Trim an audio file using javascript (first 3 seconds) - javascript

I have a question that can I trim my audio file that is recorded via javascript? Like I want to trim the first 3 seconds. I recorded the audio file using p5.js and merged the recorded file with karaoke audio with AudioContext() and I want to trim it because of an unpleasant sound at the start.

You will probably need to read the audio into an AudioBuffer using something like AudioContext.decodeAudioData(), plug the AudioBuffer into a AudioBufferSourceNode. Then you can skip the first 3 seconds using the offset parameter of AudioBufferSourceNode.start() and record the resulting output stream.
Example code:
var source = audioCtx.createBufferSource();
var dest = audioCtx.createMediaStreamDestination();
var mediaRecorder = new MediaRecorder(dest.stream);
var request = new XMLHttpRequest();
request.open('GET', 'your.ogg', true);
request.responseType = 'arraybuffer';
request.onload = function() {
var audioData = request.response;
audioCtx.decodeAudioData(
audioData,
function(buffer) {
source.buffer = buffer;
source.connect(dest);
mediaRecorder.start();
source.start(audioCtx.currentTime, 3);
// etc...
},
function(e){
console.log("Error with decoding audio data" + e.err);
}
);
}
request.send();

Related

javascript audio api play blob url

I worked out a testing function for Web Audio API to play url blob:
// trigger takes a sound play function
function loadSound(url, trigger) {
let context = new (window.AudioContext || window.webkitAudioContext)();
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// Decode asynchronously
request.onload = function() {
context.decodeAudioData(request.response, function(buffer) {
trigger(()=>{
// play sound
var source = context.createBufferSource(); // creates a sound source
source.buffer = buffer; // tell the source which sound to play
source.connect(context.destination); // connect the source to the context's destination (the speakers)
source.start();
});
}, e=>{
console.log(e);
});
}
request.send();
}
loadSound(url, fc=>{
window.addEventListener('click', fc);
});
this is just for test, actually, I need a function to call to directly play the sound from url, if any current playing, quit it.
let ac;
function playSound(url) {
if(ac){ac.suspend()}
let context = new (window.AudioContext || window.webkitAudioContext)();
let request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// Decode asynchronously
request.onload = function() {
context.decodeAudioData(request.response, function(buffer) {
// play sound
let source = context.createBufferSource(); // creates a sound source
source.buffer = buffer; // tell the source which sound to play
source.connect(context.destination); // connect the source to the context's destination (the speakers)
// source.noteOn(0); // play the source now
ac = context;
source.start();
}, e=>{
console.log(e);
});
}
request.send();
}
window.addEventListener('click',()=>{
playSound(url);
});
I did not do much modification, however, the second version, triggers works fine, but always produces no sound.
I suspect it may be this variable scope issue, I will be very glad if you can help me debug it.
since the blob url is too long, I put two versions in code pen.
working version
not working version
Instead of calling supsend on the stored AudioContext, save a reference to the AudioBufferSourceNode that is currently playing. Then check if the reference exits and call stop() whenever you play a new sound.
const context = new AudioContext();
let bufferSource = null;
function playSound(url) {
if (bufferSource !== null) {
bufferSource.stop();
bufferSource = null;
}
let request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
request.onload = function() {
context.decodeAudioData(request.response, (buffer) => {
bufferSource = context.createBufferSource();
bufferSource.buffer = buffer;
bufferSource.connect(context.destination);
bufferSource.start();
bufferSource.addEventListener('ended', () => {
bufferSource = null;
});
}, (error) => {
console.log(error);
});
}
request.send();
}
window.addEventListener('click', () => {
playSound(url);
});

Web Audio API source.start() only plays the second time it is called (in safari)

I am learning how to use the Web Audio API and I am experiencing a problem that I am not sure how to resolve. I am not sure if it is because I am a beginner at this, or there is something going on that I don't understand.
Basically I am creating a function that plays a short mp3. It should http GET to load MP3 into the audio buffer the first time the audio is played. (Subsequently requests for the same audio don't need to re-fetch the mp3)
The code below works completely correctly in Chrome. However in Safari playAudio('filename') will not play audio the very first time that it is invoked. Every single time after that it works fine. Any expert advise from someone more experienced than me would be very much appreciated.
<script>
var context;
function init() {
try {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
context = new AudioContext();
}
catch(e) {
alert("Your browser doesn't support Web Audio API");
}
}
window.addEventListener('load', init);
function loadAudio(w) {
var audioURL='https://biblicaltext.com/audio/' + w + '.mp3';
var request = new XMLHttpRequest();
request.open("GET", audioURL, true);
request.responseType = 'arraybuffer';
request.onload = function() {
//console.log("update", request.readyState, request.status)
if (request.readyState === 4) {
if (request.status === 200) {
//take the audio from http request and decode it in an audio buffer
context.decodeAudioData(request.response, function(buffer) {
if(buffer) {
console.log(w, buffer);
playAudioBuffer(w, buffer);
} else {
console.log("audio buffer decoding failed")
}
}, function(ec) {
console.log("http request buffer decoding failed")
});
} else {
console.log("get", audioURL, "failed", request.status)
}
}
}
request.send();
}
var audioBuffer;
var currentWord;
function playAudio(w) {
if (typeof audioBuffer === 'undefined' || audioBuffer == null || currentWord != w) {
audioBuffer = null
currentWord = ""
console.log("reqest load of different word", w)
loadAudio(w)
} else {
playAudioBuffer(w, audioBuffer)
}
}
function playAudioBuffer(w, buffer) {
audioBuffer = buffer
currentWord = w
var source = context.createBufferSource();
source.buffer = audioBuffer;
source.connect(context.destination);
source.start();
console.log('playing', currentWord);
}
</script>
Play ἦν
<br>
Play ὥστε
<br>
Play οὐρανός
<br>
Play υἱός
<br>
Play εἷς
<br>
Am I hitting some kind of weird situation where Safari is blocking sound because the clicking of the link is disconnected from the loading/playing of the audio by a fraction of a second?
It turns out the way to 'unlock' audio is to play a silent/hidden sound when the user first interacts with the page to make sure future requests for audio will function correctly.
https://paulbakaus.com/tutorials/html5/web-audio-on-ios/
Here is what I used:
window.addEventListener('touchstart', function() {
// create empty buffer
var buffer = myContext.createBuffer(1, 1, 22050);
var source = myContext.createBufferSource();
source.buffer = buffer;
// connect to output (your speakers)
source.connect(myContext.destination);
// play the file
source.noteOn(0);
}, false);
I realize I am probably not the first person to have asked this on SO, however the search keywords (safari play first time vs second time) don't turn up anything on SO, so I am inclined to answer and leave this up. If the community things deleting my noob question would be better then I'm happy to do that.

Decode a base64 video blob with JavaScript

I've made a video encoder that gives output in base64 encoded video.
A video player needs to play the video in the browser.
My current code doesn't works, I tried it also with responseText and not with the response as a blob.
So the server gets the video and processes it as a base64 string.
Then the browser needs to decode it and view it as a video, how can I get this done?
My code:
decodeBase64 = function(s) {
var e={},i,b=0,c,x,l=0,a,r='',w=String.fromCharCode,L=s.length;
var A="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
for(i=0;i<64;i++){e[A.charAt(i)]=i;}
for(x=0;x<L;x++){
c=e[s.charAt(x)];b=(b<<6)+c;l+=6;
while(l>=8){((a=(b>>>(l-=8))&0xff)||(x<(L-2)))&&(r+=w(a));}
}
return r;
};
var xhr = new XMLHttpRequest();
xhr.open("GET", "video");
xhr.responseType = "blob";
xhr.onload = response;
xhr.send();
function response(e) {
var URL = window.URL || window.webkitURL;
var videoUrl = URL.createObjectURL(decodeBase64(this.response));
document.querySelector("video").src = videoUrl;
}
Compare output of decodeBase64 with that of (built-in) btoa.

How would i get channel count of audio file without using decodeAudioData()?

So as you can see below, it looks like the only method i can think of to get the channel count of an audio file(including wav, mp3) is by using decodeAudioData(). However, i want to be able to get the channel count without decoding the whole audio file which uses alot of CPU (i think its CPU).
Is there any other method to achieve this? If not, is there a way of decoding only a section of the file?
Thanks in advance!
audio_file.onchange = function() {
let files = this.files;
let file = URL.createObjectURL(files[0]);
let xhr = new XMLHttpRequest();
xhr.open('GET', file, true);
xhr.responseType = "arraybuffer";
xhr.onload = () => {
audioContext.decodeAudioData(xhr.response).then((buffer) => {
CHANNEL_COUNT = buffer.numberOfChannels;
if (CHANNEL_COUNT === 4){
document.querySelector('.status').innerHTML = 'FOA file detected';
}
else {
document.querySelector('.status').innerHTML = "Audio file with " + CHANNEL_COUNT + " channels detected";
}
});
}
xhr.send(null);
audioElement.src = file;
audioElement.load();
};
The channel information is usually at the beginning of the encoded file, so you could just download the first few thousand bytes and use decodeAudioData on it. However, I think many audio containers can support changing the number of channels in the middle of the file. You'll lose that information, but then so would decodeAudioData.

Web Audio Api - Download edited MP3

I'm currently editing my mp3 file with multiple effects like so
var mainVerse = document.getElementById('audio1');
var s = source;
source.disconnect(audioCtx.destination);
for (var i in filters1) {
s.connect(filters1[i]);
s = filters1[i];
}
s.connect(audioCtx.destination);
The mp3 plays accordingly on the web with the filters on it. Is it possible to create and download a new mp3 file with these new effects, using web audio api or any writing to mp3 container javascript library ? If not whats the best to solve this on the web ?
UPDATE - Using OfflineAudioContext
Using the sample code from https://developer.mozilla.org/en-US/docs/Web/API/OfflineAudioContext/oncomplete
I've tried using the offline node like so;
var audioCtx = new AudioContext();
var offlineCtx = new OfflineAudioContext(2,44100*40,44100);
osource = offlineCtx.createBufferSource();
function getData() {
request = new XMLHttpRequest();
request.open('GET', 'Song1.mp3', true);
request.responseType = 'arraybuffer';
request.onload = function() {
var audioData = request.response;
audioCtx.decodeAudioData(audioData, function(buffer) {
myBuffer = buffer;
osource.buffer = myBuffer;
osource.connect(offlineCtx.destination);
osource.start();
//source.loop = true;
offlineCtx.startRendering().then(function(renderedBuffer) {
console.log('Rendering completed successfully');
var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
var song = audioCtx.createBufferSource();
song.buffer = renderedBuffer;
song.connect(audioCtx.destination);
song.start();
rec = new Recorder(song, {
workerPath: 'Recorderjs/recorderWorker.js'
});
rec.exportWAV(function(e){
rec.clear();
Recorder.forceDownload(e, "filename.wav");
});
}).catch(function(err) {
console.log('Rendering failed: ' + err);
// Note: The promise should reject when startRendering is called a second time on an OfflineAudioContext
});
});
}
request.send();
}
// Run getData to start the process off
getData();
Still getting the recorder to download an empty file, I'm using the song source as the source for the recorder. The song plays and everything with his code but recorder doesn't download it
Use https://github.com/mattdiamond/Recorderjs to record a .wav file. Then use https://github.com/akrennmair/libmp3lame-js to encode it to .mp3.
There's a nifty guide here, if you need a hand: http://audior.ec/blog/recording-mp3-using-only-html5-and-javascript-recordmp3-js/
UPDATE
Try moving
rec = new Recorder(song, {
workerPath: 'Recorderjs/recorderWorker.js'
});
so that it is located above the call to start rendering, and connect it to osource instead, like so:
rec = new Recorder(osource, {
workerPath: 'Recorderjs/recorderWorker.js'
});
osource.connect(offlineCtx.destination);
osource.start();
offlineCtx.startRendering().then(function(renderedBuffer) {
.....

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