I am receiving a raw data wave file from server, and I need to play this array of bytes on the client side.
I tried to use decodeAudioData like in this link but i got the error :
DOMException : Unable to decode Audio data.
It is logical because my raw data is not a regular mp3 file, it is a wave that needs to be played with 8000Hz rate and 1 channel and 16bits per sample.
Is there a function to play a byte array received from server with a certain rate and a number of channels
I managed to play the bytes on browser using this method :
function playWave(byteArray) {
var audioCtx = new (window.AudioContext || window.webkitAudioContext)();
var myAudioBuffer = audioCtx.createBuffer(1, byteArray.length, 8000);
var nowBuffering = myAudioBuffer.getChannelData(0);
for (var i = 0; i < byteArray.length; i++) {
nowBuffering[i] = byteArray[i];
}
var source = audioCtx.createBufferSource();
source.buffer = myAudioBuffer;
source.connect(audioCtx.destination);
source.start();
}
Related
I would like to play audio from a web socket that sends packages of sound data of unknown total length. The playback should start as soon as the first package arrives and it should not be interrupted by new packages.
What I have done so far:
ws.onmessage = e => {
const soundDataBase64 = JSON.parse(e.data);
const bytes = window.atob(soundDataBase64);
const arrayBuffer = new window.ArrayBuffer(bytes.length);
const bufferView = new window.Uint8Array(arrayBuffer);
for (let i = 0; i < bytes.length; i++) {
bufferView[i] = bytes.charCodeAt(i);
}
const blob = new Blob([arrayBuffer], {"type": "audio/mp3"});
const objectURL = window.URL.createObjectURL(blob);
const audio = document.createElement("audio");
audio.src = objectURL;
audio.controls = "controls";
document.body.appendChild(audio);
};
However, to my knowledge, it is not possible to extend the size of ArrayBuffer and Uint8Array. I would have to create a new blob, object URL and assign it to the audio element. But I guess, this would interrupt the audio playback.
On the MDN page of <audio>, there is a hint to MediaStream, which looks promising. However, I am not quite sure how to write data onto a media stream and how to connect the media stream to an audio element.
Is it currently possible with JS to write something like pipe where I can input data on one end, which is then streamed to a consumer? How would seamless streaming be achieved in JS (preferably without a lot of micro management code)?
As #Kaiido pointed out in the comments, I can use the MediaSource object. After connecting a MediaSource object to an <audio> element in the DOM, I can add a SourceBuffer to an opened MediaSource object and then append ArrayBuffers to the SourceBuffer.
Example:
const ws = new window.WebSocket(url);
ws.onmessage = _ => {
console.log("Media source not ready yet... discard this package");
};
const mediaSource = new window.MediaSource();
const audio = document.createElement("audio");
audio.src = window.URL.createObjectURL(mediaSource);
audio.controls = true;
document.body.appendChild(audio);
mediaSource.onsourceopen = _ => {
const sourceBuffer = mediaSource.addSourceBuffer("audio/mpeg"); // mpeg appears to not work in Firefox, unfortunately :(
ws.onmessage = e => {
const soundDataBase64 = JSON.parse(e.data);
const bytes = window.atob(soundDataBase64);
const arrayBuffer = new window.ArrayBuffer(bytes.length);
const bufferView = new window.Uint8Array(arrayBuffer);
for (let i = 0; i < bytes.length; i++) {
bufferView[i] = bytes.charCodeAt(i);
}
sourceBuffer.appendBuffer(arrayBuffer);
};
};
I tested this successfully in Google Chrome 94. Unfortunately, in Firefox 92, the MIME type audio/mpeg seems not working. There, I get the error Uncaught DOMException: MediaSource.addSourceBuffer: Type not supported in MediaSource and the warning Cannot play media. No decoders for requested formats: audio/mpeg.
I have the audio buffer of a prerecorded audio file in my application.
I'm trying to get the frequency domain data of the ENTIRE audio track, this is what I've tried:
getAudioDataFromBuffer: function(buf){
var src = g.audioContext.createBufferSource();
src.buffer = buf;
var anal = src.context.createAnalyser();
src.connect(anal);
var dataArray = new Uint8Array(buf.length);
anal.fftSize = 2048;
anal.getByteFrequencyData(dataArray);
return dataArray;
},
But this only gives me an array full of zeros.
I need this to compare two audio tracks, one is prerecorded and the other is recorded in the application. I'm thinking I could measure the correlation between their frequency domains.
I arrived to the solution seeing this answer and this discussion.
Basically you need to use an OfflineAudioContext. Here the code staring from an already loaded audio buffer:
var offline = new OfflineAudioContext(2, buffer.length ,44100);
var bufferSource = offline.createBufferSource();
bufferSource.buffer = buffer;
var analyser = offline.createAnalyser();
var scp = offline.createScriptProcessor(256, 0, 1);
bufferSource.connect(analyser);
scp.connect(offline.destination); // this is necessary for the script processor to start
var freqData = new Uint8Array(analyser.frequencyBinCount);
scp.onaudioprocess = function(){
analyser.getByteFrequencyData(freqData);
console.log(freqData);
};
bufferSource.start(0);
offline.oncomplete = function(e){
console.log('analysed');
};
offline.startRendering();
Here's a working example using the latest version of the Web Audio API:
Note: You need to start with an audioBuffer.. you can get one using the new File System Access API:
const [fileHandle] = await window.showOpenFilePicker();
const file = await fileHandle.getFile();
const arrayBuffer = await file.arrayBuffer();
const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
const audioBuffer = await audioCtx.decodeAudioData(arrayBuffer);
Once you have the audioBuffer, you can access it's contents using offlineAudioContext:
const offlineAudioContext = new OfflineAudioContext(
audioBuffer.numberOfChannels,
audioBuffer.length,
audioBuffer.sampleRate
);
const bufferSourceNode = offlineAudioContext.createBufferSource();
bufferSourceNode.start(0);
offlineAudioContext
.startRendering()
.then(renderedBuffer => {
const data = renderedBuffer.getChannelData(0);
for (let i = 0, length = data.length; i < length; i += 1) {
// careful here, as you can hang the browser by logging this data
// because 1 second of audio contains 22k ~ 96k samples!
if (!(i % 1000) && i < 250000) console.log(data[i]);
}
}
I think you need more something like
AudioBuffer.getChannelData()
Returns a Float32Array containing the PCM data associated with the channel, defined by the channel parameter (with 0 representing the first channel).
Lookup at Mozilla or W3C documentation.
Cheers
Kilian
Using below service to play audio file (wav/mp3) that comes in byte array format.
myAudioService.getAudioTone(userid).then(function (data) {
var context; // Audio context
var buf; // Audio buffer
$window.AudioContext = $window.webkitAudioContext;
context = new AudioContext();
$timeout(function () {
$scope.playByteArray = function(){
var arrayBuffer = new ArrayBuffer(data.length);
var bufferView = new Uint8Array(arrayBuffer);
for (i = 0; i < data.length; i++) {
bufferView[i] = data[i];
}
context.decodeAudioData(arrayBuffer, function(buffer) {
buf = buffer;
play();
});
}
$scope.play = function(audioBuffer){
// Create a source node from the buffer
var source = context.createBufferSource();
source.buffer = buf;
// Connect to the final output node (the speakers)
source.connect(context.destination);
// Play immediately
source.start(0);
}
if(data.length !== '' || data !== ''){
$scope.playByteArray();
}
}, 3000);
});
The functions are called but it throws below exception.
Uncaught (in promise) DOMException: Unable to decode audio data
How do I run it in Chrome, FF and IE ?
P.S. $window and $timeout are already defined in controller.
Based on the error message arrayBuffer doesn't contain what you think it contains. You should verify that the bytes in the array are the same as the encoded wav/mp3 file.
I tried concatenating audio blobs using Web RTC experiment by Muaz Khan, but when I play the concatenated audio, the HTML audio element does not show the full length of the audio file and also if you download and play, the issue will persist. I used ffmpeg to concate these blobs, though is there a way which can be used for concatenating audio blobs using the Web RTC js experiment by Muaz Khan. A similar attempt which also did not work out : Combine two audio blob recordings
The best way is to convert the blobs into AudioBuffers (Convert blob into ArrayBuffer using FileReader and then decode those arrayBuffers into AudioBuffers). You can then merge/combine more than one AudioBuffers and get the resultant.
Following code will work in such situation:
var blob="YOUR AUDIO BLOB";
var f = new FileReader();
f.onload = function (e) {
audioContext.decodeAudioData(e.target.result, function (buffer) {
arrayBuffer.push(buffer);
if (arrayBuffer.length > 1) {
resultantbuffer = appendBuffer(arrayBuffer[0], arrayBuffer[1]);
arrayBuffer = [];
arrayBuffer.push(resultantbuffer);
}
else {
resultantbuffer = buffer;
}
}, function (e) {
console.warn(e);
});
};
f.readAsArrayBuffer(blob);
This code read the blob and convert into arrayBuffer (e.target.result) and decode those buffers into AudioBuffers (buffer). I used appendBuffer method for appending more than one audioBuffers. Here is the method:
function appendBuffer(buffer1, buffer2) {
///Using AudioBuffer
var numberOfChannels = Math.min(buffer1.numberOfChannels, buffer2.numberOfChannels);
var tmp = recordingAudioContext.createBuffer(numberOfChannels, (buffer1.length + buffer2.length), buffer1.sampleRate);
for (var i = 0; i < numberOfChannels; i++) {
var channel = tmp.getChannelData(i);
channel.set(buffer1.getChannelData(i), 0);
channel.set(buffer2.getChannelData(i), buffer1.length);
}
return tmp;
}
Do let me know if you face any problem.
I want create live audio streaming by websockets.
This what works for me is listening microphone, create PCM, load PCM to BufferSource and playback.
This what doesn't work is send PCM by websockets or other protocol.
I get microphone permission by:
navigator.getUserMedia({audio: true}, initializeRecorder, errorCallback);
Then record microphone and create PCM:
function initializeRecorder(MediaStream) {
var sourceNode = audioCtx.createMediaStreamSource(MediaStream);
var recorder = audioCtx.createScriptProcessor(2048, 2, 2);
recorder.onaudioprocess = recorderProcess;
sourceNode.connect(recorder);
recorder.connect(audioCtx.destination);
}
Later I push every PCM to BufferSource and playback:
function recorderProcess(e) {
var buff = e.inputBuffer;
var source = audioCtx.createBufferSource();
source.buffer = buff;
source.connect(audioCtx.destination);
source.start();
}
It works well.
But if I want send var buff to server, I get for every PCM.
This PCM is Float32Array type and I don't understand why I can't send it like it is.
I can convert this to UInt16 by script:
function convertFloat32ToInt16(buffer) {
var l = buffer.length;
var buf = new Int16Array(l);
while(l--) {
buf[l] = Math.min(1, buffer[l]) * 0x7FFF;
}
return buf.buffer;
}
But I don't know how to decode this later for Float32Array back to push to BufferSource on another client.
You can I think,
whats the problem if you try:
var mybuffer = new Float32Array(pcmDataFromSocket);