in the process, this question seeks a complete answer with complete code so anybody could test it first and understand it later.
Well, theoretically, you should be able to use those existing client-side solutions without playing back the audio, using an OfflineAudioContext. Unfortunately, those solutions both use ScriptProcessorNode, and from what I've heard, existing implementations are broken when using ScriptProcessorNode in an OfflineAudioContext, and not likely to be fixed. I suspect AnalyserNode may be broken in OfflineAudioContext too.
It would probably work to use an OfflineAudioContext to just "play back" the entire sound file, then draw your canvas based on the output buffer that is created.
Or you could use a regular AudioContext, but make sure the output isn't audible (say, by piping the sound through a gain node with gain of zero). This is really ugly, slow, and would interfere with any other Web Audio API usage on your page.
You could also try fetching the entire file just as a binary blob into an ArrayBuffer, and parse it yourself. The WAV file format is not all that complicated (or you might be able to find open source code to do this). If you wanted to handle compressed formats like MP3 this way, you would definitely not want to write the decoder from scratch.
EDIT:
I think the Web Audio-based solutions above are too complicated. You have to set up an AudioBuffer and decode the audio into it using decodeAudioData anyway. Once you've done that, there is no need to even create an AudioBufferSourceNode. You can just get the audio data directly from the AudioBuffer by calling getChannelData on it.

Getting load data about YouTube videos with JavaScript

I am writing a chrome extension that inserts JavaScript into webpages so that things such as load times can be analyzed (for troubleshooting purposes), and I was wondering if there is any way to gather data about youtube videos such as the size of the video, buffering speed, etc. using JavaScript
You should look into the Youtube APIs. You could at least retrieve the length of the video. Apart from that, Buffer speed is most likely out of the scope of client side javascript. You'd have to resort to a native application plugin for that.

How do I compress multiple Web Audio sources/tracks into one?

We are making an web based music editor and mixer based on the Web Audio api. Users can mix together multiple tracks, crop tracks, etc. The actual mixing together of the tracks just involves playing back all the sources at once.
We want to be able to add the option to save the mix and make it available for download to a user's computer. Is there some way to do this on the front end (like connecting all the sources to one destination/export node), or even the backend (we are using RoR)?
RecorderJS does exactly what you need, and it could not possibly be easier to use. Really, really great library.
https://github.com/mattdiamond/Recorderjs
P.S. Look into OfflineAudioContext and my answer to this question (Web audio API: scheduling sounds and exporting the mix) for info on doing a faster-than-realtime mixdown of your audio.
Users data looks to be on client side?
Basically when converting data with base64 into dataURI, datas are diplayed inline so they can be add 1 by 1 togheter into one single blob object, and be downloaded.
But this method is only good for smalls files, causing crash and freezing with most browser, this is only good for blob size less than 10mb after some personnal tests, this will be better soon for sure.
<audio controls><source src="data:audio/ogg;base64,BASE64.......BASE564......BASE64............."></audio>
or
<a href="data:audio/ogg;base64,BASE64...BASE64..BASE64....>Download</a>
Probably not your way, just an idea but your project is interesting ;)

Custom progressive audio streaming in browser

Say i like to create my very own progressive streaming mechanicsm in Javascript because i'm finding the browser's built in streaming mechanism not fault-tollerant enough or i like to implement my own custom method over WebSocket. I would like to create a buffer which holds the already downloaded segments of a continous media file (say an arraybuffer or something like that). Is it possible to play this file even if it's not already downloaded from start-to-end?
My only idea was the Web Audio API which has a noteOn() function for preceisely timing the start of each segment. However i don't know how gapeless this would be. Also it introduces the problem that i have to know exactly where audio files can be cut safely on the server side so the next part can be decoded without any loss and gaps. E.g. mp3's bit reservoir stores audio data in neighbour audio frames even in CBR mode which makes things difficult.
What about creating a ScriptProcessorNode that feeds from your incoming buffers? The biggest issue is making sure that the segments are convertible to raw audio samples, but otherwise you could write a simple function in the onaudioprocess event handler that pulls in the next available buffer chunk and copies it into the node's output buffers. Since this would be a pull-on-demand mechanism, you wouldn't need to worry about timing segment playback.

Downscaling/resizing a video during upload to a remote website

I have a web application written in Ruby on rails that uploads videos from the user to the server using a form (I actually use a jquery uploader that uploads direct to s3, but I dont think this is relevant).
In order to decrease the upload time for a video I want to downscale it e.g. if the video size is 1000x2000 pixels I want to downscale it to 500x1000. Is there a way to do so while the video uploads on the client side? Is there a javascript library that can do that?
Recompressing a video is a non-trivial problem that isn't going to happen in a browser any time soon.
With the changes in HTML5, it is theoretically possible if you can overcome several problems:
You'd use the File API to read the contents of a file that the user selects using an <input type="file"> element. However, it looks like the FileReader reads the entire file into memory before handing it over to your code, which is exactly what you don't want when dealing with large video files. Unfortunately, this is a problem you can do nothing about. It might still work, but performance will probably be unacceptable for anything over 10-20 MB or so.
Once you have the file's data, you have to actually interpret it – something usually accomplished with a demuxer to split the continer (mpeg, etc) file into video and audio streams, and a codec to decompress those streams into raw image/audio data. Your OS comes with several implementations of codecs, none of which are accessible from JavaScript. There are some JS video and audio codec implementations, but they are experimental and painfully slow; and only implement the decompressor, so you'd be stuck when it comes to creating output.
Decompressing, scaling, and recompressing audio and video is extremely processor-intensive, which is exacty the kind of workload that JavaScript (and scripting languages in general) is the worst at. At the very minimum, you'd have to use Web workers to run your code on a separate thread.
All of this work has been done several times over; you're reinventing the wheel.
Realistically, this is something that has to be done server-side, and even then it's not a trivial endeavor.
If you're desperate, you could try something like a plugin/ActiveX control that handles the compression, but then you have to convince users to install a plugin (yuck).
You could use a gem like Carrierwave (https://github.com/jnicklas/carrierwave). It has the ability to process files before storing them. Even if you upload them directly to S3 first with javascript, you could then have Carrierwave retrieve the file, process it, and store it again.
Otherwise you could just have Carrierwave deal with the file from the beginning (unless you are hosting with Heroku and need to avoid the timeouts by going direct to S3).

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